Online Entertainment Market Report by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Device (Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, and Others), and Region 2025-2033

Online Entertainment Market Report by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Device (Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, and Others), and Region 2025-2033

Report Format: PDF+Excel | Report ID: SR112024A6388
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Global Online Entertainment Market:

The global online entertainment market size reached USD 522.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 2,184.7 Billion by 2033, exhibiting a growth rate (CAGR) of 17.24% during 2025-2033. The increasing internet penetration, ongoing technological advancements, rising smartphone usage, and expanding game industry are primarily driving the market's growth.

Report Attribute 
Key Statistics
Base Year
2024
Forecast Years
2025-2033
Historical Years
2019-2024
Market Size in 2024
USD 522.1 Billion
Market Forecast in 2033
USD 2,184.7 Billion
Market Growth Rate 2025-2033 17.24%


Online Entertainment Market Analysis:

  • Major Market Drivers: The continual technological advancements in smart devices providing enhanced visual and listening experiences to users are driving the market's growth. In addition to this, the widespread adoption of internet-enabled smart devices, including smart TVs, laptops, desktops, and smart projectors, has led to an increased demand for online entertainment content, thus fueling the market.
  • Key Market Trends: The easy availability of internet services at affordable prices, along with the growing data tariffs, are providing an impetus to the market growth. Apart from this, the rising popularity of OTT platform subscriptions and the escalating number of OTT application downloads are creating a positive market outlook.
  • Competitive Landscape: Some of the prominent online entertainment market companies include Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company, and Ubisoft Entertainment SA, among many others.
  • Geographical Trends: According to the online entertainment market dynamics, North America currently dominates the global market. High-speed internet access is crucial for streaming and online gaming. The expansion of broadband infrastructure in the region supports seamless streaming and gaming experiences.
  • Challenges and Opportunities: High competition among key players and rising privacy concerns are hampering the market's growth. However, the growing popularity of e-sports and online gaming presents various opportunities for new revenue streams through sponsorships, live streaming, and in-game purchases.


Online Entertainment Market Trends:

Rising Internet Penetration

Increased internet penetration is a major driver of growth in the online entertainment market. For instance, according to Statista, in 2024, the global internet user population was 5.44 billion, which means that around two-thirds of the world's population is currently linked to the internet. With more people getting online globally, the audience for online entertainment has expanded. High-speed internet and widespread smartphone use contribute significantly to this growth. These factors are expected to propel the online entertainment market in the coming years.

Proliferation of Smartphones

The proliferation of smartphones is a major factor driving the growth of the online entertainment market. For instance, according to Statista, in 2023, the global smartphone penetration rate was expected to reach 69%, up from 2022 levels. This is predicated on a projected 7.4 billion people living in the world and 6.7 billion smartphone subscriptions globally. Modern smartphones come equipped with high-resolution screens, powerful processors, and advanced graphics capabilities. This enhances the quality of streaming, gaming, and interactive content, making mobile entertainment more appealing. These factors further positively influence the online entertainment market forecast.

Expansion of the Gaming Industry

The expansion of the gaming industry is one of the key factors driving the growth in the online entertainment market. For instance, according to IMARC, the global gaming market size was estimated to be US$ 221.6 Billion in 2023. Looking forward, the market is expected to expand from US$ 241.1 Billion in 2024 to US$ 471.3 Billion by 2032, with a growth rate (CAGR) of 8.74% over the forecast period. Innovations in graphics, artificial intelligence, and virtual reality (VR) are making games more immersive and engaging, driving interest and investment in the gaming sector, thereby boosting the online entertainment market revenue.

Global Online Entertainment Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global online entertainment market report, along with forecasts at the global, regional, and country levels from 2025-2033. Our report has categorized the market based on form, revenue model, and device.

Breakup by Form:

  • Video
  • Audio
  • Games
  • Internet Radio
  • Others
     

Video accounts for the majority of the total market share

The report has provided a detailed breakup and analysis of the online entertainment market based on the form. This includes video, audio, games, internet radio, and others. According to the report, video accounts for the majority of the total market share. 

According to the online entertainment market outlook, advances in video production technology, including 4K resolution, HDR, and immersive audio, have improved the quality of video content, attracting viewers who seek a superior viewing experience. Services like Netflix, Amazon Prime Video, and Disney+, offer vast libraries of video content on a subscription basis, providing convenience and affordability. Moreover, platforms like YouTube and Hulu offer free content with ads, attracting users who prefer no-cost options while still enjoying a wide range of video content. Besides this, the widespread use of mobile devices has made it easier for users to access video content anywhere and anytime, driving the demand for mobile-optimized video platforms.

Breakup by Revenue Model:

  • Subscription
  • Advertisement
  • Sponsorship
  • Others
     

Advertisement currently exhibits clear dominance in the market

The report has provided a detailed breakup and analysis of the online entertainment market based on the revenue model. This includes subscription, advertisement, sponsorship, and others. According to the report, advertisement currently exhibits clear dominance in the market.

According to the online entertainment market overview, platforms that offer free access to content with ad support, such as YouTube and Pluto TV, attract a large audience who prefer not to pay subscription fees. Moreover, ad-supported models enable platforms to reach a wider audience, including those who are price-sensitive or unwilling to commit to subscription fees. Apart from this, interactive ads and targeted promotions can enhance user engagement by providing relevant content and offers based on viewers' preferences and behaviors. Advertisement-based revenue models are a significant driver of demand in the online entertainment market.

Breakup by Device:

  • Smartphones
  • Smart Tvs, Projectors and Monitors
  • Laptop, Desktop and Tablets
  • Others
     

Smartphones hold the largest market share

A detailed breakup and analysis of the online entertainment market based on the device has also been provided in the report. This includes smartphones, smart TVs, projectors and monitors, laptop, desktop and tablets, and others. According to the report, smartphones hold the largest market share. 

Smartphones are ubiquitous and widely adopted across various demographics and regions. Their affordability and availability make them a primary device for accessing online entertainment. Moreover, a vast range of entertainment apps, including streaming services like Netflix, Hulu, and Spotify, are optimized for smartphones, providing easy access to movies, TV shows, music, and podcasts. Apart from this, advances in smartphone processors and graphics capabilities support demanding applications, such as high-quality video streaming and sophisticated mobile games. For instance, according to Statista, in 2023, smartphone adoption in the Asia-Pacific region reached 78%, up from 64% in 2019. By 2030, smartphone use in APAC is expected to exceed 90%.

Breakup by Region:

Online Entertainment Market Report

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

North America currently dominates the global market

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America currently dominates the global market.

According to the online entertainment market statistics, North America has high internet penetration rates, with robust broadband and high-speed mobile networks, facilitating seamless streaming and online gaming experiences. For instance, according to Statista, as of 2024, approximately 97.1% of individuals in the United States accessed the internet, up from nearly 75% in 2012. Advances in technology, such as 5G, high-definition displays, and sophisticated devices, enhance the quality of online entertainment, driving consumer demand. Moreover, platforms like Netflix, Hulu, Amazon Prime Video, and Disney+ are major players in the market, offering extensive libraries of on-demand video content. Their popularity continues to drive market growth. Apart from this, mobile gaming and cloud gaming are major growth areas. North America is a significant market for both casual and competitive gaming, supported by platforms like Twitch and game developers focusing on mobile-first experiences.

Competitive Landscape:

The market research report has provided a comprehensive analysis of the competitive landscape. Detailed profiles of all major market companies have also been provided. Some of the key players in the market include: 

  • Amazon Web Services Inc. (Amazon.com Inc.)
  • Charter Communications Inc.
  • Comcast Corporation
  • Google LLC (Alphabet Inc.)
  • King.com Limited (Activision Blizzard Inc.)
  • Meta Platforms Inc.
  • Netflix Inc.
  • Rakuten Group Inc.
  • Sony Pictures Networks India Pvt. Ltd. (Sony Corporation)
  • Spotify AB
  • The Walt Disney Company
  • Ubisoft Entertainment SA
     

(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)

Online Entertainment Market Recent Developments:

  • July 2024: ABEMA, a new TV for the future, integrated AI multilingual subtitles to "ABEMA Live," an online live entertainment platform based in Japan and Asia. ABEMA Live enables users to purchase and watch a variety of pay-per-view entertainment from other countries.
  • May 2024: Gordon Ramsay and Fox unveiled Bite, a worldwide food brand and entertainment platform. The portal will provide a diverse range of culinary content, as well as products and experiences.
  • March 2024: Kustom Entertainment, Inc., a leading live event marketing and concert production company and a subsidiary of Digital Ally Inc., launched Kustom Tickets, an innovative online ticketing platform designed to provide customers with a simple and fun ticket-buying experience.


Online Entertainment Market Report Scope:

Report Features Details
Base Year of the Analysis 2024
Historical Period 2019-2024
Forecast Period 2025-2033
Units Billion USD

Scope of the Report

Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
  • Form
  • Revenue Model
  • Device
  • Region
Forms Covered Video, Audio, Games, Internet Radio, Others
Revenue Models Covered Subscription, Advertisement, Sponsorship, Others
Devices Covered Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, Others
Regions Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company, Ubisoft Entertainment SA, etc.
Customization Scope 10% Free Customization
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)


Key Benefits for Stakeholders:

  • IMARC's report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the online entertainment market from 2019-2033.
  • The research study provides the latest information on the market drivers, challenges, and opportunities in the global online entertainment market.
  • The study maps the leading, as well as the fastest-growing, regional markets. It further enables stakeholders to identify the key country-level markets within each region.
  • Porter's five forces analysis assists stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the online entertainment industry and its attractiveness.
  • The competitive landscape allows stakeholders to understand their competitive environment and provides insight into the current positions of key players in the market. 

Key Questions Answered in This Report

The global online entertainment market was valued at USD 522.1 Billion in 2024.

We expect the global online entertainment market to exhibit a CAGR of 17.24% during 2025-2033.

The rising adoption of internet-enabled smart devices, along with the increasing number of OTT platforms, is primarily driving the global online entertainment market.

The sudden outbreak of the COVID-19 pandemic has led to the growing demand for online entertainment, as it provides users with a wide array of free and low-priced materials, including music, movies, web shows, etc., over the internet.

Based on the form, the global online entertainment market can be divided into video, audio, games, internet radio, and others. Currently, video accounts for the majority of the total market share.

Based on the revenue model, the global online entertainment market has been segregated into subscription, advertisement, sponsorship, and others. Among these, advertisement currently exhibits clear dominance in the market.

Based on the device, the global online entertainment market can be bifurcated into smartphones, smart TVs, projectors and monitors, laptop, desktop and tablets, and others. Currently, smartphones hold the largest market share.

On a regional level, the market has been classified into North America, Asia-Pacific, Europe, Latin America, and Middle East and Africa, where North America currently dominates the global market.

Some of the major players in the global online entertainment market include Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company, and Ubisoft Entertainment SA.

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Online Entertainment Market Report by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Device (Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, and Others), and Region 2025-2033
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