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