Global Electronic Entertainment
Market Report
2024
The global electronic entertainment market size is USD 295845.2 million in 2024. Increased internet penetration, growing smartphone adoption, and expanding digital content libraries is expected to boost sales to USD 811219.6 million by 2031, with a Compound Annual Growth Rate (CAGR) of 15.50% from 2024 to 2031.
The base year for the calculation is 2023 and 2019 to 2023 will be historical period. The year 2024 will be estimated one while the forecasted data will be from year 2025 to 2031. When we deliver the report that time we updated report data till the purchase date.
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According to Cognitive Market Research, the global Electronic entertainment market size will be USD 295845.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 15.50% from 2024 to 2031.
Base Year | 2023 |
Historical Data Time Period | 2019-2023 |
Forecast Period | 2024-2031 |
Global Electronic Entertainment Market Sales Revenue 2024 | $ 295845 Million |
Global Electronic Entertainment Market Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.5% |
North America Electronic Entertainment Market Sales Revenue 2024 | $ 118338 |
North America Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 13.7% |
United States Electronic Entertainment Sales Revenue 2024 | $ 93368.8 |
United States Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 13.5% |
Canada Electronic Entertainment Sales Revenue 2024 | $ 14200.6 |
Canada Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.5% |
Mexico Electronic Entertainment Sales Revenue 2024 | $ 10768.8 |
Mexico Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.2% |
Europe Electronic Entertainment Market Sales Revenue 2024 | $ 88753.6 |
Europe Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14% |
United Kingdom Electronic Entertainment Sales Revenue 2024 | $ 14910.6 |
United Kingdom Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.8% |
France Electronic Entertainment Sales Revenue 2024 | $ 8165.33 |
France Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 13.2% |
Germany Electronic Entertainment Sales Revenue 2024 | $ 17573.2 |
Germany Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.2% |
Italy Electronic Entertainment Sales Revenue 2024 | $ 7632.81 |
Italy Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 13.4% |
Russia Electronic Entertainment Sales Revenue 2024 | $ 13756.8 |
Russia Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 13% |
Spain Electronic Entertainment Sales Revenue 2024 | $ 7277.79 |
Spain Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 13.1% |
Rest of Europe Electronic Entertainment Sales Revenue 2024 | $ 13756.8 |
Rest of Europe Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 12.7% |
Asia Pacific Electronic Entertainment Market Sales Revenue 2024 | $ 68044.4 |
Asia Pacific Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 17.5% |
China Electronic Entertainment Sales Revenue 2024 | $ 30620 |
China Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 17% |
Japan Electronic Entertainment Sales Revenue 2024 | $ 9390.13 |
Japan Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 16% |
Korea Electronic Entertainment Sales Revenue 2024 | $ 6804.44 |
Korea Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 16.6% |
India Electronic Entertainment Sales Revenue 2024 | $ 8165.33 |
India Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 19.3% |
Australia Electronic Entertainment Sales Revenue 2024 | $ 3538.31 |
Australia Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 17.2% |
Rest of APAC Electronic Entertainment Sales Revenue 2024 | $ 4831.15 |
Rest of APAC Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 17.3% |
South America Electronic Entertainment Market Sales Revenue 2024 | $ 14792.3 |
South America Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.9% |
Brazil Electronic Entertainment Sales Revenue 2024 | $ 6331.09 |
Brazil Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.5% |
Argentina Electronic Entertainment Sales Revenue 2024 | $ 2485.1 |
Argentina Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.8% |
Colombia Electronic Entertainment Sales Revenue 2024 | $ 1316.51 |
Colombia Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.7% |
Peru Electronic Entertainment Sales Revenue 2024 | $ 1212.97 |
Peru Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.1% |
Chile Electronic Entertainment Sales Revenue 2024 | $ 1065.04 |
Chile Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.2% |
Rest of South America Electronic Entertainment Sales Revenue 2024 | $ 2381.55 |
Rest of South America Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14% |
Middle East and Africa Electronic Entertainment Market Sales Revenue 2024 | $ 5916.9 |
Middle East and Africa Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.2% |
Turkey Electronic Entertainment Sales Revenue 2024 | $ 508.85 |
Turkey Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.7% |
Nigeria Electronic Entertainment Sales Revenue 2024 | $ 621.27 |
Nigeria Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.3% |
Egypt Electronic Entertainment Sales Revenue 2024 | $ 621.27 |
Egypt Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 15.5% |
South Africa Electronic Entertainment Sales Revenue 2024 | $ 934.87 |
South Africa Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 16.2% |
GCC Countries Electronic Entertainment Sales Revenue 2024 | $ 2532.43 |
GCC Countries Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 16% |
Rest of MEA Electronic Entertainment Sales Revenue 2024 | $ 698.19 |
Rest of MEA Electronic Entertainment Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14.2% |
Market Drivers:
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Market Restrains:
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Market Trends:
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Market Split by Form |
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Market Split by Revenue Model |
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Market Split by Device |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Key Qualitative Information Covered |
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Report scope is customizable as we have a huge database of Electronic Entertainment industry. We can deliver an exclusive report Edition/Consultation as per your data requirements. Request for your Free Sample Pages.
Electronic Entertainment Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
Electronic entertainment refers to interactive and passive media experiences delivered through electronic devices, including video games, online streaming services, virtual reality, and electronic music. It encompasses a broad range of digital and technological platforms designed to entertain and engage users. This sector includes video game consoles, personal computers, mobile devices, and internet-based services that provide content such as films, music, and games. Electronic entertainment is characterized by its ability to offer immersive and interactive experiences, leveraging advancements in technology to enhance user engagement and entertainment value. This market is driven by technological innovation, consumer demand, and the evolving digital landscape.
For instance, In May 2024, Amazon Prime Video collaborated with MGM International to introduce MGM+ in India. Available on Prime Video Channels, MGM+ provides a vast array of entertainment, featuring acclaimed series, blockbuster films, and classic movies from the renowned Hollywood studio, MGM. Prime members can access MGM+ with an annual add-on yearly subscription. (Source: https://press.amazonmgmstudios.com/us/en/press-release/amazon-mgm-studios-announces-collaboration-with-vi)
Expanding digital content libraries significantly boosts global demand by offering a diverse array of entertainment options to cater to varied tastes and preferences. By continuously adding new movies, TV shows, games, and music, content providers keep audiences engaged and attract new subscribers. This extensive selection not only enhances user satisfaction but also drives higher subscription rates and longer engagement times. Moreover, a rich content library appeals to global audiences, breaking geographical and cultural barriers, and fostering international growth. As consumers increasingly seek personalized and on-demand experiences, a vast and varied content library becomes a crucial factor in meeting their evolving entertainment needs.
Increased internet penetration is a key driver propelling market growth in the electronic entertainment sector. As high-speed internet becomes more accessible globally, it facilitates seamless streaming, gaming, and digital content consumption. This wider reach enables consumers in previously underserved regions to access online platforms and services, expanding the market's customer base. Enhanced connectivity supports richer, more immersive experiences, such as high-definition streaming and interactive gaming. Additionally, greater internet access encourages the development of new entertainment technologies and services, further stimulating market expansion. As connectivity improves, it unlocks new opportunities for growth, engagement, and revenue in the electronic entertainment industry.
Limited internet access in certain regions hampers the growth of the electronic entertainment market by restricting the availability and consumption of digital content. In areas with inadequate or unreliable internet infrastructure, users face challenges in streaming high-quality video, participating in online gaming, and accessing digital entertainment platforms. This lack of connectivity can lead to lower adoption rates of entertainment services and reduced market penetration. Consequently, content providers and technology developers may experience limited sales and revenue opportunities in these regions. Addressing these connectivity issues is crucial for unlocking market potential and achieving broader global reach in the electronic entertainment industry.
The COVID-19 pandemic negatively impacted the electronic entertainment market by disrupting production schedules and delaying content releases. While there was a temporary surge in demand for streaming services and gaming as people sought indoor entertainment, the market faced significant challenges. Supply chain interruptions and remote work constraints hindered the development and distribution of new content and gaming hardware. Additionally, economic uncertainties led to reduced consumer spending on non-essential entertainment. The pandemic also exacerbated issues such as content piracy and security concerns. Overall, while some sectors of the market saw short-term gains, the long-term impact was marked by operational and financial difficulties.
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The competitive landscape of the electronic entertainment market is marked by intense rivalry among various players offering diverse content and services. Companies compete on factors such as content quality, user experience, and technological innovation. Market leaders focus on expanding digital libraries and enhancing user engagement, while new entrants aim to capture market share through unique offerings and competitive pricing strategies.
Top Companies Market Share in Electronic Entertainment Industry: (In no particular order of Rank)
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According to Cognitive Market Research, North America dominated the market in 2024 due to its advanced technological infrastructure and high consumer spending power. The region benefits from a strong presence of leading entertainment companies and high adoption rates of digital and streaming services. Additionally, a well-established broadband network supports seamless content delivery, driving higher sales and revenue in the market.
Asia Pacific stands out as the fastest-growing region in the Electronic entertainment market fueled by rapid urbanization and increasing internet penetration. The region's expanding middle class is driving higher disposable income, which boosts spending on digital content and entertainment services. Additionally, the growing popularity of mobile gaming and local content creation contributes to the region's swift market growth.
The current report Scope analyzes Electronic Entertainment Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
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According to Cognitive Market Research, the global Electronic entertainment market size was estimated at USD 295845.2 Million, out of which North America held the major market of more than 40% of the global revenue with a market size of USD 118338.08 million in 2024 and will grow at a compound annual growth rate (CAGR) of 13.7% from 2024 to 2031.
According to Cognitive Market Research, the global Electronic entertainment market size was estimated at USD 295845.2 Million, out of which Europe held the market of more than 30% of the global revenue with a market size of USD 88753.56 million in 2024 and will grow at a compound annual growth rate (CAGR) of 14.0% from 2024 to 2031.
According to Cognitive Market Research, the global Electronic entertainment market size was estimated at USD 295845.2 Million, out of which Asia Pacific held the market of around 23% of the global revenue with a market size of USD 68044.40 million in 2024 and will grow at a compound annual growth rate (CAGR) of 17.5% from 2024 to 2031.
According to Cognitive Market Research, the global Electronic entertainment market size was estimated at USD 295845.2 Million, out of which the Latin America market has more than 5% of the global revenue with a market size of USD 14792.26 million in 2024 and will grow at a compound annual growth rate (CAGR) of 14.9% from 2024 to 2031.
According to Cognitive Market Research, the global Electronic entertainment market size was estimated at USD 295845.2 Million, out of which the Middle East and Africa held the major market of around 2% of the global revenue with a market size of USD 5916.90 million in 2024 and will grow at a compound annual growth rate (CAGR) of 15.2% from 2024 to 2031..
Global Electronic Entertainment Market Report 2024 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing Electronic Entertainment Industry growth. Electronic Entertainment market has been segmented with the help of its Form, Revenue Model Device, and others. Electronic Entertainment market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
How are Segments Performing in the Global Electronic entertainment Market?
According to Cognitive Market Research, games stands out as the dominant category over the projected period due to their widespread appeal and the continuous innovation in gaming technology. The increasing popularity of e-sports and the growing demand for immersive experiences drive substantial revenue. Additionally, the expansion of mobile gaming and cloud gaming services contributes to higher sales and market dominance.
Internet radio emerges as the fastest-growing category in the Electronic entertainment market driven by the rising popularity of on-demand audio content and podcasts. The ease of access through various devices and platforms, coupled with personalized listening experiences, attracts a broad audience. Moreover, the growing trend of digital advertising and branded content in internet radio fuels its rapid growth.
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According to Cognitive Market Research, the dominant category is subscription due to its ability to provide consistent revenue streams and access to a wide range of content. Consumers are drawn to the convenience and value of unlimited access to movies, music, and games through a single subscription. Additionally, recurring billing models enhance customer retention and predictability in revenue generation for providers.
The fastest-growing category in the Electronic entertainment market is sponsorship driven by the increasing integration of branded content and influencer partnerships. As digital platforms expand, companies are leveraging sponsorships to reach targeted audiences more effectively. The rise of social media and streaming services provides new opportunities for brands to engage consumers through tailored sponsorship deals, boosting its rapid growth in the market.
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According to Cognitive Market Research, the dominant category is smartphones due to their widespread adoption and versatility in accessing a variety of entertainment content. The convenience of having portable access to streaming services, games, and apps drives high usage rates. Additionally, continuous advancements in smartphone technology enhance user experiences, further boosting sales and making smartphones a central device for digital entertainment.
The fastest-growing category in the Electronic entertainment market is smart TVs driven by their increasing affordability and advanced features such as 4K resolution and built-in streaming capabilities. Enhanced connectivity options and integration with smart home systems elevate user experiences. The growing popularity of streaming services and the ability to offer a more immersive viewing experience contribute to the rapid growth in smart TV sales.
Research associate at Cognitive Market Research
Swasti Dharmadhikari, an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
Swasti an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
In her current role, Swasti manages research for service and software category, leading initiatives to uncover market opportunities and enhance competitive positioning. Her strong analytical skills and ability to provide clear, impactful findings have been crucial to her team’s success. With an expertise in market research analysis, She is adept at dissecting complex problems, extracting meaningful insights, and translating them into actionable recommendations, Swasti remains an invaluable asset in the dynamic landscape of market research.
Conclusion
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
Disclaimer:
Form | Video, Audio, Games, Internet Radio, Others |
Revenue Model | Subscription, Sponsorship, Others |
Device | Smartphones, Smart TVs, Projectors and Monitors, Laptop, Desktops, Tablets, Others |
List of Competitors | AMAZON PRIME, Facebook, Inc., Netflix, Inc., Google, Inc., KING.COM LTD, Ubisoft Entertainment SA, Sony Corporation (Sony Corp.), Rakuten, Inc., Spotify Technology S.A., Tencent Holdings Ltd. |
This chapter will help you gain GLOBAL Market Analysis of Electronic Entertainment. Further deep in this chapter, you will be able to review Global Electronic Entertainment Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
Chapter 2 North America Market Analysis
Chapter 3 Europe Market Analysis
Chapter 4 Asia Pacific Market Analysis
Chapter 5 South America Market Analysis
Chapter 6 Middle East and Africa Market Analysis
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Chapter 7 Top 10 Countries Analysis (Only Available with Corporate User License)
Competitor's Market Share and Revenue (Subject to Data Availability for Private Players)
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Form Analysis 2019 -2031, will provide market size split by Form. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Form Analysis 2019 -2031
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Chapter 11 Market Split by Revenue Model Analysis 2019 -2031
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Chapter 12 Market Split by Device Analysis 2019 -2031
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Electronic Entertainment market
Chapter 13 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Why Video have a significant impact on Electronic Entertainment market? |
What are the key factors affecting the Video and Audio of Electronic Entertainment Market? |
What is the CAGR/Growth Rate of Subscription during the forecast period? |
By type, which segment accounted for largest share of the global Electronic Entertainment Market? |
Which region is expected to dominate the global Electronic Entertainment Market within the forecast period? |
Segmentation Level Customization |
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Additional Data Analysis |
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