Evaluate the market transition to the cloud and its impact on hardware and services.
Size the market opportunity for key Media & Entertainment (M&E) markets, the buildup to the metaverse (consumer), and digital advertising.
Identify key players and types of digital services for bundling or value-added packaging.
Examine shifts in business models (Subscription Video on Demand (SVOD), Television on Demand (TVOD), and Ad-Based Video on Demand (AVOD)) and distribution channels, including new market elements and revenue tied to the metaverse (virtual spaces).
Critical Questions Answered
What is the overall size of the online video market today and through 2030?
How does the buildup to the metaverse impact the consumer marketplace for digital content and services?
What is the market opportunity for other M&E segments outside of video (e.g., social media, digital advertising, gaming, and virtual spaces)?
Who are the key players and services in these markets?
How many streaming SVOD subscriptions are there?
Research Highlights
Market sizing (revenue), market shares, and forecast for social media.
Market sizing (revenue, users, SVOD subscriptions), market shares (revenue, SVOD subscriptions), and forecast for online video segmented by business model: SVOD, TVOD, EST, and AVOD.
Market sizing (revenue), market shares, and forecast for search and display advertising.
Market sizing (revenue and users), market shares (revenue), and forecast for video game software and services.
Market sizing (revenue and cloud gaming users) and forecast for cloud gaming
Market sizing for digital advertising by type
Market sizing for virtual spaces (revenue)
Who Should Read This?
Mobile network and pay TV operators looking to bundle services to reduce churn, differentiate services, add additional value, and reinforce new technologies or premium tiers of service.
Companies supporting cloud infrastructure, video workflows, and hardware manufacturers/suppliers in the M&E market.
Companies evaluating the impact and market potential of the metaverse in the consumer content and services markets.
Cloud and fixed/mobile/edge network companies evaluating the evolving digital content and services landscape to assess market needs and demands.
Tables
Cloud Content and Services Revenue, World Markets: 2013 to 2030
Virtual Spaces Revenue, World Markets: 2021 to 2030
Virtual Spaces Active Users, World Markets: 2021 to 2030
Population by Region, World Markets: 2013 to 2030
Total Streaming Video Viewers by Region, World Markets: 2013 to 2030
Mobile Streaming Video Viewers by Region, World Markets: 2013 to 2030
Connected TV (CTV) Streaming Video Viewers by Region, World Markets: 2013 to 2030
Total Video Game Players by Region, World Markets: 2013 to 2030
Mobile Game Players by Region, World Markets: 2013 to 2030
Cloud Game Players by Region, World Markets: 2019 to 2030
Social Networking Market Revenue by Region, World Markets: 2013 to 2030
Social Networking Market Revenue by Revenue Source, World Markets: 2013 to 2030
Social Networking Market Revenue by Vendor, World Markets: 2012 to 2021
Search Market Revenue by Region, World Markets: 2013 to 2030
Search Market Revenue by Vendor, World Markets: 2012 to 2021
Digital Advertising Revenue by Region, World Markets: 2013 to 2030
Digital Advertising Revenue by Market Segment, World Markets: 2013 to 2030
Location-Based Advertising Revenue by Region, World Markets: 2016 to 2030
Out of Home Advertising Revenue by Region, World Markets: 2016 to 2030
Display Revenue by Vendor and Business Model, World Markets: 2013 to 2021
Total Online Video Market Revenue by Region and Business Model, World Markets: 2013 to 2030
Online Video Market Subscriptions (Total), Revenue, and ARPU by Region, World Markets: 2013 to 2030
Subscription VOD (not live/linear) Subscriptions and Revenue by Region, World Markets: 2013 to 2030
Subscription VOD (live/linear) Subscrptions and Revenue by Region, World Markets: 2016 to 2026
Pay TV Subscriptions and Revenue by Region, World Markets: 2013 to 2026
Total Online Video Revenue by Vendor, World Markets: 2012 to 2021
Subscription VOD (not live/linear) Subscriptions by Vendor, World Markets: 2016 to 2021
Subscription VOD (not live/linear) Revenue by Vendor, World Markets: 2016 to 2021
Subscription VOD (live/linear) Subscriptions by Vendor, World Markets: 2016 to 2021
Subscription VOD (live/linear) Revenue by Vendor, World Markets: 2016 to 2021
Total Gaming Market Revenue by Category, World Markets: 2013 to 2030
Total Gaming Market Revenue by Region, World Markets: 2013 to 2030
Physical Media Revenue by Region, World Markets: 2013 to 2030
Packaged Console Gaming Revenue by Region, World Markets: 2013 to 2030
Packaged PC Gaming Revenue by Region, World Markets: 2013 to 2030
Packaged Handheld Gaming Revenue by Region, World Markets: 2013 to 2030
Digital Media Revenue by Region, World Markets: 2013 to 2030
Digital Console Gaming Media Revenue by Region, World Markets: 2013 to 2030
Digital PC Gaming Media Revenue by Region, World Markets: 2013 to 2030
Digital Handheld Gaming Media Revenue by Region, World Markets: 2013 to 2030
Digital Mobile Gaming Media Revenue by Region, World Markets: 2013 to 2030
Cloud Gaming Revenue by Region, World Markets: 2019 to 2030
Location-Based Gaming by Region, World Markets: 2018 to 2030
Gaming Market Share by Vendor, World Markets: 2013 to 2021