Asia-Pacific Online Entertainment Market Growth, Analysis Report, Share, Trends and Overview 2022-2028

The Asia-Pacific online entertainment market is estimated to witness a strong CAGR of 18.7% during the forecast period. Asia-Pacific is emerging to be one of the largest markets for online entertainment. China witnesses the highest penetration of online games and online music across the globe, which significantly contributes to the growth of the market in Asia-Pacific. In addition, advancements in smart devices are expected to propel the growth of the online entertainment market. The surge in disposable income in developing countries has boosted the adoption of electronic devices such as smartphones, smart TVs, laptops, and smart displays & speakers, which further augment the growth of the market.

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The market for TV viewership and content has changed dramatically. The recent surge in popularity of Over-the-top (OTT) platforms is disruptive for both cable and DTH operators. Given the rise in the number of internet users in India, the OTT video market is gradually becoming a source of mainstream entertainment. In addition, China is one of the largest online gaming markets globally, surpassing the US and Japan. This is attributed to the rise in the per capita income of Chinese online games. The mobile game market in China and India is growing at the highest pace owing to an increase in sales of smartphones and a rise in dependence on smartphones for entertainment. Thus, a surge in sales of smartphones and a rise in their utility are expected to notably propel the growth of the online entertainment market, especially in developing countries.

Market Coverage

  • The market number available for – 2019-2026
  • Base year- 2019
  • Forecast period- 2020-2026
  • Segment Covered- by Device and Platform
  • Countries Covered- China, India, Japan, and Rest of Asia-Pacific
  • Competitive Landscape- Apple, Inc., Asiaplay Taiwan Digital Entertainment, Ltd., Baidu, Inc., Balaji Telefilms, Ltd., Eros International PLC, Google, LLC, Microsoft Corp., Netflix, Inc., Nintendo Company, Ltd., Sony Interactive Entertainment, Inc. and Tencent Holding, Ltd.

Key questions addressed by the report

  • What is the market growth rate?
  • Which segment/region dominates the market in the base year?
  • Which segment/region will project the fastest growth in the market?
  • How COVID-19 impacted the market?

o             Recovery Timeline

o             Deviation from the pre-COVID-19 forecast

o             Most affected region/segment

  • Who is the leader in the market?
  • How players are addressing challenges to sustain growth?
  • Where is the investment opportunity?

Asia-Pacific Online Entertainment Market Report Segment

By Device

  • Laptops/Desktops/Tablets
  • Smart TVs/Monitors/Projectors
  • Smartphones
  • Virtual Reality
  • Others

By Platform

  • Audio Streaming
  • Video Streaming
  • Gaming
  • Internet Radio

A full report of Asia-Pacific Online Entertainment Market is available at: https://www.omrglobal.com/industry-reports/asia-pacific-online-entertainment-market

Asia-Pacific Online Entertainment Market– Segment by Region

  • China
  • India
  • Japan
  • Rest of Asia-Pacific

Company Profiles

  • com, Inc.
  • Apple, Inc.
  • Asiaplay Taiwan Digital Entertainment, Ltd.
  • AT&T Communications, LLC
  • Baidu, Inc.
  • Balaji Telefilms, Ltd.
  • Dish Network, LLC
  • Eros International PLC
  • Gamma Gaana, Ltd.
  • Google, LLC
  • Image Future Malaysia Sdn. Bhd. (Iflix)
  • com, Ltd.
  • Microsoft Corp.
  • Netflix, Inc.
  • Nintendo Company, Ltd.
  • Pandora TV Co., Ltd.
  • PPTV Media Tech.Co.,Ltd.

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