The US online entertainment is estimated to exhibit a swift CAGR of 14.7% during the forecast period. A major shift in the US entertainment industry has been multi-channel delivery and the increase in content consumption on digital devices such as game consoles, streaming devices, connected television, and mobile devices. Owing to the multi-channel delivery, there is a remarkable rise in the number of device connections that are managed. Time spent on smartphones and game consoles is eclipsing that on traditional devices such as TV and AM/FM radio among the 18-24 age group is increasing remarkably. Considering that this age group and those that follow will continually spend more time on new screens and devices, the entertainment industry in the US need to be flexible to meet the challenge of serving their increasingly connected consumers.
A full report of US Online Entertainment Market is available at: https://www.omrglobal.com/industry-reports/us-online-entertainment-market
The production and distribution of content are changed by an increasing number of devices and wireless connections, thrusting more customers towards on-demand content. For instance, more than 80% of US consumers subscribe to an OTT (Over-the-top) media service. This is largely driven by the demand for video, which according to PwC claims the most revenue of any entertainment sector at about $420 billion globally. As the demand for video continues to grow in the country, more consumers are choosing to stream video through OTT services that deliver film and television without the need for pay-tv subscriptions.
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Market Coverage
- The market number available for – 2019-2026
- Base year- 2019
- Forecast period- 2020-2026
- Segment Covered- by Device and Platform
- Competitive Landscape- Amazon.com, Inc., Apple, Inc., Google, LLC, Microsoft Corp., Netflix, Inc., Popcornflix LLC, Sony Interactive Entertainment, Inc., Spotify AB, The Walt Disney Company, ViacomCBS, Inc., and Warner Media, LLC
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?
US 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
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