The US media and entertainment market is projected to witness considerable growth during the forecast period. The major factors contributing to the growth of the market include the developed ICT infrastructure, which is offering growth to the online platform of the media and entertainment market. The Netflix Inc. is one of the largest online video streaming application across the globe, with having a huge customer base in the US. Along with the online platform, the offline platform, including amusement parks and trade shows have a large contribution in the US media and entertainment industry. According to the Theme Entertainment Association (TEA), in 2016, the US estimated over 100 million attendances in its 10 theme parks in Florida and California. Walt Disney Co., Cedar Fair Entertainment Co., Six Flags Entertainment Corp., Universal Parks & Resorts, and SeaWorld Parks & Entertainment, Inc.
The media and entertainment market is bifurcated into two types, namely online/digital platform and offline platform. The online platform media and entertainment market includes radio & music, digital signage, theatrical productions, gaming, video streaming, and others. The offline platform media and entertainment market includes events and trade shows, amusement parks, and others. Among these platforms, the online platform of media and entertainment market is estimated to project a significant growth during the forecast period. This growth is backed by the rising demand for video streaming and online gaming across the globe.
The US media and entertainment market is influenced by product development and advancements conducted by the market players. The key players of the media and entertainment market include Warner Bros, Walt Disney Studios, AT&T, Inc., Paramount Pictures, Netflix Inc., and Apple Inc. These players are playing a significant role in the growth of the media and entertainment market by providing various products and adopting several strategies such as merger and acquisition, partnerships and collaboration, technological development, and others. For instance, in 2018, Time Warner Inc. was acquired by AT&T Inc. Time Warner is one of the leaders in media and entertainment that operates the Turner, Home Box Office (HBO) and Warner Bros. business units. Additionally, the company also acquired Otter Media Holdings and advertising platform AppNexus.
RESEARCH METHODOLOGY
The market study of the US media and entertainment market is incorporated by extensive primary and secondary research conducted by the research team. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings the authenticity of our reports.
Secondary sources include:
The report provides an in-depth analysis of the market size and growth opportunities. The report will serve as a source for 360-degree analysis of the market thoroughly delivering insights into the market for better business decisions.
Market Segmentation:
The Report covers:
1. Report Summary
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segments
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
2.3. Rules & Regulations
3. Competitive Landscape
3.1. Company Share Analysis
3.2. Key Strategy Analysis
3.3. Key Company Analysis
3.3.1. Overview
3.3.2. Financial Analysis
3.3.3. SWOT Analysis
3.3.4. Recent Developments
4. Market Determinants
4.1. Motivators
4.2. Restraints
4.3. Opportunities
5. Market Segmentation
5.1. US Media and Entertainment Market by Type
5.1.1. Online/Digital Platform
5.1.1.1. Radio & Music
5.1.1.2. Digital Signage
5.1.1.3. Theatrical Productions
5.1.1.4. Gaming
5.1.1.5. Video Streaming
5.1.1.6. Others (Virtual Reality and Podcasts)
5.1.2. Offline Platform
5.1.2.1. Events and Trade Shows
5.1.2.2. Amusement Parks
5.1.2.3. Others (Newspaper/Magazines)
6. Company Profiles
6.1. Amazon Web Services, Inc.
6.2. AMC Entertainment Holdings, Inc.
6.3. Apple Inc.
6.4. AT&T Inc. (Warner Bros. Entertainment Inc.)
6.5. Cinemark Holdings, Inc.
6.6. Cineplex Inc.
6.7. Eros International PLC
6.8. Facebook, Inc.
6.9. Fox Corp.
6.10. Google LLC
6.11. Intel Corp.
6.12. LG Electronics Inc.
6.13. Microsoft Corp.
6.14. Netflix Inc.
6.15. Samsung Electronics Co., Ltd.
6.16. Sony Corp. (Sony Pictures Entertainment)
6.17. The New York Times Co.
6.18. The Walt Disney
6.19. Viacom CBS Inc. (Paramount Pictures Corp.)
1. US MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2019-2026 ($ MILLION)
1. US MEDIA AND ENTERTAINMENT MARKET SHARE BY TYPE, 2019 VS 2026 (%)
2. US MEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)