The US online entertainment is estimated to exhibit a swift CAGR of 14.7% during the forecast period (2020-2026). 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.
Browse the full report description of "US Online Entertainment Market Size, Share & Trends Analysis Report by Device (Laptops/ Desktops/Tablets, Smart TVs/Monitors/Projectors, and Smartphones, Virtual Reality, and Others), by Platform (Audio Streaming, Video Streaming, Gaming, and Internet Radio), Forecast Period (2020-2026)" 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.
Market Coverage
Key questions addressed by the report
o Recovery Timeline
o Deviation from the pre-COVID forecast
o Most affected region/segment
US Online Entertainment Market Report Segment
By Device
By Platform
By Revenue Model
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