Media And Entertainment Market Size and Share

Media And Entertainment Market (2025 - 2030)
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Media And Entertainment Market Analysis by Mordor Intelligence

The Media and Entertainment market size is estimated at USD 3.04 trillion in 2025 and is projected to reach USD 3.66 trillion by 2030, advancing at a steady 3.79% CAGR from 2025 to 2030. Mobile advertising, live-streaming, and subscription video together represent almost one-half of current receipts, while legacy broadcast, cinema, and print continue to cede share yet still contribute library content that feeds high-margin licensing deals. Cash flow is becoming less seasonal because subscription renewals smooth the traditional peaks and troughs tied to upfront advertising calendars. Companies that combine direct-to-consumer distribution with proprietary ad stacks show stronger credit outlooks, which helps them finance longer production pipelines at lower borrowing costs. Consumer attention is fragmenting across platforms faster than revenue line growth suggests; short-form viewing on social feeds expanded sharply in high-penetration 5 G territories, while long-form services maintained viewing time by inserting mid-roll ads that feel native rather than disruptive.

Key Report Takeaways

  • By type, digital formats held a dominant 45% Media and Entertainment market share in 2024, equal to USD 1.33 trillion.
  • By revenue model, advertising accounted for 52% of the Media and Entertainment market size in 2024, while subscriptions are poised to climb at an 8% CAGR through 2030.
  • By device platform, smartphones and tablets captured 40% of the Media and Entertainment market size in 2024, or USD 1.18 trillion.
  • By geography, North America led with 35% of the Media and Entertainment market share in 2024, reaching USD 1.03 trillion.

Segment Analysis

By Type: Digital Formats Extend Leadership

Digital formats commanded 45% Media and Entertainment market share in 2024, representing USD 1.33 trillion of the Media and Entertainment market size [4]Netflix Inc., “Q1 2025 Shareholder Letter,” netflix.com. Streaming platforms mix binge-worthy series with event programming, so subscriber acquisition spikes no longer collapse after season finales. Short-form video added tip-jar features in late 2024, creating micro-transaction income that cushions plateauing ad yields. Print persists in B2B niches where advertisers prize precise readership, and specialist journals limited revenue decline to single digits, underscoring the durability of expert content.

Cross-platform ecosystems prolong franchise life cycles. When a fantasy series spawns a mobile game in the same quarter, 15% of new players subsequently watch at least one episode, illustrating how content can cross-pollinate across experiences. Virtual and augmented reality revenues are smaller in absolute terms but grow quickly thanks to enterprise pilots; an architectural firm used headsets for remote design reviews and cut project cycles by 12% in 2025. Stable enterprise demand steadies headset manufacturers’ cash flow, allowing them to subsidise consumer lounges that seed future household uptake. As these dynamics converge, the Media and Entertainment market embeds digital formats even deeper across both consumer and professional use cases.

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By Revenue Model: Subscriptions Accelerate While Ads Remain the Base

Advertising held 52% of the Media and Entertainment market size in 2024, or USD 1.53 trillion, but subscription revenue is forecast to grow at an 8% CAGR through 2030. Bundles prove the most effective churn deterrent; a telecom operator that packaged music, video, and gaming in 2025 saw voluntary churn slip below 3% per quarter. Pay-per-view regained relevance when a martial-arts league sold digital tickets at USD 19.90, and fans later spent another USD 4.20 on backstage clips.

Blockchain collectibles open fresh merchandising channels. A basketball league’s licensed highlight platform logged triple-digit secondary-market volumes in early 2025, generating passive royalty streams. Hybrid plans flourish too; an ad-supported tier at a major streamer captured nearly one-fifth of new sign-ups within six months of launch. The growing mosaic of payment options encourages broader participation, which in turn deepens data pools for targeted monetisation. This reinforcing cycle supports long-term revenue durability across the Media and Entertainment market.

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By Device Platform: Mobile Dominates, Emerging Screens Rise

Smartphones and tablets delivered 40% of the 2024 Media and Entertainment market size, equal to USD 1.18 trillion. App-store operators disclose that entertainment titles generate more than half of total store revenue, confirming robust in-app purchasing power. Smart TVs are evolving into mini walled gardens; a leading device maker grew exchange income by more than one-third in 2024 as advertisers chased native placements. Desktops stay relevant for long-form creation and strategy gaming, even as casual play migrates to cloud streams.

VR and AR headsets are forecast to post roughly 15% CAGR through 2030, anchored by enterprise simulations in health care, engineering, and training. Gaming consoles enjoy lengthened cycles after backward-compatibility patches rolled out in late 2024, stabilising unit shipments. Automotive infotainment screens are now treated as additional televisions, capturing attention during commutes and reaching new daytime audiences. These platform shifts expand total addressable hours, reinforcing growth momentum in the Media and Entertainment market.

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Geography Analysis

North America accounted for 35% of the Media and Entertainment market share at USD 1.03 trillion in 2024. Live sports combined with interactive betting overlays increase effective ad inventory by extending session length. Telecom-streamer bundles distribute soaring content costs over larger customer bases, lowering average acquisition costs. Regional cable operators replicated the model in mid-2025, bringing pause-screen shopping widgets to traditional households and enriching data feedback loops that underpin dynamic pricing.

Asia-Pacific leads growth with a 6% forecast CAGR to 2030, propelled by a vibrant short-video ecosystem in China and surging vernacular originals in India. Average monthly mobile data usage in India exceeded 27 GB per user in 2024, underpinning high completion rates for regional titles. Production startups budget at least two language tracks from day one, compressing time-to-market for dubbed versions. Japan and South Korea incubate 5 G-native content formats that subsequently export across Southeast Asia, further widening the Media and Entertainment market footprint.

Europe balances a rich creative heritage with stringent privacy rules. FAST channels give broadcasters new revenue as linear ratings soften, while contextual ad tech helps offset lower personalised targeting yields. Latin America wrestles with currency volatility that squeezes ARPU, yet streaming hours continue to climb, hinting at latent upside when macro conditions stabilise. MENA platforms scaled catalogues rapidly through AI dubbing, and one service lifted its Arabic library by over 70% in 2024. As infrastructure and localisation costs decline, additional audiences come online, reinforcing the global expansion of the Media and Entertainment market.

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Competitive Landscape

The sector displays a barbell shape with global conglomerates at one end and creator-led micro studios at the other. Large groups now report that more than 60% of revenue flows directly from consumers, confirming a strategic pivot toward first-party relationships. Smaller independents license catalogues to mega platforms, trading margin for audience reach and marketing muscle. This asymmetry fuels antitrust debate around app-store fees and search-driven discoverability, matters likely to dominate policy agendas after 2025.

Technology advantages form the modern moat. A leading streamer filed dozens of recommendation-engine patents in a single quarter of 2025, signalling board-level emphasis on data science. Social video incumbents invest billions in original series to convert short-form fans into long-form viewers, using in-feed teasers instead of external marketing. Smart-TV manufacturers fund exclusive shows to lock households into proprietary operating systems, illustrating how hardware and content roles merge.

Acquisition valuations increasingly reflect interactive intellectual property. A major game publisher with a successful battle-royale franchise fetched a significant premium in late 2024; analysts cited user-generated content potential as the driver. Buyers prize communities as much as code, betting that grassroots creativity sustains engagement long after launch. Similar logic is expected to govern upcoming deals in immersive worlds now under development, even though mature revenue models are still forming. These dynamics indicate an active merger pipeline that will shape competitive positions within the Media and Entertainment market.

Media And Entertainment Industry Leaders

  1. News Corporation

  2. Comcast Corporation

  3. Walt Disney Company

  4. Warner Bros. Discovery, Inc.

  5. Paramount Global

  6. *Disclaimer: Major Players sorted in no particular order
Media and Entertainment Market Concentration
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Recent Industry Developments

  • May 2025: A major music service enabled video-podcast monetisation, letting creators use dynamic ad insertion while keeping a majority share of revenue.
  • March 2025: Warner-owned networks embedded transactional sports-betting APIs in basketball broadcasts, lifting in-game ad yield by double digits over 2024 fixtures.
  • April 2025: A global streamer rolled out AI dubbing across 25 languages, cutting cost per track by roughly 60% and enabling near-simultaneous global premieres.
  • February 2025: An e-commerce titan acquired worldwide streaming rights to an international motorsport series for five seasons, deepening its live-events slate.

Table of Contents for Media And Entertainment Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Proliferation of 5G-enabled Mobile Video Consumption in Asia
    • 4.2.2 Surging Connected-TV Ad Spend by U.S. Retail and CPG Brands
    • 4.2.3 Rapid Uptake of FAST (Free Ad-Supported TV) Channels in Europe
    • 4.2.4 Generative-AI Based Local-Language Dubbing Expanding OTT Reach in MENA
  • 4.3 Market Restraints
    • 4.3.1 Heightened EU Regulatory Scrutiny on Targeted Digital Ads
    • 4.3.2 Piracy and Illegal Restreaming Curtailing Premium OTT ARPUs in APAC
  • 4.4 Regulatory Outlook
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Bargaining Power of Suppliers
    • 4.5.2 Bargaining Power of Buyers/Consumers
    • 4.5.3 Threat of New Entrants
    • 4.5.4 Threat of Substitutes
    • 4.5.5 Intensity of Competitive Rivalry
  • 4.6 Investment and Funding Trends

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Type
    • 5.1.1 Print Media
    • 5.1.1.1 Newspaper
    • 5.1.1.2 Magazines
    • 5.1.1.3 Billboards
    • 5.1.1.4 Banners, Leaflets and Flyers
    • 5.1.1.5 Other Print Media
    • 5.1.2 Digital Media
    • 5.1.2.1 Television
    • 5.1.2.2 Music and Radio
    • 5.1.2.3 Electronic Signage
    • 5.1.2.4 Mobile Advertising
    • 5.1.2.5 Podcasts
    • 5.1.2.6 Other Digital Media
    • 5.1.3 Streaming Media
    • 5.1.3.1 OTT Streaming
    • 5.1.3.2 Live Streaming
    • 5.1.4 Video Games and eSports
    • 5.1.5 Virtual / Augmented Reality Content
  • 5.2 By Revenue Model
    • 5.2.1 Advertising
    • 5.2.2 Subscription
    • 5.2.3 Pay-Per-View / Transactional
    • 5.2.4 Licensing and Merchandising
  • 5.3 By Device Platform
    • 5.3.1 Smartphones and Tablets
    • 5.3.2 Smart TVs and Set-top Boxes
    • 5.3.3 PCs and Laptops
    • 5.3.4 Gaming Consoles
    • 5.3.5 VR/AR Headsets
  • 5.4 By Geography
    • 5.4.1 North America
    • 5.4.1.1 United States
    • 5.4.1.2 Canada
    • 5.4.2 Latin America
    • 5.4.2.1 Brazil
    • 5.4.2.2 Argentina
    • 5.4.2.3 Mexico
    • 5.4.2.4 Rest of Latin America
    • 5.4.3 Europe
    • 5.4.3.1 Germany
    • 5.4.3.2 United Kingdom
    • 5.4.3.3 France
    • 5.4.3.4 Italy
    • 5.4.3.5 Spain
    • 5.4.3.6 Rest of Europe
    • 5.4.4 Asia-Pacific
    • 5.4.4.1 China
    • 5.4.4.2 Japan
    • 5.4.4.3 South Korea
    • 5.4.4.4 India
    • 5.4.4.5 Australia
    • 5.4.4.6 New Zealand
    • 5.4.4.7 Rest of Asia-Pacific
    • 5.4.5 Middle East and Africa
    • 5.4.5.1 United Arab Emirates
    • 5.4.5.2 Saudi Arabia
    • 5.4.5.3 South Africa
    • 5.4.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 News Corporation
    • 6.3.2 Comcast Corporation
    • 6.3.3 Walt Disney Company
    • 6.3.4 Warner Bros. Discovery, Inc.
    • 6.3.5 Paramount Global
    • 6.3.6 Netflix, Inc.
    • 6.3.7 Amazon.com, Inc. (Prime Video)
    • 6.3.8 Alphabet Inc. (YouTube)
    • 6.3.9 Apple Inc.
    • 6.3.10 Sony Group Corporation
    • 6.3.11 Tencent Holdings Ltd.
    • 6.3.12 Bertelsmann SE and Co. KGaA
    • 6.3.13 ByteDance
    • 6.3.14 Axel Springer SE
    • 6.3.15 Reliance Industries
    • 6.3.16 Roku, Inc.
    • 6.3.17 WPP plc
    • 6.3.18 Omnicom Group Inc.
    • 6.3.19 Publicis Groupe
    • 6.3.20 Spotify Technology S.A.
    • 6.3.21 Electronic Arts Inc.
    • 6.3.22 Nintendo Co. Ltd.
    • 6.3.23 Activision Blizzard, Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our study defines the media and entertainment market as the total global spending that reaches consumers through advertising-funded, subscription, or transactional models across filmed entertainment, television, music, video games and e-sports, print and digital publishing, live events, and immersive XR experiences, delivered on devices ranging from smartphones to smart TVs and head-mounted displays. According to Mordor Intelligence, this sphere will be worth about USD 3.04 trillion in 2025 and is projected to expand steadily through 2030.

Scope exclusion: Hardware sales, telecom carriage fees, and pure infrastructure revenues lie outside this boundary.

Segmentation Overview

  • By Type
    • Print Media
      • Newspaper
      • Magazines
      • Billboards
      • Banners, Leaflets and Flyers
      • Other Print Media
    • Digital Media
      • Television
      • Music and Radio
      • Electronic Signage
      • Mobile Advertising
      • Podcasts
      • Other Digital Media
    • Streaming Media
      • OTT Streaming
      • Live Streaming
    • Video Games and eSports
    • Virtual / Augmented Reality Content
  • By Revenue Model
    • Advertising
    • Subscription
    • Pay-Per-View / Transactional
    • Licensing and Merchandising
  • By Device Platform
    • Smartphones and Tablets
    • Smart TVs and Set-top Boxes
    • PCs and Laptops
    • Gaming Consoles
    • VR/AR Headsets
  • By Geography
    • North America
      • United States
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • United Kingdom
      • France
      • Italy
      • Spain
      • Rest of Europe
    • Asia-Pacific
      • China
      • Japan
      • South Korea
      • India
      • Australia
      • New Zealand
      • Rest of Asia-Pacific
    • Middle East and Africa
      • United Arab Emirates
      • Saudi Arabia
      • South Africa
      • Rest of Middle East and Africa

Detailed Research Methodology and Data Validation

Primary Research

Mordor analysts interview broadcasters, OTT platforms, record-label executives, regional ad-buyers, venue operators, and rights-management bodies across North America, Europe, Asia-Pacific, Latin America, and the Middle East. These conversations validate secondary findings, surface pricing nuances such as blended ARPU shifts, and clarify emerging revenue streams like free ad-supported streaming TV.

Desk Research

We begin by gathering macro indicators and historical revenue totals from non-paywalled tier-1 sources such as the International Trade Administration, OECD consumer-spend tables, UNESCO cinema statistics, IFPI Global Music Report, and IAB internet advertising studies. Company filings, investor presentations, and copyright royalty agency disclosures then help us map revenue flow across formats and regions.

Next, proprietary databases strengthen the picture. D&B Hoovers provides revenue splits for listed and private broadcasters, while Dow Jones Factiva offers curated news that flags material events. Marklines and Questel supply automotive and patent cues for adjacent tech trends influencing content delivery. The sources cited above are illustrative only; our analysts review many others while cross-checking facts.

Market-Sizing & Forecasting

A top-down construct converts national media-spend series, ad receipts, and consumer outlay into a unified 2024 baseline, which is then rolled forward to 2030. Supplier roll-ups, sampled average selling price-times-volume checks, and channel audits provide bottom-up reasonableness tests, allowing us to adjust for double counting. Key variables include population-weighted screen time, broadband penetration, per-capita ad spend, box-office recovery curves, content cost inflation, and smartphone installed base. Multivariate regression, combined with scenario analysis around GDP and discretionary income, produces our five-year forecast band. Gaps in segment data are bridged by conservative interpolation that is vetted in follow-up calls.

Data Validation & Update Cycle

Outputs pass anomaly and variance checks, after which a senior analyst reviews every assumption. The model refreshes annually; interim updates are triggered by material events such as regulatory shifts or major mergers. A final sense-check occurs just before we publish, ensuring clients receive the freshest perspective.

Why Mordor's Media & Entertainment Baseline Is Dependable

Published estimates often diverge because firms apply different service scopes, revenue recognition rules, and refresh cadences. We acknowledge these gaps upfront so that users can trace each figure back to clear variables.

Key differences arise when others exclude indirect advertising channels, double count adjacent cloud services, or freeze exchange rates for extended periods. Mordor, by contrast, aligns every segment to a single consumer-spend lens, refreshes currency conversions quarterly, and weights regional inputs by documented device reach and monetization models.

Benchmark comparison

Market Size Anonymized source Primary gap driver
USD 3.04 trillion (2025) Mordor Intelligence -
USD 2.70 trillion (2024) Global Consultancy A Omits user-generated and live-event revenues; uses conservative ad-spend multipliers
USD 3.35 trillion (2025) Research Boutique B Bundles telecom carriage and hardware sales, inflating totals
USD 37.6 billion (2025) Industry Tracker C Focuses only on theatrical, music, and select streaming, excluding advertising

These comparisons show that when scope alignment, currency rigor, and transparent assumptions converge, our baseline offers decision-makers a balanced, repeatable starting point grounded in verifiable market fingerprints.

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Key Questions Answered in the Report

How large is the Media and Entertainment market today and where is it heading?

The Media and Entertainment market stands at USD 3.04 trillion in 2025 and is projected to reach USD 3.66 trillion by 2030, growing at a 3.79% CAGR.

Which content type currently leads revenue?

Digital formats, including streaming and short-form platforms, own 45% of the Media and Entertainment market share, equal to USD 1.33 trillion in 2024.

Why are subscriptions growing faster than advertising?

Bundled offers reduce churn to below 3% per quarter and new hybrid ad-supported tiers widen the funnel, pushing subscription revenue toward an 8% CAGR through 2030.

What role do 5G networks play in industry expansion?

In fully covered 5 G markets such as South Korea, average mobile video session length rose to 35 minutes, unlocking more ad and micro-transaction inventory for platforms.

How do FAST channels benefit European broadcasters?

FAST channels deliver free, curated feeds that now capture 28% of viewing hours at some broadcasters, with prime-time CPMs occasionally topping those of linear TV.

What is the biggest regulatory headwind?

New European consent rules cut targeted-ad CPMs 17% in early 2025 and force smaller ad-tech vendors to consolidate, temporarily slowing ad-revenue growth.

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