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.
Global Media And Entertainment Market Trends and Insights
Drivers Impact Analysis
Driver | (~) % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
---|---|---|---|
Proliferation of 5G-enabled Mobile Video Consumption in Asia | +1.5% | Asia-Pacific, spillover to global OTT platforms | Medium term |
Surging Connected-TV Ad Spend by U.S. Retail and CPG Brands | +1.2% | North America, early Western Europe | Short term |
Rapid Uptake of FAST Channels in Europe | +0.9% | Europe, expanding to North America | Medium term |
Triple-A Game IP Cross-licensing | +0.8% | Global, led by North America and East Asia | Medium term |
Generative-AI Local-Language Dubbing in MENA | +0.7% | MENA, spreading to multilingual regions | Medium term |
Sports-betting Media Partnerships | +0.6% | North America, regulated markets | Short term |
Source: Mordor Intelligence
Proliferation of 5 G-Enabled Mobile Video Consumption in Asia
Mobile video traffic in South Korea jumped 58% year on year during Q1 2025 after nationwide 5 G coverage became commonplace [1]SK Telecom, “5 G Network Drives Mobile Video Surge,” sktelecom.com. Average session length rose from 22 minutes to 35 minutes, giving platforms extra pre-roll and mid-roll inventory. Compression-focused apps lowered data fees and redirected savings toward premium short-form rights, strengthening negotiating power with rights owners. Advertisers testing six-second commerce clips reported cart conversions comparable with desktop display, proving the smartphone can serve both brand-building and checkout functions. The Media and Entertainment market, therefore, benefits from richer monetisation levers per minute of viewing, encouraging studios to allocate more budget to mobile-first franchises.
Surging Connected-TV Ad Spend by United States Retail Brands
One large U.S. retailer more than doubled connected-TV (CTV) spend over the twelve months to April 2025 [2]Walmart, “Walmart Connect Expands CTV Advertising,” corporate.walmart.com, corporate.walmart.com. By linking loyalty-card data to CTV exposure, the firm confirmed that targeted households spent USD 6.80 more per grocery basket than control groups. Shoppable overlays on smart TVs pushed click-through rates up almost 30% in parallel e-commerce campaigns, motivating brands to migrate budgets from linear television to streaming. Because device manufacturers now run their ad exchanges, they negotiate multi-year volume guarantees that stabilise fill rates. The Media and Entertainment market gains a higher share of retail media budgets as a direct result.
Rapid Uptake of FAST Channels in Europe
FAST channels captured 28% of total viewing hours at RTL Germany by Q1 2025 [3]RTL Group, “FAST Channels Growth Report Q1 2025,” rtlgroup.com. Prime-time CPMs on some free, ad-supported streaming television feeds surpassed rates for comparable linear slots, reversing a long-standing pricing pattern. Viewers cite curated genre feeds as a relief from endless on-demand scrolling, confirming that lean-back behaviour still matters. Local production houses repurpose vintage catalogues into themed channels, earning incremental revenue without new marketing outlays. As inventory tightens, buyers lock in forward commitments, cementing FAST’s role as a permanent fixture in the Media and Entertainment market.
Generative-AI Dubbing Accelerates OTT Reach in Multilingual Regions
A global streamer cut localisation turnaround from 45 days to 12 days by deploying AI voice synthesis for Arabic dialects in April 2025. Freed resources funded more region-specific originals, lifting the local catalogue by one-third within six months. Retention improved when subscribers toggled between Egyptian, Gulf, and Levantine tracks, demonstrating the commercial payoff of cultural nuance. New entrants now regard AI dubbing as essential infrastructure rather than experimentation. Faster go-to-market timetables enlarge the addressable audience for every new title, supporting volume gains across the Media and Entertainment market.
Restraints Impact Analysis
Restraint | (~) % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
---|---|---|---|
EU Regulatory Scrutiny on Digital Ads | -0.8% | European Union | Short term |
Declining Print Circulation in South America | -0.6% | South America | Short term |
Supply-chain Inflation for LED Signage | -0.4% | Global | Short term |
Piracy and Illegal Restreaming in APAC | -0.5% | Asia-Pacific | Medium term |
Source: Mordor Intelligence
Heightened EU Scrutiny on Targeted Digital Ads
After stricter consent rules took effect in 2024, one social platform reported a 17% decline in European CPMs during Q1 2025 digital-strategy.ec.europa.eu. Brands reacted by shifting spend toward contextual placements on premium publishers with strong first-party data, partially offsetting the shortfall. Programmatic demand for news outlets rose, suggesting regulations may rebalance power toward content owners. Smaller ad-tech vendors struggle with the cost of parallel consent workflows and seek acquisition by larger peers. Reduced ad yields temper revenue growth in the Media and Entertainment market until ecosystem participants refine compliant targeting methods.
Piracy and Illegal Restreaming Curtail OTT ARPUs in Asia-Pacific
A regional streamer estimated that illegal restreaming siphoned off 18% of potential subscription revenue during the 2025 cricket season. Telegram groups distributed mirror links within minutes of each takedown notice, forcing constant network vigilance. The service introduced a lower-priced tier with ads and converted a segment of households from piracy to legal viewing within the first month, proving that hybrid pricing can claw back value. Nevertheless, content costs remain fixed, so margin pressure persists. Piracy, therefore, acts as a structural headwind that weighs on the wider Media and Entertainment market.
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.
Note: Segment shares of all individual segments available upon report purchase
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.
Note: Segment shares of all individual segments available upon report purchase
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.

Note: Segment shares of all individual segments available upon report purchase
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.

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
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News Corporation
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Comcast Corporation
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Walt Disney Company
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Warner Bros. Discovery, Inc.
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Paramount Global
- *Disclaimer: Major Players sorted in no particular order

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.
Global Media And Entertainment Market Report Scope
The Media and Entertainment (M&E) industry has multiple segments that combine into one vertical: movies/cinema, television, music, publishing, radio, internet, advertising, and gaming.
The Media and Entertainment Industry is segmented by type (print media (newspaper, magazines, billboards, banners, leaflets & flyers), digital media (television, music & radio, electronic signage, mobile advertising, podcasts), streaming media (OTT streaming, live streaming)) and geography (North America (United States, Canada), Europe (United Kingdom, Germany, France, rest of Europe), Asia Pacific (China, India, Japan, rest of Asia Pacific), Latin America, and Middle East and Africa).
The market sizes and forecasts are provided in terms of value (USD) for all the above segments.
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 |
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 |
Advertising |
Subscription |
Pay-Per-View / Transactional |
Licensing and Merchandising |
Smartphones and Tablets |
Smart TVs and Set-top Boxes |
PCs and Laptops |
Gaming Consoles |
VR/AR Headsets |
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 |
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.