01 Industry overview
The entertainment and media industry at a glance
Global entertainment and media revenue reached $3.5 trillion in 2025 and is being reshaped by AI-enabled advertising, streaming, gaming and renewed demand for live experiences.
- $3.5T[12]
- Global revenue, 2025
- 3.4%[12]
- Forecast CAGR, 2025–2030
- 2.01M[84]
- US film and TV jobs, 2024
- 44.8%[18]
- Streaming share of TV, May 2025
- Market size
- The global entertainment and media market generated $3.5 trillion in revenue in 2025, covering advertising, connectivity and consumer spending. PwC forecasts the market to reach $4.2 trillion by 2030.[12]
- Forecast & CAGR
- Global E&M revenue is forecast to grow at a 3.4% compound annual growth rate from 2025 to 2030. Advertising is expected to be the fastest-growing major segment, expanding at a 5.6% CAGR and reaching $1.4 trillion by 2030.[12]
- Market share & regions
- The United States accounted for 27.2% of global E&M revenue in 2025, while Mainland China was the largest national market. PwC expects the US share to remain broadly stable through 2030.[12]
- Segmentation
- PwC tracks 12 segments across 53 territories, including traditional television, OTT video, mixed reality, internet connectivity, publishing, out-of-home advertising, business-to-business media, video games and esports, cinema, music, radio, podcasts and internet advertising. In 2025, global music, radio and podcasts revenue totaled $125.5 billion, while video games revenue was forecast at $224 billion in 2024 in the prior outlook.[12]
- Key players & concentration
- The industry is concentrated among global technology and media groups, but competition remains fragmented across streaming, gaming, advertising and live experiences. In the US, the video-streaming market generated $113.3 billion in 2025 and is forecast to reach $157.5 billion by 2030.[12][18]
- Pricing
- Labor is a major cost and pricing input across production and media operations. In May 2025, US arts, design, entertainment, sports and media occupations employed 2.05 million people with a median annual wage of $79,790; entertainment and sports occupations had a median wage of $59,400.[86]
- Trends, drivers & challenges
- AI-powered advertising, digital distribution and live experiences are the principal growth drivers. PwC projects spending on cinema, live music, out-of-home and trade shows to grow at a 5.2% CAGR to $294 billion by 2030, while rising production costs, audience fragmentation and slower mature-market growth remain constraints.[12]
- Consumer behavior & competition
- Streaming represented 44.8% of US television usage in May 2025, exceeding the combined 44.2% share of broadcast and cable. Among ad-supported television viewing in the fourth quarter of 2025, streaming held 45.6%, compared with 29.6% for broadcast and 24.8% for cable.[18]
- M&A
- Consolidation accelerated in 2026: Paramount Skydance completed its approximately $110 billion acquisition of Warner Bros. Discovery on October 6, 2026, combining major film and television studios, Paramount+ and HBO Max. PwC reported that US media and entertainment deal value reached approximately $225 billion in the fourth quarter of 2025 before falling to about $10 billion in the first quarter of 2026.[87][12]
- Regulation
- Large media transactions are facing greater scrutiny over competition, news plurality and editorial independence. In the UK, regulators were asked in November 2026 to examine Sky’s proposed £1.6 billion acquisition of ITV’s media and entertainment arm, while the earlier Paramount-Warner transaction received UK clearance with legally binding commitments.[62]
- Latest news
- The most significant recent development is the October 6, 2026 completion of Paramount Skydance’s $110 billion Warner Bros. Discovery acquisition. The deal creates a larger integrated group spanning studios, streaming, broadcast news and premium television, intensifying debate about concentration in entertainment and media.[87][88]
Revenue of the largest entertainment and media companies
The Walt Disney Company leads with $94.4B in annual revenue (group level, converted to USD).
02 Ranking
Top 10 Companies in the Entertainment And Media Industry
The leading companies in the entertainment and media industry, ranked on market impact, performance, momentum, innovation and brand popularity.
Updated November 10, 2026 · Next review December 10, 2026
Netflix leads Gitnux's 2026 entertainment and media ranking with an Overall score of 9.6, with revenue growth 16% and operating margin 29.5%. The Walt Disney Company is the highest-ranked media studio operator at 9.1, with revenue growth 3% across film, television, streaming, sports and experiences.
Ranked by Overall score · How we score ↓
Editor's top 3 picks
Where to start, by need.
#1 Overall · Leader in global streaming
Netflix
US
Ranked #1 · 9.6 · Global streaming
Why we picked it: Its global paid-streaming and original production scale shows in 16% revenue growth and 29.5% operating margin.
Leader in broadcasters and studios
The Walt Disney Company
US
Ranked #2 · 9.1 · Broadcasters and studios
Why we picked it: Its worldwide film, television, streaming, sports and themed-experience portfolio ties to 3% revenue growth.
Leader in music and podcast streaming
Spotify
SE
Ranked #3 · 9.1 · Music and podcast streaming
Why we picked it: Music and podcast streaming is quantified by 751 million monthly active users in Q4 2025.
Pick 1 is the #1 company overall. Picks 2 and 3 are the highest-ranked companies in the top 5 that add a new segment.
Full ranking
| # | Company | Overall ↓ | Impact | Performance | Momentum | Innovation | Company snapshot |
|---|---|---|---|---|---|---|---|
| 1 | Netflix Global streaming · US | 9.6 | 9.1 | 9.9 | 9.8 | 9.9 | |
Company snapshot · Netflix · Data as of November 10, 2026 Netflix develops, licenses and streams films, series and games to a global paid audience.[82]
| |||||||
| 2 | The Walt Disney Company Broadcasters and studios · US | 9.1 | 9.9 | 8.0 | 9.0 | 9.9 | |
Company snapshot · The Walt Disney Company · Data as of November 10, 2026 Disney operates major film, television, streaming, sports and themed-experience businesses worldwide.[15]
| |||||||
| 3 | Spotify Music and podcast streaming · SE | 9.1 | 8.8 | 8.5 | 9.6 | 9.4 | |
Company snapshot · Spotify · Data as of November 10, 2026 Spotify reached 751 million monthly active users in the fourth quarter of 2025.[14]
| |||||||
| 4 | Tencent Digital games · CN | 9.1 | 8.3 | 9.8 | 9.8 | 9.3 | |
Company snapshot · Tencent · Data as of November 10, 2026
| |||||||
| 5 | Live Nation Entertainment Live entertainment ticketing · US | 8.8 | 9.0 | 8.1 | 9.6 | 8.9 | |
Company snapshot · Live Nation Entertainment · Data as of November 10, 2026 Live Nation connected 159 million fans to more than 11,000 artists at 55,000 events in 2025.[89]
| |||||||
| 6 | Sony Group Games, music, film and television · JP | 8.8 | 9.7 | 8.1 | 9.0 | 8.0 | |
Company snapshot · Sony Group · Data as of November 10, 2026 Sony combines PlayStation, Sony Music and Sony Pictures in one global entertainment group.[90]
| |||||||
| 7 | Take-Two Interactive Video-game development and publishing · US | 8.7 | 7.8 | 8.5 | 9.6 | 9.7 | |
Company snapshot · Take-Two Interactive · Data as of November 10, 2026 Take-Two publishes major game franchises including Grand Theft Auto, NBA 2K and Civilization.[91]
| |||||||
| 8 | Bandai Namco Holdings Games, anime, toys and experiences · JP | 8.7 | 7.4 | 8.6 | 9.9 | 9.9 | |
Company snapshot · Bandai Namco Holdings · Data as of November 10, 2026 Bandai Namco combines video games, anime, toys, music and location-based entertainment.[92]
| |||||||
| 9 | Warner Bros. Discovery Film, television, streaming, sports and games · US | 7.8 | 9.2 | 7.0 | 7.0 | 8.0 | |
Company snapshot · Warner Bros. Discovery · Data as of November 10, 2026 Warner Bros. Discovery creates and distributes branded content across television, film, streaming and gaming.[93]
| |||||||
| 10 | Paramount Skydance Film, television, streaming and news · US | 7.6 | 7.0 | 7.8 | 8.2 | 7.0 | |
Company snapshot · Paramount Skydance · Data as of November 10, 2026 Paramount Skydance operates Paramount Pictures, CBS, Nickelodeon, MTV, Paramount+ and other major media brands.[94]
| |||||||
How we score
- Impact (30%): scale and weight in the market (revenue, market share, employees, market position).
- Performance (20%): recent revenue growth and operating margin; an analyst assessment where a company does not publish them.
- Momentum (20%): growth trajectory and future potential.
- Innovation (15%): R&D intensity and how technologically advanced the company is.
Popularity (brand search demand, 15%) counts toward Overall but is not published as a column. Overall leaves out what is not known.
Scale Scores are shown on a 7–10 scale with one decimal; bars start at 7.0.
Cadence Recalculated when new figures are published; next review December 10, 2026.
Independence. Rankings are editorially independent. Scores, ranks, picks and the verdict follow the method above; no company can pay to change them.
Cite this ranking
APA
Samuel Norberg. (2026, November 10). Top 10 companies in the entertainment and media industry. In Entertainment And Media Industry Statistics. Gitnux. https://gitnux.org/entertainment-and-media-industry-statistics/#top-companies
03 Trends & forecasts
Top 10 Entertainment And Media Industry Trends & Forecasts 2027
What is changing in the entertainment and media industry, with the evidence behind each trend and a forecast for 2027.
Forecasts were generated by an AI model from the cited evidence. They are estimates, not guarantees.
01Global E&M growth moderates
High confidenceGlobal entertainment and media revenue reached $3.5 trillion in 2025 after growing 5.3%. PwC forecasts a slower 3.4% compound annual growth rate through 2030, taking the market to $4.2 trillion.[12]
Forecast 2027: In 2027, revenue should continue rising but at a mid-single-digit or lower rate, with mature markets contributing less growth than advertising, gaming and live experiences. Industry planning will increasingly emphasize portfolio balance rather than broad market expansion.
02Streaming consolidates television viewing
High confidenceStreaming accounted for 44.8% of U.S. television usage in May 2025, exceeding the combined 44.2% share of broadcast and cable. PwC puts U.S. video-streaming revenue at $113.3 billion in 2025 and forecasts $157.5 billion by 2030, a 6.8% CAGR.[18][12]
Forecast 2027: By 2027, streaming should remain the largest U.S. television distribution channel, while linear television continues to concentrate around live news, sports and major events. Growth will depend more on advertising, bundling and retention than on adding standalone subscriptions.
03Ad-supported streaming expands
High confidenceNielsen reported that streaming represented 44.8% of U.S. television usage in May 2025, while free ad-supported services including Pluto TV, Tubi and The Roku Channel together reached 5.7% of total television usage. IAB reported that U.S. digital advertising revenue rose 13.9% to $294.6 billion in 2025.[18][21]
Forecast 2027: In 2027, FAST and ad-supported tiers should capture a larger share of viewing and new subscriber additions. Platforms will prioritize better targeting, frequency control and commerce links as subscription price increases become harder to sustain.
04AI automates advertising operations
High confidenceIAB reported that U.S. programmatic advertising revenue rose 20.5% year over year to $162.4 billion in 2025. The same report identifies generative and agentic AI as tools for automated creative production, media buying, optimization and measurement.[21]
Forecast 2027: By 2027, AI should be standard in campaign planning, creative versioning and bid optimization, especially for digital video and commerce media. Human review will remain important for brand safety, rights clearance and claims substantiation.
05Creator advertising becomes mainstream
High confidenceIAB reported that creator advertising reached $37 billion in the United States in 2025. Its 2026 report describes creator partnerships as increasingly integrated with social platforms, commerce media and streaming video rather than treated as isolated sponsorships.[21]
Forecast 2027: In 2027, creators should receive a larger share of brand budgets, particularly for short-form video, product discovery and niche communities. Agencies and platforms will push toward standardized contracts, attribution and brand-safety systems.
06Live experiences outpace screen growth
Medium confidencePwC identifies live and immersive shared experiences as a major growth area and forecasts global entertainment and media revenue of $4.2 trillion by 2030, supported by technology and live events. The report links concerts, sports and trade shows to consumers’ demand for social and in-person experiences.[12]
Forecast 2027: In 2027, concerts, sports, exhibitions and immersive attractions should continue growing faster than traditional filmed entertainment. Operators will increasingly combine ticketing with sponsorship, premium access, merchandise and digital extensions.
07Gaming broadens its audience
High confidenceThe Entertainment Software Association reported that 212.3 million Americans played video games weekly in 2026, up 3% from 2025, while 67% of Americans played at least one hour per week. ESA also reported $60.8 billion in U.S. consumer video-game spending for 2025.[65]
Forecast 2027: By 2027, gaming should remain one of the industry’s largest attention and monetization pools, with growth driven by mobile, live-service content, cross-platform play and in-game commerce. Media companies will continue using game adaptations and interactive extensions to increase the value of intellectual property.
08Mobile gaming remains central
High confidenceESA reported that mobile was used by 78% of U.S. players aged eight and older in its 2024 industry facts, compared with 60% five years earlier. The association also reported that U.S. mobile-game revenue grew 9% year over year in 2024.[65]
Forecast 2027: In 2027, mobile should remain the broadest gaming distribution channel, particularly in casual, social and free-to-play formats. Developers will focus on longer player lifecycles, subscriptions, advertising and cross-progression rather than relying only on premium launches.
09Music streaming growth normalizes
High confidenceRIAA reported that U.S. recorded-music streaming revenue rose 2.3% year over year to $4.678 billion in the first half of 2025. Paid premium subscription accounts increased 6.4% to 105.3 million over the same period.[66]
Forecast 2027: In 2027, paid music subscriptions should continue expanding, but revenue growth will likely be slower than account growth in mature markets. Labels and platforms will place greater emphasis on price segmentation, superfans, bundles, licensing and live-event conversion.
10Digital advertising shifts toward commerce
High confidenceIAB reported $294.6 billion in U.S. digital advertising revenue in 2025 and said commerce media was expanding beyond retail media networks into off-site, in-store and cross-partner environments. The report also identified streaming video, creator advertising and commerce media as key growth drivers.[21]
Forecast 2027: By 2027, entertainment platforms will increasingly connect content exposure with product discovery and transactions. Measurement will shift from reach alone toward conversion, incrementality and first-party audience value.
04 Statistics
Technology & Innovation
Generative AI adoption shows up as faster ideation and production, with 75% of organizations reporting increased volume and speed in 2025.
AI in the entertainment and media industry
- 87% of media and entertainment organizations with fully implemented generative AI solutions forecast improved profitability for 2025.[1]
- 57% of global media and entertainment organizations were using or evaluating generative AI to create personalized advertising copy for audience segments in 2025.[1]
- 56% of global media and entertainment organizations were using or evaluating generative AI for personalized content recommendations on websites and platforms in 2025.[1]
- 75% of global media and entertainment organizations said generative AI increased the volume and speed of content ideation and production in 2025.[1]
- 51% of global media and entertainment organizations were preparing to optimize content for AI-powered discovery tools in 2025.[1]
- 34% of global media and entertainment organizations were using generative AI organization-wide or across multiple functions for brand discovery and search optimization in 2025.[1]
Automation in the entertainment and media industry
- 46% of media and entertainment enterprises were embedding AI or machine learning to enhance media-archiving content operations in 2025.[2]
- 3% of television and video broadcasters had completed migration to a single-platform media-archiving approach in 2025.[2]
- 40% of media and entertainment respondents expected hybrid deployment to remain their preferred media-archiving configuration in 2026.[2]
- 42% of media and entertainment respondents preferred hybrid deployment for media archiving in 2025.[2]
- 39% of studios were embedding AI or machine learning to enhance media-archiving content operations in 2025.[2]
- 58% of global media and entertainment organizations expected agentic AI to automate routine customer-service tasks such as frequently asked questions within 18 months of 2025.[1]
Digital Transformation in the media and publishing sector (sector benchmark)
- 62% of media respondents said companies are not investing enough in future business models in 2026, indicating a significant transformation funding gap globally.[3]
- 44% of surveyed news publishers said their newsroom AI initiatives were showing promising results in 2026, while 42% described results as limited globally.[3]
- 76% of publisher respondents planned to encourage staff to behave more like creators in 2026, reflecting a shift toward creator-oriented digital publishing globally.[3]
- 94% of media companies reported gains from digital-transformation efforts in 2025, the highest result among industries surveyed globally.[4]
Technology Adoption in the media and publishing sector (sector benchmark)
- 22% of publishers reported not using AI for content creation and distribution in 2025, based on a survey of U.S. and UK publishers.[5]
- 30% of publishers reported using AI for content optimization and personalization in 2025, based on a survey of 50 U.S. and UK publishers.[5]
- 76% of publishers were piloting or experimenting with AI on business-side functions in 2025, while 18% were actively deploying AI across multiple functions.[6]
- 69% of digital-publishing stakeholders expected journalists to have a voice on social media in 2026, according to a survey of 163 publishing-sector participants.[7]
Cloud Computing in the media and publishing sector (sector benchmark)
- 35.4% of media and entertainment respondents identified migration to a multicloud environment as a technology trend driving observability requirements in 2025.[8]
- 98% of media respondents expected a majority of their workloads to be cloud-native within 12 months, according to a global media and entertainment survey conducted in 2023.[9]
- 39% of media respondents identified cloud-sprawl costs, data-egress charges and unpredictable pricing as a major multicloud pain point in 2023.[9]
- 55% of media respondents identified complexity as their biggest multicloud challenge, including integration, scaling and maintenance issues, in 2023.[9]
- 43% of media respondents cited insufficient internal skills for edge computing or specific cloud environments as a major multicloud challenge in 2023.[9]
Big Data in the media and publishing sector (sector benchmark)
- 27.8% of media and entertainment respondents identified integrating business applications into workflows as a technology trend driving observability requirements in 2025.[8]
- 35.4% of media and entertainment respondents identified AI adoption as a technology trend driving observability requirements in 2025, reflecting growing use of data-intensive systems.[8]
- 39% of publishing-sector stakeholders identified data and analytics capabilities as an investment priority for the year ahead in 2025.[10]
- 56% of surveyed publishers said unifying data across platforms was a growing challenge in 2025, based on responses from 50 U.S. and UK publishers.[5]
Blockchain in the entertainment and media industry
- North America was the largest regional revenue-generating market in media and entertainment blockchain technology in 2022.[11]
05 Statistics
Data & Analytics
US streaming remains the reference point, with $113.3 billion in 2025 video-streaming revenue, while data integration challenges persist.
Business intelligence in the entertainment and media industry
- $113.3 billion was generated by the U.S. video-streaming market in 2025.[12]
- 4.6% is the projected global entertainment and media industry revenue growth rate for 2026.[12]
- $4.2 trillion is the projected global entertainment and media industry revenue in 2030, according to PwC’s 2026–30 outlook.[12]
- 3.4% is the projected compound annual growth rate for global entertainment and media spending through 2030.[12]
- $1.4 trillion is the projected global entertainment and media advertising revenue in 2030.[12]
- 13 hours is the average daily media-use time for U.S. adults cited in PwC’s media, entertainment, gaming and sports overview.[12]
Data analytics in the entertainment and media industry
- 91.3% of U.S. consumer home-entertainment spending came from subscription streaming in 2024.[13]
- 44% was the estimated year-over-year growth in U.S. AVOD and FAST advertising revenue in 2024.[13]
- 751 million monthly active users were reported by Spotify for the fourth quarter of 2025.[14]
- 157 million global monthly active users were estimated across Disney+, Hulu and ESPN+ ad-supported streaming services in January 2025.[15]
- 300 million-plus users engaged with Spotify Wrapped in 2025.[14]
- 196 million combined Disney+ and Hulu subscriptions were reported at the end of fiscal 2025.[16]
Data Quality in the media and publishing sector (sector benchmark)
- 64% of publishers surveyed globally in March 2026 identified difficulty integrating data sources into AI tools as their greatest data challenge.[6]
- 52% of publishers surveyed in 2023 reported low data quality as a challenge when segmenting customer data.[6]
- 63% of publishers surveyed in 2023 reported low data quality as a challenge when collecting customer data.[6]
- 75% of publishers surveyed globally in March 2026 said incomplete, inconsistent or outdated data affected the quality or usefulness of their AI tools.[6]
Data Governance in the media and publishing sector (sector benchmark)
- 28% of European media organisations surveyed in 2025 reported having a fully implemented data strategy.[17]
- 72% of European media organisations surveyed in 2025 considered data very important to their daily operations.[17]
- 92% of European media stakeholders surveyed in 2025 required robust data and privacy protection before joining a shared media data space.[17]
- 28% of European media organisations surveyed in 2025 reported having a partially implemented data strategy.[17]
- 37% of European media organisations surveyed in 2025 reported having no data strategy.[17]
- 46% of European media organisations surveyed in 2025 had a dedicated data team, while 34% had no dedicated data team.[17]
KPIs in the entertainment and media industry
- 21 hours per week was the average U.S. streaming watch time cited in Adobe’s 2024 media and entertainment report.[1]
- 32% of global marketers measured digital and traditional media spending holistically in 2025.[18]
- 61% of U.S. consumers said they would cancel their favorite streaming service after a $5 monthly price increase in 2026.[19]
- 71% of brands with advertising budgets above $1 billion identified AI personalization and optimization as a key business trend for 2025.[18]
- 45% of U.S. consumers reported canceling a streaming subscription because of cost in Adobe’s 2024 media and entertainment study.[1]
- $69 per month was the average streaming expenditure reported by subscribing U.S. households in 2026.[19]
06 Statistics
Strategy & Growth
Video podcasts and partner-led growth sit alongside deal activity, including $107 billion in announced media deals tracked through Dec 22, 2025.
Growth in the entertainment and media industry
- 40% of Spotify users who started a new show in 2024 chose a video podcast.[20]
- 39% was the year-over-year increase in average daily video-podcast streams on Spotify in 2024.[14]
- $113.3 billion was U.S. video-streaming revenue in 2025, the largest national market.[12]
- 88% was Spotify’s year-over-year increase in users consuming video podcasts in 2024.[20]
- 22.0% was video-game and esports advertising revenue growth in 2025, up from 8.7% in 2024.[21]
- 6.8% is the projected compound annual growth rate for U.S. video-games and esports revenue from 2024 to 2029.[12]
Differentiation in the entertainment and media industry
- More than 170 million users had watched a video podcast on Spotify by June 2024.[14]
- 28% of YouTube news influencers in the United States had a newsletter in early 2024.[22]
- 55% of Gen Z respondents said they liked podcast content more when they followed the creator on social media in 2024.[20]
- 63% of surveyed podcast listeners said they trusted their favorite podcast host more than their favorite social-media influencer in 2024.[23]
- 49% of YouTube news influencers in the United States also hosted a podcast in early 2024.[22]
- 70% of users consuming video podcasts on Spotify watched them in the foreground in 2024.[14]
Mergers and acquisitions in the entertainment and media industry
- $107 billion was the value of announced media deals tracked by PitchBook through December 22, 2025.[24]
- 364 U.S. telecom and media deals were announced in 2025, compared with 360 in 2024.[25]
- $34.5 billion was the announced value of Charter Communications’ 2025 acquisition of Cox Communications.[12]
- $1.8 billion was the average technology, media and telecommunications deal size in 2025, up from about $620 million in 2024.[26]
- $626 million was the average media deal size in 2024, compared with $377 million for technology deals.[26]
- $129.8 billion was disclosed media and marketing M&A deal value in 2024, down 11% year over year.[27]
Strategic partnerships in the entertainment and media industry
- 81% of media and entertainment CEOs rated partnerships important or critical to their business in 2025.[28]
- 23% of U.K. consumers exhibited subscription “boomerang” behavior during the 12 months covered by Kantar’s 2025 report.[29]
- 20% higher was the reported revenue growth for organizations actively pursuing partnerships compared with more standalone counterparts.[28]
- 50% higher was the reported long-term sustainability probability for organizations that actively pursue partnerships, based on analysis of thousands of partnerships.[28]
- 72% of entertainment and media CEOs said industry competitors and peers affected their business strategy.[30]
- 46% of U.S. consumers exhibited subscription “boomerang” behavior during the 12 months covered by Kantar’s 2025 report.[29]
07 Statistics
People & Workforce
Workforce constraints remain visible: 59% of media and entertainment leaders said finding employees with the right technical skills was difficult in 2025.
Hiring in the entertainment and media industry
- Recreational-facilities and services job postings increased 1.4% year over year in 2024.[31]
- 14.1% of entertainment and media job postings in 2024 were concentrated in telecommunications.[31]
- Entertainment-industry job postings declined 11.4% year over year in 2024.[31]
- 59% of media and entertainment leaders said in 2025 that finding employees with the right technical skills was difficult.[32]
- 533,400 entertainment and media job postings were recorded in January 2024, the sector’s highest monthly total that year.[31]
Employee retention in the entertainment and media industry
- 70% of local-journalism workers reported work-related burnout in the cited survey.[33]
- More than two-thirds of entertainment and media employees said their work was fulfilling in PwC’s 2023 survey.[12]
- 72% of local-journalism respondents said they had considered leaving their current job in the cited survey.[33]
- 75% of media organizations identified workforce retention as a concern in the cited 2026 technology-sector survey.[34]
- More than 60% of global entertainment and media employees planned to change jobs within the following 12 months in PwC’s 2023 survey.[12]
Remote Work in the media and publishing sector (sector benchmark)
- Across entertainment and media job postings, 369,000 new remote-job listings were recorded globally in 2024.[31]
- Across independent UK publishers, 84% of staff worked partly or fully from home in 2025.[35]
- Across independent UK publishers, 42% of staff worked fully from home in 2025.[35]
- In the U.S. entertainment and media sector, 37.4% of new job postings were remote in 2024.[31]
Hybrid Work in the media and publishing sector (sector benchmark)
- Across media and entertainment employers, 87% said their organizations were still struggling to balance hybrid working in 2025.[36]
- 52% of newsroom leaders worldwide said hybrid and flexible working had made recruitment easier in 2023; 28% reported no change and 15% said recruitment became harder.[37]
- Across independent UK publishers, 58% of organizations required full-time staff to work a minimum number of days in the office in 2025.[35]
- 42% of journalists surveyed globally worked in hybrid arrangements in 2024, compared with 24% working in-office and 34% fully remote.[38]
- Across independent UK publishers, 42% of staff had hybrid working arrangements in 2025.[35]
Upskilling in the entertainment and media industry
- 42% of media and entertainment organizations said in 2024 that lack of access to skilled talent was a barrier to company growth.[39]
- 56% of media and entertainment organizations said in 2025 that lack of access to skilled talent was a barrier to company growth.[39]
- 39% of media and entertainment organizations said in 2024 that their workforce was rapidly aging.[39]
- 59% of media and entertainment organizations said in 2025 that new employees with the right technical skills were difficult to find.[39]
- 52% of media and entertainment organizations said in 2025 they had let employees go because those employees lacked technical skills.[39]
Employee Engagement in the media and publishing sector (sector benchmark)
- Creative and media employees rated work-life balance 7.29 out of 10 in CultureMonkey’s Q3 2026 benchmark.[40]
- Creative and media employees scored 7.67 out of 10 for engagement in CultureMonkey’s Q3 2026 benchmark.[40]
- Creative and media employees rated autonomy 8.62 out of 10 in CultureMonkey’s Q3 2026 benchmark.[40]
- Creative and media employees recorded an average eNPS of +22 in CultureMonkey’s Q3 2026 benchmark.[40]
- Creative and media employees rated meaningful work 8.76 out of 10 in CultureMonkey’s Q3 2026 benchmark.[40]
DEI in the entertainment and media industry
- 23.2% of directors of the 100 top-grossing films in 2024 were from underrepresented racial or ethnic groups.[41]
08 Statistics
Customer & Sales
Churn risk ties to discovery friction, where nearly 50% of US consumers abandon an entertainment experience when they cannot find what they want.
Customer experience in the entertainment and media industry
- 72 is the ACSI score for U.S. subscription-TV customer satisfaction in 2026.[42]
- Nearly 50% of U.S. consumers surveyed said they often abandon an entertainment experience because they cannot find what they want in 2024.[19]
- 60% of U.S. Gen Z respondents preferred user-generated videos because they did not need to search for what to watch in 2024.[19]
- 50% of U.S. consumers surveyed said they spend too much time looking for streaming content in 2024.[19]
- 47% of U.S. Gen Z respondents said social-media videos and live streams were their favorite form of video content in 2024.[19]
Customer retention in the entertainment and media industry
- 44% of U.S. consumers cancelled a paid streaming service during the six months covered by Deloitte’s 2024 study.[19]
- 36% of global streamers cancelled an existing service when taking a new subscription in 2025.[43]
- 27% was the year-over-year increase in U.S. boomerang streaming subscribers in Kantar’s latest study.[44]
- 14% was the approximate quarterly churn rate for U.S. paid streaming subscriptions from the second quarter of 2024 onward.[44]
- 35% of global streaming users intended to cancel at least one subscription in 2025.[43]
Customer acquisition in the entertainment and media industry
- 53% of U.S. consumers said SVOD services were the paid media and entertainment services they used most frequently in 2025.[19]
- 28% of U.S. Gen Z respondents said streaming-video advertisements most influenced their purchasing decisions in 2025.[19]
- 25% of U.S. millennials said streaming-video advertisements most influenced their purchasing decisions in 2025.[19]
- 57% of Gen Z and millennial gamers discovered new music through video games in 2024.[19]
- 52% of global entertainment fans said social platforms were their primary way of discovering new content in 2026.[19]
Customer loyalty in the entertainment and media industry
- 67% of entertainment fans subscribed to paid music streaming services in 2026, compared with 40% of nonfans.[19]
- 3 services was the average number of SVOD subscriptions held by subscribing nonfans in 2026.[19]
- 56 U.S. dollars was the average monthly SVOD spending of subscribing nonfans in 2026.[19]
- 4 services was the average number of SVOD subscriptions held by subscribing entertainment fans in 2026.[19]
- 80% of consumers were fans of at least one entertainment category in 2026.[19]
Lead generation in the entertainment and media industry
- 25% of U.S. music listeners discovered music through video games in 2025.[45]
- 28% of U.S. music listeners discovered music through recommendations from other people in 2025.[45]
- 20% of U.S. music listeners discovered music through live music events in 2025.[45]
- 31% of U.S. music listeners discovered music through radio in 2025.[45]
- 65% of U.S. music listeners discovered music through social-media platforms in 2025.[45]
09 Statistics
Marketing & Brand
Digital advertising growth is material at scale, with global entertainment and media advertising revenue projected to reach $1.4T by 2030.
Marketing in the entertainment and media industry
- 51% was the combined global market share of the five largest U.S. film studios in 2024.[12]
- $33 billion was generated by global cinema revenue in 2024.[12]
- $52 billion was spent by U.S. consumers on subscription streaming in 2024, representing 91.3% of home-entertainment spending.[13]
- $1.4 trillion is the projected global entertainment and media advertising revenue for 2030.[12]
- 5.6% is the projected compound annual growth rate for global entertainment and media advertising revenue from 2025 to 2030.[12]
Digital marketing in the entertainment and media industry
- 80% is the projected share of global entertainment and media advertising revenue from digital formats in 2029.[12]
- $258.6 billion was U.S. internet advertising revenue in 2024, up 14.9% year over year.[21]
- $74.3 billion was U.S. digital display advertising revenue in 2024, up 12.4%.[21]
- $53.7 billion was U.S. retail-media advertising revenue in 2024, up 23.0%.[21]
- $62.1 billion was U.S. digital video advertising revenue in 2024, up 19.2%.[21]
Branding in the entertainment and media industry
- $433.1 billion was Google's media-brand value in 2026, making it the world's most valuable media brand.[46]
- $38.4 billion was YouTube's media-brand value in 2026, up 32%.[46]
- $52.1 billion was Tencent's media-brand value in 2026, up 18%.[46]
- $74.919 billion was Netflix's 2024 brand value in Kantar's media-and-entertainment category.[47]
- $107.1 billion was Facebook's media-brand value in 2026, up 17%.[46]
Influencer Marketing in the media and publishing sector (sector benchmark)
- $32.6 billion was the estimated global influencer-marketing market in 2025, up from $24.0 billion in 2024.[48]
- 17% of media-agency respondents in a 2026 survey said they partnered with influencers to create content for retail media globally.[49]
- $37.1 billion was projected for U.S. creator advertising spend in 2025, including sponsored content, paid amplification and planned creator adjacencies.[48]
- 56% of brands said generating user-generated content was the main purpose of their influencer campaigns in 2024, versus 23% citing sales generation.[50]
- 69% of brands using influencer marketing reported using TikTok in 2024, compared with 47% using Instagram, 33% YouTube and 28% Facebook.[50]
10 Statistics
Operations & Execution
Automation expectations are high for 2026 backend operations, with 66% of media and entertainment organizations expecting automation within 18 months.
Process optimization in the entertainment and media industry
- 33% of surveyed Indian media organizations had deployed AI for advertising-sales optimization in 2026.[51]
- 16% of surveyed Indian media organizations reported high or significant AI benefits in 2026.[51]
- 60% of surveyed Indian media organizations had deployed AI in content creation in 2026.[51]
- 60% of surveyed Indian media organizations had deployed AI in content processing and operations in 2026.[51]
- 34% of surveyed Indian media organizations reported moderate AI impact of 5% to 10% in 2026.[51]
Operational efficiency in the entertainment and media industry
- 49% was the median share of engineering-team time spent addressing disruptions among media and entertainment respondents in 2024.[8]
- 41% of surveyed media and entertainment organizations reported barriers preventing automation adoption in 2022.[52]
- 48% of media and entertainment engineering teams spent at least half of their time addressing outages in 2024.[8]
- About 20% of media and entertainment companies had a process that was fully automated in 2022.[52]
- 82% of media and entertainment organizations spent at least $1 million annually on observability in 2024.[8]
Quality management in the entertainment and media industry
- 72 was the 2026 American Customer Satisfaction Index score for U.S. subscription television services.[42]
- 77 was the 2026 American Customer Satisfaction Index score for U.S. video-streaming services.[42]
- 57% of video teams tracked buffering as a quality-of-experience metric in 2026.[53]
- 29% of video teams used video-quality optimization in 2025.[53]
- 43% of video teams tracked error rates as a quality-of-experience metric in 2026.[53]
Supply chain in the entertainment and media industry
- 2.4% was the increase in Canadian-production domestic distribution revenue in 2025.[54]
- 45.1% of global physical-music revenue came from Asia in 2025.[55]
- 16.6% of global recorded-music revenue came from physical formats in 2025.[55]
- 66% of media and entertainment organizations expected to automate backend operations such as supply chain, compliance and analytics within 18 months in 2026.[1]
- 47% of media and entertainment organizations said their content supply chain was largely linear and resource-intensive in 2026.[1]
Outsourcing / Offshoring in the media and publishing sector (sector benchmark)
- 37% of academic publishers outsourced the majority of copyediting to offshore vendors in 2025, based on a global survey concentrated in the United Kingdom and United States.[56]
- 54% of academic publishers outsourced the majority of typesetting to offshore vendors in 2025, based on a global survey concentrated in the United Kingdom and United States.[56]
- 28% of academic publishers outsourced the majority of proofreading to offshore vendors in 2025, based on a global survey concentrated in the United Kingdom and United States.[56]
- 65% of surveyed academic publishers were concerned about offshoring work, according to Deanta’s global academic-publishing survey; the survey year is not stated on the source page.[57]
- 24% of academic publishers outsourced the majority of indexing to offshore vendors in 2025, based on a global survey concentrated in the United Kingdom and United States.[56]
11 Statistics
Finance & Pricing
Margins vary across the public set, with aggregate EBITDA margin for 92 publicly listed US entertainment companies at 17.8% in January 2026.
Pricing strategy in the entertainment and media industry
- $215 was average full-year 2024 spending per online purchaser on video games globally, up 5.3% year over year.[58]
- 68% of streaming subscribers paid for an ad-supported tier in 2025, reflecting consumer willingness to trade advertising for lower monthly prices, United States.[19]
- 30% was the price increase Tencent Music applied to auto-renewal subscriptions for Android users in mid-2023, with an iOS increase following in January 2024.[59]
- 41% of consumers said SVOD content was not worth its price, up five percentage points from the previous year, United States.[19]
- 7% was the increase in median monthly introductory subscription prices between January 2022 and September 2024 across digital media publishers.[6]
Cost reduction in the entertainment and media industry
- $28 million of Airbnb’s 2025 cost-of-revenue increase was attributable to amortization of capitalized internal-use software projects.[60]
- $27 million of Airbnb’s 2025 cost-of-revenue increase was attributable to higher data-hosting services costs.[60]
- 10.6% was Booking Holdings’ sales and other expenses growth in 2025, while the expense ratio declined to 12.8% of revenue from 13.1%.[61]
- $2.3 billion was spent on film and television production in Georgia in the latest fiscal year, down from $4.4 billion in 2022.[62]
- 245 productions were filmed in Georgia in the latest fiscal year, compared with 412 productions in 2022.[62]
Profitability in the entertainment and media industry
- 17.8% was the aggregate EBITDA margin for 92 publicly listed U.S. entertainment companies in January 2026.[63]
- -3.2% was the aggregate net margin for publicly listed U.S. entertainment companies in January 2025.[63]
- 32% was Spotify’s consolidated gross margin in 2025, up from 30% in 2024.[64]
- 13.7% was the aggregate EBITDA margin for publicly listed U.S. entertainment companies in January 2024.[63]
- 41.4% was the aggregate gross margin for 92 publicly listed U.S. entertainment companies in January 2026.[63]
Financial planning in the entertainment and media industry
- $52 billion was U.S. consumer spending on subscription streaming in 2024, up 25.3% year over year.[13]
- $37.49 was average full-year 2024 spending per online purchaser on e-publishing globally, down 0.5% year over year.[58]
- $215 was average full-year 2024 spending per online purchaser on video games globally, making gaming the highest-spend digital-media category measured.[58]
- $189 was average full-year 2024 spending per online purchaser on digital media subscriptions and downloads globally, up 7.1% year over year.[58]
- 91.3% was subscription streaming’s share of U.S. consumer spending on home entertainment in 2024.[13]
12 Statistics
Product & Service
Consumer usage shows ongoing platform stickiness: 91.3% of US home-entertainment spending came from subscription streaming in 2024.
Product development in the entertainment and media industry
- 78% of U.S. video-game players used mobile devices in 2024, up from 33% in 2012.[65]
- 190.6 million Americans played video games for at least one hour weekly in 2024.[65]
- 9.5% was the increase in global subscription-streaming music revenue in 2024 as companies expanded digital music products.[55]
- $59.3 billion was spent by U.S. consumers on video games in 2024 after figures were revised by ESA, Circana and Sensor Tower.[65]
- 61% of Americans aged 5–90 played video games for at least one hour per week in 2024.[65]
Product lifecycle in the entertainment and media industry
- $14.8777 billion was U.S. streaming-music revenue in 2024.[66]
- 69.0% of global recorded-music revenue came from streaming in 2024, showing the market’s shift toward ongoing digital product access.[55]
- 88% of U.S. recorded-music shipments were digital in 2024, compared with 12% physical shipments.[66]
- 51.2% of global recorded-music revenue came from subscription streaming in 2024.[55]
- 100.0 million paid music subscriptions were recorded in the United States in 2024.[66]
After-sales in the entertainment and media industry
- 60% of surveyed U.S. consumers said a $5 price increase would likely make them cancel their favorite streaming service in 2025.[19]
- 88% of U.S. game players played games online in 2024, creating an ongoing service relationship beyond initial purchase.[65]
- 53% of surveyed U.S. consumers identified SVOD services as the paid media and entertainment services they used most frequently in 2025.[19]
- 46% of surveyed consumers were more likely to engage with entertainment content recommended by their fan community.[19]
- 46% of surveyed consumers sought fandom-related entertainment content from creators in the 2026 Digital Media Trends survey.[19]
Value proposition in the entertainment and media industry
- 7% was the projected annual growth in social-video monetization per hour from 2024 to 2028.[26]
- 17 dollars per hour was the estimated consumer-attention value of live concerts in McKinsey’s media and entertainment analysis.[26]
- 11 cents per hour was the estimated consumer-attention value of radio in McKinsey’s media and entertainment analysis.[26]
- 12 cents per hour was the estimated consumer-attention value of digital music in McKinsey’s media and entertainment analysis.[26]
- 24 dollars per hour was the estimated consumer-attention value of amusement parks in McKinsey’s media and entertainment analysis.[26]
13 Statistics
Sustainability & Ethics
Production footprint remains quantifiable, including a half-hour scripted single-camera episode averaging 26 tonnes of CO2e.
Sustainability in the entertainment and media industry
- 34% of the average UK feature-film carbon footprint came from travel and transport in 2024.[67]
- Canadian film and television productions participating in a 2022–2023 study averaged 28 tonnes of CO2e per hour of content.[68]
- The Canadian film and television carbon-footprint study included 22 productions engaged between spring 2022 and spring 2023.[68]
- More than half of UK feature-film travel emissions came from flights in 2024.[67]
- 115 UK feature films used the BAFTA albert carbon calculator or sought certification in 2024, up from 57 in 2022.[67]
ESG in the entertainment and media industry
- 100% of surveyed U.S. companies reported ESG metrics in KPMG’s 2024 sustainability-reporting survey.[69]
- 50% of the world’s 250 largest companies assessed double materiality in 2024.[70]
- 14% of the largest companies in KPMG member-firm jurisdictions included scenario analysis in ESG reporting in 2024.[70]
- 49% of the largest companies in KPMG member-firm jurisdictions reported biodiversity and nature loss as a business risk in 2024.[70]
- 79% of the largest companies in KPMG member-firm jurisdictions reported on sustainability in 2024.[71]
Carbon footprint in the entertainment and media industry
- The Dutch television programs analyzed in 2026 produced 1.6 to 7.8 tonnes of CO2e per 30 minutes of broadcast.[72]
- CBC/Radio-Canada’s 64 productions reported 9,508 tonnes of CO2e in total in its 2023–2024 industry report.[73]
- A half-hour scripted single-camera television episode averaged 26 tonnes of CO2e in the Sustainable Production Alliance study.[74]
- A small feature film averaged 391 tonnes of CO2e in the Sustainable Production Alliance study.[74]
- A large feature film averaged 1,081 tonnes of CO2e in the Sustainable Production Alliance study.[74]
14 Statistics
Risk, Compliance & Legal
Security hygiene is a persistent constraint, with 82% of communications and media organizations saying attack-surface growth made posture difficult in 2024.
Compliance in the entertainment and media industry
- 29.1% of South Korean respondents cited free or very cheap access as their main reason for illegal content consumption in 2024.[75]
- 73% of advertisements on Southeast Asian piracy websites were delivered through mobile channels in 2024.[76]
- 19.1% was the overall rate of illegal content consumption in South Korea in 2024.[75]
- 22.5% was the illegal-consumption rate for games in South Korea in 2024.[75]
- 374 million monthly visits were averaged by that Vietnam-based streaming-piracy operation between January 2023 and June 2024.[76]
Risk Management in the media and publishing sector (sector benchmark)
- Across surveyed companies globally, 65% ranked cyber-attack as their number-one reputation risk in 2024.[77]
- Across surveyed companies globally, only 11% reported strong financial impact modeling for reputation risks in 2024.[77]
- Across surveyed companies globally, 57% reported a high appetite for accepting the right reputation risks in 2024.[77]
- Across media and entertainment, 39% of leaders said reputational damage is a major consequence of insufficient risk-function integration in 2026.[78]
- Across surveyed companies globally, 86% said their organizations take reputation seriously in 2024.[77]
Cybersecurity in the media and publishing sector (sector benchmark)
- Across media and entertainment companies, 39% of leaders identified reputational damage as a major consequence of insufficient risk-function integration in 2026.[78]
- Across communications and media organizations, 82% said maintaining security hygiene and posture was difficult because of attack-surface growth in 2024.[79]
- Across communications and media organizations, 94% expected to increase cybersecurity spending over the next few years in 2024.[79]
- Across communications and media organizations, 85% worried that increased generative-AI use would lead to more data leakage in 2024.[79]
Data Privacy in the media and publishing sector (sector benchmark)
- Across the European Union, 39.0% of internet users checked that a website was secure before providing personal data in 2025.[80]
- Across the European Union, 58.8% of internet users refused or did not allow their personal data to be used for advertising in 2025.[80]
- Across OECD countries, 31% of men and 35% of women did not feel in control of their personal information online in 2024.[81]
- Across the European Union, 37.6% of internet users read privacy-policy statements before sharing personal data in 2025.[80]
- Across OECD countries, 56% of adults avoided certain websites, apps or social media because of privacy concerns in 2024.[81]
Crisis Management in the media and publishing sector (sector benchmark)
- Across surveyed companies globally, 94% had reserved a budget for a damaging reputational event, including communications and marketing contingencies, in 2024.[77]
- Across surveyed companies globally, 82% had ready-made public-relations templates for most reputation-crisis scenarios in 2024.[77]
- Across surveyed companies globally, 91% conducted annual exercises to test their crisis communications team and plan in 2024.[77]
- Across surveyed companies globally, 87% had a formal team that trained together and responded to significant adverse publicity events in 2024.[77]
- Across surveyed companies globally, 77% considered social media important for reputation management in 2024.[77]
Governance in the entertainment and media industry
- 11 directors served on Warner Bros. Discovery’s board as of April 4, 2024.[82]
- 100% of Live Nation’s non-executive board committees were composed of independent directors in 2025.[82]
- 100% of Live Nation’s uncontested director elections used a majority-voting standard in 2025.[82]
- 12 directors were nominated for election at Netflix’s 2025 annual meeting.[82]
- 9 of Live Nation Entertainment’s 11 current directors were independent in 2025.[82]
15 Statistics
Globalization & Expansion
Scale across geographies is measurable: Netflix served over 300 million paid memberships in more than 190 countries in late 2025.
Globalization in the entertainment and media industry
- Over 300 million paid memberships in more than 190 countries were served by Netflix in late 2025.[83]
- US$31.7 billion was the global recorded-music revenue in 2025, up 6.4% year on year.[55]
- 79% of global theatrical box-office revenue came from international markets in 2021, totaling US$16.8 billion.[84]
- 57 of 58 recorded-music markets measured by IFPI recorded revenue growth in 2025.[55]
- 53 countries and territories are covered by PwC’s Global Entertainment & Media Outlook 2026–30.[12]
Cultural adaptation in the entertainment and media industry
- 75 countries ranked The Elixir in Netflix’s Top 10 during the week of October 20–26, 2025.[85]
- Over 80% of Netflix members globally have watched Korean content, making K-content the platform’s most-watched non-English content.[85]
- 96% was the increase in visits to the Gimnyeong Beach filming location after When Life Gives You Tangerines premiered.[85]
- 37% was the increase in new U.S. Korean learners on Duolingo during the release week of Squid Game Season 3.[85]
- 50% was the approximate growth in global viewing hours for Southeast Asian content from 2023 to 2024.[85]
Supplier management in the entertainment and media industry
- US$21.8 billion were Netflix’s total streaming-content obligations at March 31, 2025.[83]
- US$1.6 billion were Netflix’s deferred revenues at March 31, 2025.[83]
- More than 1,000 producers from over 50 countries outside the United States partner with Netflix on local-language programming.[85]
- US$32.0 billion was Netflix’s net content-asset balance at March 31, 2025.[83]
- 8.8% was global subscription-streaming revenue growth in recorded music in 2025.[55]
Stakeholder management in the entertainment and media industry
- 751 million monthly active users used Spotify in the fourth quarter of 2025.[14]
- 47,000 live events are carried annually by ESPN across sports including the NFL, NBA, MLB, NHL and NCAA competitions.[16]
- 157 million estimated global ad-supported monthly active users were reported across Disney’s streaming portfolio in January 2025.[15]
- 56 languages were used for Spotify Wrapped 2025 globally.[14]
- 290 million Spotify Premium subscribers were reported in the fourth quarter of 2025.[14]
Distribution channels in the entertainment and media industry
- US$22 billion was global streaming revenue in recorded music in 2025.[55]
- US$113.3 billion was the U.S. video-streaming market’s revenue in 2025.[12]
- US$755.6 billion was global internet-advertising revenue in 2025.[12]
- US$56.6 billion is PwC’s forecast for global streaming revenue in 2030 within music, radio and podcasts.[12]
- 2.5% of global recorded-music revenue came from downloads and other digital formats in 2025.[55]
Key questions about the entertainment and media industry
What is the current size of the entertainment and media market?
How fast is the market expected to grow?
Which companies lead the entertainment and media industry?
How is AI changing operations across media and entertainment?
How concentrated is the industry structure in terms of players and markets?
What audience or usage shifts matter for distributors and platforms?
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
Samuel Norberg. (2026, November 10). Entertainment And Media Industry Statistics. Gitnux. https://gitnux.org/entertainment-and-media-industry-statistics
Samuel Norberg. "Entertainment And Media Industry Statistics." Gitnux, 10 Nov 2026, https://gitnux.org/entertainment-and-media-industry-statistics.
Samuel Norberg. 2026. "Entertainment And Media Industry Statistics." Gitnux. https://gitnux.org/entertainment-and-media-industry-statistics.
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Social media in the entertainment and media industry