01 Industry overview
The entertainment media industry at a glance
Entertainment and media is a $3.5 trillion global industry in 2025, expanding through advertising, connectivity, streaming, gaming, live events and recorded music despite uneven theatrical recovery.
- $3.5T[25]
- Global E&M revenue, 2025
- 3.4%[25]
- Forecast CAGR through 2030
- $31.7B[70]
- Recorded music revenue, 2025
- 36%[94]
- Asian film share, 2025
- Market size
- PwC reports that global entertainment and media revenue reached $3.5 trillion in 2025, covering advertising, connectivity and consumer spending. Within recorded music, IFPI reported a separate $31.7 billion global market in 2025.[25][70]
- Forecast & CAGR
- PwC forecasts global entertainment and media spending to reach $4.2 trillion by 2030, implying a 3.4% compound annual growth rate. The firm also expects the industry to grow 4.6% in 2026 after 5.3% growth in 2025.[25]
- Market share & regions
- Asian films represented 36% of global box-office revenue in 2025, up from 27% in 2019, while global box office reached an estimated €29.56 billion. In recorded music, Europe accounted for 29.5% of global revenue in 2024, making it the second-largest region.[94][70]
- Segmentation
- The industry spans advertising, connectivity and consumer spending, with video games, streaming video, film, television, music, publishing, live events and internet advertising as major segments. PwC identifies video games as larger than the movie and recorded-music industries combined within its entertainment and media framework.[25]
- Key players & concentration
- Competition is concentrated among global platforms, studios, music companies, technology firms and distributors, although regional content remains significant: Asian films captured 36% of global box office in 2025. Netflix ended 2025 with more than 325 million global paid subscribers, illustrating the scale of leading streaming platforms.[94][22]
- Pricing
- Recorded music is increasingly subscription-led: paid subscription streaming revenue grew 8.8% in 2025 and subscription accounts reached 837 million globally. The shift toward ad-supported and subscription tiers is also a major pricing model across video and audio streaming, although the cited sources do not provide a comparable global video price average.[70]
- Trends, drivers & challenges
- Growth is being driven by advertising, live events, gaming, connectivity, streaming and paid music subscriptions; PwC recorded 5.3% industry growth in 2025. Challenges include streaming-market saturation, rising content costs, changing release windows, artificial-intelligence disruption and theatrical revenues that remained below pre-pandemic levels in 2025.[25][95]
- Consumer behavior & competition
- Consumer behavior continues to move toward digital access and recurring subscriptions: global paid music subscription accounts reached 837 million in 2025, while Netflix surpassed 325 million paid memberships. Competition increasingly centers on exclusive content, franchises, advertising-supported tiers, pricing and the ability to retain attention across platforms.[70][22]
- M&A
- Media consolidation remained active in 2025 and 2026. Paramount completed its approximately $81 billion takeover of Warner Bros. in 2026, creating one of the largest combinations of film, television and streaming assets in the sector.[27]
- Regulation
- Competition authorities are scrutinizing consolidation across streaming, television and film production. The U.S. Department of Justice said its review of the proposed Paramount-Warner Bros. merger considered competition in subscription video on demand, linear television and studio production and distribution.[96]
- Latest news
- The global film market showed continued recovery in 2025: estimated worldwide box office rose 5% to €29.56 billion, although it remained about 30% below the pre-pandemic average. In November 2026, Toho’s Godzilla Minus Zero opened to $31.6 million in North America, setting a record for a foreign-language film debut in the market.[94][27]
02 Ranking
Top 10 Companies in the Entertainment Media Industry
The leading companies in the entertainment media industry, ranked on market impact, performance, momentum, innovation and brand popularity.
Updated November 10, 2026 · Next review December 10, 2026
The Walt Disney Company stands out for operating film, television, streaming, sports and entertainment franchises worldwide because it reported an 19% year-over-year increase in Disney Entertainment’s fiscal 2025 segment operating income, while Tencent is the pick for interactive entertainment platforms since it recorded a 32.1% operating margin and R&D at 11.4% of revenue.
Ranked by Overall score · How we score ↓
Editor's top 3 picks
Where to start, by need.
#1 Overall · Leader in film and TV Franchises
The Walt Disney Company
US
Ranked #1 · 9.1 · Film and TV Franchises
Why we picked it: Disney’s scale across franchises supports diversified media exposure, with revenue growth of 3%.
Leader in games and Interactive Entertainment
Tencent
CN
Ranked #2 · 8.9 · Games and Interactive Entertainment
Why we picked it: Tencent combines a broad interactive portfolio with an operating margin of 32.1% and R&D at 11.4% of revenue.
Leader in audio Streaming Platform
Spotify
SE
Ranked #3 · 8.9 · Audio Streaming Platform
Why we picked it: Spotify’s mix of music and podcasts aligns with an 8.2% revenue growth and an operating margin of 12.8%.
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 | The Walt Disney Company Film and TV Franchises · US | 9.1 | 9.9 | 8.3 | 8.9 | 9.4 | |
Company snapshot · The Walt Disney Company · Data as of November 10, 2026 Disney operates major film, television, streaming, sports and entertainment franchises worldwide.[21]
| |||||||
| 2 | Tencent Games and Interactive Entertainment · CN | 8.9 | 8.3 | 9.8 | 9.5 | 8.7 | |
Company snapshot · Tencent · Data as of November 10, 2026 Tencent operates major online games, music, video and interactive entertainment businesses worldwide.[97]
| |||||||
| 3 | Spotify Audio Streaming Platform · SE | 8.9 | 8.3 | 8.7 | 9.4 | 8.9 | |
Company snapshot · Spotify · Data as of November 10, 2026 Spotify operates a global audio platform spanning music, podcasts and audiobooks.[98]
| |||||||
| 4 | NetEase Games and Interactive Entertainment · CN | 8.9 | 8.7 | 9.2 | 8.8 | 9.2 | |
Company snapshot · NetEase · Data as of November 10, 2026 NetEase generated RMB92.1 billion from games and related value-added services in fiscal 2025.[99]
| |||||||
| 5 | Netflix Streaming and Original Production · US | 8.9 | 8.3 | 9.9 | 9.6 | 9.4 | |
Company snapshot · Netflix · Data as of November 10, 2026 Netflix invests in exclusive professionally produced series, films and live events for a global audience.[100]
| |||||||
| 6 | Nintendo Console games, software and entertainment franchises · JP | 8.7 | 8.3 | 9.8 | 9.6 | 7.0 | |
Company snapshot · Nintendo · Data as of November 10, 2026 Nintendo develops and publishes globally recognized interactive entertainment hardware, software and franchises.[101]
| |||||||
| 7 | Roblox User-generated games and virtual entertainment · US | 8.7 | 7.0 | 9.1 | 9.9 | 9.9 | |
Company snapshot · Roblox · Data as of November 10, 2026 Roblox operates a global platform for user-created games, virtual worlds and interactive entertainment.[102]
| |||||||
| 8 | Take-Two Interactive Premium and mobile video games · US | 8.6 | 7.8 | 8.7 | 9.4 | 9.2 | |
Company snapshot · Take-Two Interactive · Data as of November 10, 2026 Take-Two publishes major interactive entertainment franchises including Grand Theft Auto, NBA 2K and Borderlands.[103]
| |||||||
| 9 | Live Nation Entertainment Live music, concerts and entertainment experiences · US | 8.5 | 8.3 | 8.3 | 9.4 | 8.3 | |
Company snapshot · Live Nation Entertainment · Data as of November 10, 2026 Live Nation promotes concerts, operates venues and manages live entertainment experiences worldwide.[104]
| |||||||
| 10 | Epic Games Games, game engines and digital entertainment · US | 8.5 | 7.0 | 9.1 | 8.7 | 9.4 | |
Company snapshot · Epic Games · Data as of November 10, 2026 Epic Games operates Fortnite and develops Unreal Engine, supporting major interactive entertainment ecosystems.[105]
| |||||||
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 media industry. In Entertainment Media Industry Statistics. Gitnux. https://gitnux.org/entertainment-media-industry-statistics/#top-companies
UK subscription-OTT revenue
UK subscription-OTT revenue grew from 1.7 GBP billions in 2019 to 4.4 GBP billions in 2024.
03 Trends & forecasts
Top 10 Entertainment Media Industry Trends & Forecasts 2027
What is changing in the entertainment 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.
01Advertising outpaces consumer spending
High confidencePwC forecasts global entertainment and media revenue to reach $4.2 trillion by 2030, with advertising, live events and games among the main growth engines. The overall market is expected to expand at a 3.4% CAGR through 2030.[25]
Forecast 2027: In 2027, advertising is likely to remain the fastest-growing major revenue pool as media companies monetize streaming, gaming, retail search and creator audiences. Growth should be strongest in digital formats rather than traditional linear advertising.
02Streaming shifts toward profitable growth
High confidenceIndustry forecasts increasingly describe subscription video as moving from rapid customer acquisition toward disciplined profitability. Deloitte identifies a crowded 2026 market spanning streaming video, gaming, social media, music and podcasts, while PwC expects continued but moderate overall industry growth.[28][25]
Forecast 2027: By 2027, platforms are likely to prioritize retention, lower content waste and contribution margins over headline subscriber growth. Bundles, selective price increases and advertising tiers should become more important than launching additional standalone services.
03Ad-supported tiers expand further
High confidencePwC identifies advertising as a leading source of entertainment and media growth, while its U.S. deals outlook highlights FAST and AVOD as rapidly scaling ecosystems. These models allow services to reach price-sensitive viewers while adding inventory for advertisers.[25]
Forecast 2027: In 2027, most major video platforms should offer both premium and lower-priced ad-supported plans. Advertising tiers will likely account for a growing share of new sign-ups, especially in mature markets where subscription penetration is high.
04Music subscriptions continue gaining share
High confidenceGlobal recorded-music revenue rose 6.4% to $31.7 billion in 2025, and paid streaming subscription revenue increased 8.8%. IFPI reported 837 million paid streaming subscription accounts globally in 2025, with paid subscriptions representing 52.4% of recorded-music revenue.[70]
Forecast 2027: Paid music subscriptions should exceed 900 million global accounts in 2027 if growth moderates but remains close to recent levels. Revenue growth will increasingly depend on price increases, family plans, emerging markets and higher-value services.
05Premium music pricing rises gradually
High confidenceU.S. premium paid music subscription revenue increased 6.8% to $5.881 billion in 2025, while premium accounts rose 6.5% to 106.5 million. Revenue therefore grew slightly faster than accounts, consistent with higher average monetization.[106]
Forecast 2027: In 2027, music services are likely to continue modest price increases and introduce clearer premium differentiation. Higher prices should lift revenue per account but may also increase churn among casual listeners.
06Asian film power keeps rising
High confidenceAsian films represented 36% of global box-office revenue in 2025, up from 27% in 2019. Global box office reached an estimated €29.56 billion in 2025, although it remained about 30% below the pre-pandemic average.[94]
Forecast 2027: In 2027, Asian domestic-language films should retain an elevated share of global theatrical revenue, supported by strong local franchises and improving distribution. Hollywood will remain globally important, but the market should be less U.S.-centric than before 2020.
07Gaming becomes the central IP engine
High confidencePwC identifies video games as larger than the movie and recorded-music industries combined within its entertainment and media framework. PwC’s 2026 M&A outlook also describes gaming as a strategic center of gravity, with transactions linked to interactive entertainment, IP and in-game advertising.[25]
Forecast 2027: In 2027, gaming IP should generate more film, television, music, merchandise and live-event adaptations. Media groups will increasingly evaluate game studios and game communities as core strategic assets rather than adjacent businesses.
08Creator ecosystems capture attention
High confidenceDeloitte reports that 55% of fans engage with a show, artist or franchise across multiple platforms, including streaming, social channels, merchandise and live events. Its 2026 outlook also highlights creator-led ecosystems and short-form content as important competitive forces.[28]
Forecast 2027: In 2027, entertainment companies should allocate more budget to creator partnerships, social-first launches and direct fan communities. Creator distribution will increasingly complement, and sometimes bypass, traditional studio marketing.
09Generative AI enters production workflows
High confidenceDeloitte says AI-generated content is flooding social feeds, platforms and screens, while PwC identifies AI as a force changing delivery models, content production and personalization. Industry analysis also points to generative tooling, AI localization and recommendation engines as M&A priorities.[28][25]
Forecast 2027: By 2027, AI should be routine in dubbing, subtitling, editing, marketing variants, discovery and selected pre-production tasks. Adoption will be slower for final creative decisions because of rights, labor, quality and audience-trust concerns.
10Physical music finds a durable niche
High confidenceGlobal physical music revenue returned to growth in 2025, rising 8.0%, while vinyl revenue increased 13.7% for its nineteenth consecutive year of growth. In the United States, vinyl revenue exceeded $1 billion in 2025 and rose 9.3%.[70][106]
Forecast 2027: In 2027, vinyl and collectible physical formats should remain a premium fan product rather than return to mass-market dominance. Limited editions, deluxe packaging and artist-linked merchandise will support higher prices and margins.
04 Statistics
Technology & Innovation
Generative AI adoption is now measurable across production and development, with 36% of game-industry professionals using generative AI tools in 2026 and 52% reporting negative impact.
AI in the entertainment media industry
- 36% of game-industry professionals used generative AI tools in their jobs in 2026, based on a survey of more than 2,300 respondents worldwide.[1]
- 56% of surveyed electronic, production and stock-music creators had used AI in their work, according to a 2024 Goldmedia survey.[2]
- 47% of game-industry AI users applied generative AI to code assistance in 2026.[1]
- 52% of game-industry professionals said generative AI was having a negative impact on games in 2026, up from 30% in 2025.[1]
- 30% of game-studio respondents reported using generative AI tools in 2026, compared with 58% at publishers, support teams and marketing or PR firms.[1]
- 81% of game-industry AI users applied generative AI to research or brainstorming in 2026, the most common reported use.[1]
Automation in the entertainment media industry
- 35% of game-industry AI users applied generative AI to prototyping in 2026.[1]
- 58% of employees at game publishers, support teams and marketing or PR firms reported using AI tools in 2026.[1]
- 85% of media-and-entertainment respondents planned to migrate to a horizontally integrated approach for media assets and management in 2025.[3]
- 88% of approximately 7,300 Steam games disclosing generative AI use applied it to creative or in-game assets and graphics in 2025.[4]
- 38% of film, television or game-storyboard professionals reported using generative AI for developing 2D artwork in an entertainment-industry study.[5]
- 51% of game-industry companies had implemented generative AI tools in 2025, while 36% of developers personally used them.[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.[6]
- 76% of publisher respondents planned to encourage staff to behave more like creators in 2026, reflecting a shift toward creator-oriented digital publishing globally.[6]
- 44% of surveyed news publishers said their newsroom AI initiatives were showing promising results in 2026, while 42% described results as limited globally.[6]
- 94% of media companies reported gains from digital-transformation efforts in 2025, the highest result among industries surveyed globally.[7]
Technology Adoption in the media and publishing sector (sector benchmark)
- 76% of publishers were piloting or experimenting with AI on business-side functions in 2025, while 18% were actively deploying AI across multiple functions.[8]
- 22% of publishers reported not using AI for content creation and distribution in 2025, based on a survey of U.S. and UK publishers.[9]
- 30% of publishers reported using AI for content optimization and personalization in 2025, based on a survey of 50 U.S. and UK publishers.[9]
- 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.[10]
Cloud Computing in the media and publishing sector (sector benchmark)
- 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.[11]
- 39% of media respondents identified cloud-sprawl costs, data-egress charges and unpredictable pricing as a major multicloud pain point in 2023.[11]
- 43% of media respondents cited insufficient internal skills for edge computing or specific cloud environments as a major multicloud challenge in 2023.[11]
- 55% of media respondents identified complexity as their biggest multicloud challenge, including integration, scaling and maintenance issues, in 2023.[11]
- 35.4% of media and entertainment respondents identified migration to a multicloud environment as a technology trend driving observability requirements in 2025.[12]
Big Data in the media and publishing sector (sector benchmark)
- 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.[9]
- 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.[12]
- 39% of publishing-sector stakeholders identified data and analytics capabilities as an investment priority for the year ahead in 2025.[13]
- 27.8% of media and entertainment respondents identified integrating business applications into workflows as a technology trend driving observability requirements in 2025.[12]
Blockchain in the entertainment media industry
- 79% of blockchain-gaming investment in the third quarter of 2024 went to infrastructure projects.[14]
05 Statistics
Data & Analytics
Audience and measurement capabilities are broad, with 98% of media and entertainment companies planning or already having analytics, testing and measurement capabilities in 2026.
Business intelligence in the entertainment media industry
- 3.72 trillion product events were analyzed across 2,713 media and entertainment companies in Mixpanel’s 2025 industry report.[15]
- 91.5% of media and entertainment consumers said special discount offers influence their purchase decisions, according to 2026 research.[16]
- 98% of media and entertainment companies said they were planning or already had capabilities for analytics, testing and measurement in 2026.[16]
- 60% of media and entertainment companies reported excellence in extensively collecting accurate user data for a 360-degree customer view, compared with 46% across other industries, in 2026.[16]
- 17% was the preference advantage for personalized recommendations based on purchase history among media and entertainment consumers in 2026.[16]
- 500 million monthly active users were served by a digital-business portfolio in March 2026, illustrating the scale of audience intelligence requirements in entertainment-adjacent media products.[17]
Data analytics in the entertainment media industry
- 476 million ad-supported monthly active users were reported by Spotify for the fourth quarter of 2025.[17]
- 60% of media and entertainment companies said they were excellent at extensively collecting accurate user data in 2026.[16]
- 751 million monthly active users were reported by Spotify for the fourth quarter of 2025.[17]
- 290 million premium subscribers were reported by Spotify for the fourth quarter of 2025.[17]
- 56% of Gen Z consumers considered social-media content more relevant than traditional television or film in Deloitte’s 2025 media research.[18]
- 72% of consumers said finding interesting content to watch was difficult, according to a cited Accenture media study summarized in a 2026 report.[19]
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.[8]
- 63% of publishers surveyed in 2023 reported low data quality as a challenge when collecting customer data.[8]
- 75% of publishers surveyed globally in March 2026 said incomplete, inconsistent or outdated data affected the quality or usefulness of their AI tools.[8]
- 52% of publishers surveyed in 2023 reported low data quality as a challenge when segmenting customer data.[8]
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.[20]
- 46% of European media organisations surveyed in 2025 had a dedicated data team, while 34% had no dedicated data team.[20]
- 92% of European media stakeholders surveyed in 2025 required robust data and privacy protection before joining a shared media data space.[20]
- 72% of European media organisations surveyed in 2025 considered data very important to their daily operations.[20]
- 28% of European media organisations surveyed in 2025 reported having a partially implemented data strategy.[20]
- 37% of European media organisations surveyed in 2025 reported having no data strategy.[20]
KPIs in the entertainment media industry
- 195 million subscribers across Disney+ and Hulu were reported for fiscal 2025.[21]
- 476 million ad-supported monthly active users were Spotify’s reported advertising-audience KPI in the fourth quarter of 2025.[17]
- 2 theater KPIs identified by S&P Global are attendance per average screen and average concession per patron.[22]
- 6 core KPIs identified for the overall movies and entertainment industry are net debt to EBITDA, capex to sales, free cash flow, net margin, EBITDA margin and operating margin.[22]
- 95.8 million global monthly active users were reported by Life360 for the fourth quarter of 2025.[23]
- 47,000 live events were identified as ESPN’s annual live-event KPI footprint in Disney’s fiscal 2025 company overview.[21]
06 Statistics
Strategy & Growth
Growth expectations remain positive at the macro level, with PwC forecasting entertainment and media spending to reach $4.2T by 2030.
Growth in the entertainment media industry
- 5.9% was global performance-rights revenue growth in 2024, reaching US$2.9 billion.[24]
- 5% was the global entertainment and media industry revenue growth rate in 2023, reaching US$2.8 trillion.[25]
- US$3.5 trillion is the forecast global entertainment and media industry revenue for 2029, according to PwC.[25]
- US$51 billion is the forecast connected-TV advertising revenue globally in 2029.[3]
- 93.2% of UK entertainment-industry revenue came from digital and streaming services in 2024.[26]
- US$113.3 billion was the US video-streaming market revenue in 2025, the largest national market globally.[25]
Differentiation in the entertainment media industry
- 4% of US original-content viewing time went to HBO Max in the cited Luminate measurement.[27]
- 7% of US original-content viewing time went to Hulu in the cited Luminate measurement.[27]
- 5% of US original-content viewing time went to Apple TV+ in the cited Luminate measurement.[27]
- 7% of US original-content viewing time went to Paramount+ in the cited Luminate measurement.[27]
- 47% of surveyed consumers said they pay too much for the streaming services they use.[28]
- 13.6 billion hours of original content were streamed in the cited US Luminate measurement.[27]
Mergers and acquisitions in the entertainment media industry
- 2,306 media and marketing transactions closed globally in 2024, 12% more than in 2023.[29]
- US$460 million was the announced value of Take-Two Interactive’s acquisition of Gearbox Software in 2024.[30]
- 328 Agency Services and Strategy transactions occurred in 2024, up 32% year over year.[29]
- US$1.5 billion was the announced value of RedBird IMI’s acquisition of All3Media in 2024.[30]
- 320 Digital Media transactions occurred in 2024, up 8% year over year.[29]
- 756 private-equity transactions occurred in 2024, representing 33% of sector activity and down 4% year over year.[29]
Strategic partnerships in the entertainment media industry
- 3 programmatic advertising partners were added by Netflix in 2024: The Trade Desk, Google Display & Video 360, and Magnite.[31]
- 82% was the increase in media and entertainment M&A plus joint-venture activity in the first half of 2024 versus the second half of 2023.[32]
- US$1.4 billion was KKR’s investment in Superstruct Entertainment in 2024, supporting growth in the European live-entertainment market.[33]
- 2nd was the global ranking of Japanese content by viewing on Netflix in 2024, behind English-language content.[31]
- Over 1 billion views were recorded for anime titles on Netflix in 2024, supporting its expanded partnership with MAPPA.[31]
- 94 million global monthly active users were reached by Netflix’s advertising-supported plan in 2025.[31]
07 Statistics
People & Workforce
Work patterns shift toward hybrid and remote, with 369,000 new remote-job listings recorded globally in 2024 and 37.4% of new U.S. job postings remote.
Hiring in the entertainment media industry
- 20.0% of new AI-related entertainment and media job postings in 2024 were in entertainment, behind telecommunications at 31.1%.[34]
- 19% of UK screen employers with hard-to-fill vacancies cited a lack of required qualifications as a main recruitment difficulty in 2025.[35]
- 77% of UK screen employers recruited paid employees, agency staff, self-employed workers or freelancers during the two years to 2025.[35]
- 18% of UK screen employers with hard-to-fill vacancies cited a low number of applicants generally as a main recruitment difficulty in 2025.[35]
- 5.6% of entertainment and media job postings in 2024 were in the entertainment industry itself, which declined 11.4% year over year.[34]
Employee retention in the entertainment media industry
- 10% of UK animation and visual-effects workers surveyed were classified as workless in the 2024 Looking Glass survey.[36]
- 15% of UK television workers surveyed were classified as workless in the 2024 Looking Glass survey.[36]
- 15% of UK film, television and cinema workers surveyed were classified as workless in the 2024 Looking Glass survey.[36]
- 52% of the UK film and television workforce was out of work in July 2024 following the production downturn and industrial action.[37]
- 38% of UK film and television workers surveyed in July 2024 planned to leave the industry within five years.[37]
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.[34]
- In the U.S. entertainment and media sector, 37.4% of new job postings were remote in 2024.[34]
- Across independent UK publishers, 42% of staff worked fully from home in 2025.[38]
- Across independent UK publishers, 84% of staff worked partly or fully from home in 2025.[38]
Hybrid Work in the media and publishing sector (sector benchmark)
- 38% of full-time Australian journalists worked in a hybrid combination of home and office, studio or newsroom in 2022, up from 8% before the pandemic.[39]
- 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.[40]
- 42% of journalists surveyed globally worked in hybrid arrangements in 2024, compared with 24% working in-office and 34% fully remote.[41]
- Across independent UK publishers, 42% of staff had hybrid working arrangements in 2025.[38]
- 42% of staff at UK independent publishers had hybrid working arrangements in 2025, while 42% worked fully from home and 16% worked fully in an office.[38]
Upskilling in the entertainment media industry
- 28% of media and entertainment leaders identified talent shortages as a top organizational challenge in 2025.[42]
- 44.4% of U.S. arts, design, entertainment, sports and media workers required a bachelor’s degree in 2025.[43]
- 68% of media and entertainment organizations were implementing continuous learning programs in 2024 to mitigate skilled-worker shortages.[42]
- 72% of media and entertainment leaders planned to invest more in digital training in 2025.[42]
- 56% of media and entertainment leaders said a lack of skilled workers was hindering organizational growth in 2025.[42]
Employee Engagement in the media and publishing sector (sector benchmark)
- Creative and media employees scored 7.67 out of 10 for engagement in CultureMonkey’s Q3 2026 benchmark.[44]
- Creative and media employees rated autonomy 8.62 out of 10 in CultureMonkey’s Q3 2026 benchmark.[44]
- Creative and media employees rated work-life balance 7.29 out of 10 in CultureMonkey’s Q3 2026 benchmark.[44]
- Creative and media employees recorded an average eNPS of +22 in CultureMonkey’s Q3 2026 benchmark.[44]
- Across communications and public-relations professionals, 89% reported being engaged at work in a 2024 survey.[45]
DEI in the entertainment media industry
- 21.7% of directors of the 100 top-grossing U.S. films in 2024 were women.[46]
08 Statistics
Customer & Sales
Consumer satisfaction stays high in streaming benchmarks, with 86% of U.S. streaming consumers reporting satisfaction with a recent streaming experience in 2025.
Customer experience in the entertainment media industry
- 86% of U.S. streaming consumers reported satisfaction with a recent streaming experience in Qualtrics’ 2025 global study.[47]
- 79 points was Amazon Prime Video’s 2026 U.S. customer-satisfaction score.[48]
- 91% of German streaming consumers reported satisfaction with a recent streaming experience in Qualtrics’ 2025 global study.[47]
- 80 points was the 2026 global satisfaction score for audio streaming services on ACSI’s 0–100 scale.[48]
- 77 points was the 2026 U.S. customer-satisfaction score for video streaming services on ACSI’s 0–100 scale.[48]
Customer retention in the entertainment media industry
- 78% of media and entertainment companies said audience or subscriber lifetime value would take priority over new customer acquisition in Adobe’s 2024 study.[49]
- 20% of U.S. paid video subscriptions were boomerang subscriptions in the second quarter of 2025.[50]
- 16% of U.S. paid video subscriptions were boomerang subscriptions in the second quarter of 2024.[50]
- 84% of media and entertainment companies expected economic conditions to significantly affect revenue growth in 2024.[49]
- 4.1 paid video subscriptions per U.S. household was the average in the second quarter of 2025.[50]
Customer acquisition in the entertainment media industry
- Free-trial offers and global marketing campaigns were meaningful contributors to Spotify’s gross Premium additions in 2025.[51]
- 1.8 million Disney+ subscribers were added between Disney’s second and third fiscal quarters of 2025.[52]
- More than 100 markets were served by HBO Max after its 2025 international expansion.[53]
- 290 million Spotify Premium subscribers were reported worldwide at December 31, 2025, up 10% year over year.[51]
- 76 million Spotify monthly active users were added worldwide during 2025.[51]
Customer loyalty in the entertainment media industry
- 83% of Chinese streaming consumers said they would purchase more from their provider in Qualtrics’ 2025 study.[47]
- 79% of U.S. streaming consumers said they would recommend their provider in Qualtrics’ 2025 study.[47]
- 72% of U.S. streaming consumers said they would purchase more from their provider in Qualtrics’ 2025 study.[47]
- 77% of global streaming consumers said they would recommend their streaming provider in Qualtrics’ 2025 study.[47]
- 82% of Indian streaming consumers said they would recommend their provider in Qualtrics’ 2025 study.[47]
09 Statistics
Marketing & Brand
Brand and earned-media influence continue to scale in the sector, with Kantar estimating $1.347T in combined brand value for top 10 media and entertainment brands in 2024.
Marketing in the entertainment media industry
- $51 billion is PwC’s forecast for connected-TV advertising revenue globally in 2029.[25]
- 2.8% was the 2024 growth rate for music, radio and podcast advertising revenue, according to IAB and PwC.[54]
- $300 billion is PwC’s forecast for global video-games revenue in 2029.[25]
- $3.5 trillion is PwC’s forecast for global entertainment and media revenue in 2029.[25]
- 6.6% was the 2024 growth rate for television advertising revenue, according to IAB and PwC.[54]
Digital marketing in the entertainment media industry
- 92% of working-age internet users globally watched an online video during the week measured in 2023.[55]
- 13.1% was the year-on-year increase in global video-games digital spending in 2024.[56]
- $560.7 billion was global spending on digital-media subscriptions and downloads in 2024.[56]
- $282.3 billion was global spending on video games in 2024, including digital subscriptions and downloads.[56]
- $31.51 was the average annual Indian spend per user on digital-media subscriptions and downloads in 2024.[56]
Branding in the entertainment media industry
- $1.347 trillion was the combined brand value of Kantar’s top 10 media and entertainment brands in 2024.[57]
- 35% was the year-on-year increase in China’s collective media-brand value in 2026.[58]
- 73% was the share of the 2026 top-50 media-brand ranking’s collective value contributed by U.S. brands.[58]
- $51.4 billion was Disney’s brand value in 2026, up 15% year on year.[58]
- $48.1 billion was WeChat’s brand value in 2026, with a Brand Strength Index score of 95.1 out of 100.[58]
Influencer Marketing in the media and publishing sector (sector benchmark)
- 69% of brands using influencer marketing reported using TikTok in 2024, compared with 47% using Instagram, 33% YouTube and 28% Facebook.[60]
- 17% of media-agency respondents in a 2026 survey said they partnered with influencers to create content for retail media globally.[61]
- $32.6 billion was the estimated global influencer-marketing market in 2025, up from $24.0 billion in 2024.[62]
- $37.1 billion was projected for U.S. creator advertising spend in 2025, including sponsored content, paid amplification and planned creator adjacencies.[62]
- 56% of brands said generating user-generated content was the main purpose of their influencer campaigns in 2024, versus 23% citing sales generation.[60]
10 Statistics
Operations & Execution
Localization and content-quality defects show measurable churn impact, with nearly 30% of surveyed FIGS streaming viewers stopping monthly due to poor localization quality.
Process optimization in the entertainment media industry
- 34% of surveyed Indian media organizations reported moderate AI impact of 5% to 10% in 2025.[63]
- 16% of surveyed Indian media organizations reported high or significant AI benefits exceeding 10% in 2025.[63]
- 60% of surveyed Indian media organizations had deployed AI meaningfully in content processing and operations in 2025, indicating process automation at a core workflow level.[63]
- 60% of surveyed Indian media organizations had deployed AI meaningfully in content creation in 2025.[63]
- 13% of surveyed Indian media organizations had deployed AI meaningfully in revenue assurance and fraud detection in 2025.[63]
Operational efficiency in the entertainment media industry
- Fifteen California film and television productions announced in 2024 were projected to employ 2,252 crew members.[64]
- California film and television projects approved during fiscal 2026 represented 212,065 background-performer days worked.[65]
- Fifteen California film and television productions announced in 2024 were projected to use 16,800 background performers.[64]
- California film and television projects approved during fiscal 2026 represented 6,630 filming days.[65]
- 34,921 cast and crew jobs were represented by California film and television projects approved during fiscal 2026.[65]
Quality management in the entertainment media industry
- 30.7% of digital-quality defects identified in media and telecommunications testing in 2023 were poor translations.[66]
- Nearly 30% of surveyed FIGS streaming viewers stopped watching a movie or television show monthly because of poor localization quality.[67]
- 0.8% of digital-quality defects identified in media and telecommunications testing in 2023 involved currencies or numbers.[66]
- 19.9% of digital-quality defects identified in media and telecommunications testing in 2023 were classified as other or general defects.[66]
- 64% of surveyed FIGS streaming viewers stopped watching a movie or television show during the previous year because of poor localization quality.[67]
Supply chain in the entertainment media industry
- Professional media respondents reported that Blu-ray represented 57% of physical content-distribution media used in 2022–2023.[68]
- 2.0% of Canadian film and video distribution sales came from physical media in 2025.[69]
- Professional media respondents reported that DVDs represented 71% of physical content-distribution media used in 2022–2023.[68]
- 45.1% of global physical recorded-music revenue came from Asia in 2025.[70]
- Professional media respondents reported approximately 1,200 hours on central content-delivery systems in 2022–2023.[68]
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.[71]
- 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.[72]
- 82% of surveyed academic publishers offshored work, according to Deanta’s global academic-publishing survey; the survey year is not stated on the source page.[72]
- 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.[71]
- 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.[71]
11 Statistics
Finance & Pricing
Subscription pricing pressure shows up in customer behavior, with 45% of media and entertainment companies reporting customers canceled due to cost in Adobe’s 2024 report.
Pricing strategy in the entertainment media industry
- 61% of global entertainment and media consumer revenue came from non-digital formats in 2024, according to PwC.[25]
- $14 per month is the price U.S. consumers surveyed in 2025 considered appropriate for an ad-free subscription to their favorite streaming video-on-demand service.[28]
- 68% of streaming subscribers surveyed in 2025 paid for an ad-supported tier, up more than 20 percentage points from 2024.[28]
- 45% of media and entertainment companies surveyed in Adobe’s 2024 report said customers had canceled a streaming subscription because of cost.[49]
- 30% was the expected average discount for an annual streaming subscription compared with monthly payment in the 2025 Global Streaming Study.[73]
Cost reduction in the entertainment media industry
- 15,000 entertainment and media jobs were cut during 2024, according to TheWrap’s industry analysis.[74]
- $500 million was Paramount Global’s targeted annual cost saving from a 15% U.S.-based workforce reduction announced in 2024.[74]
- 3% was Warner Bros. Discovery’s 2025 reduction in streaming selling, general and administrative expenses, to $2.105 billion.[53]
- $2 billion to $3 billion per year is the cost-saving target expected by the third year from the proposed Netflix acquisition of Warner Bros. assets.[75]
- 1% was Warner Bros. Discovery’s 2025 reduction in streaming costs of revenues excluding depreciation and amortization, to $7.401 billion.[53]
Profitability in the entertainment media industry
- $10.876 billion was Warner Bros. Discovery’s 2025 streaming revenue, up 5% from 2024.[53]
- $4.7 billion was Disney Entertainment’s fiscal 2025 segment operating income, up 19% year over year.[52]
- $352 million was Disney’s fiscal 2025 fourth-quarter direct-to-consumer operating income, up 39% year over year.[52]
- $264 million was Warner Bros. Discovery’s 2025 streaming operating loss, reduced from $1.485 billion in 2024.[53]
- $6.412 billion was Warner Bros. Discovery’s 2025 global linear-networks adjusted EBITDA, down 21% from 2024.[53]
Financial planning in the entertainment media industry
- 17 percentage points was Adobe’s 2024 increase in media companies prioritizing revenue, retention and lifetime value over subscriber growth, reaching 78%.[49]
- $3.5 trillion is PwC’s forecast for global entertainment and media industry revenue in 2029, compared with nearly $3 trillion in 2024.[25]
- 3.9% is PwC’s projected compound annual growth rate for global entertainment and media revenue from 2023 through 2028.[25]
- 11 entertainment and media revenue segments were modeled in PwC’s 2024–2028 outlook.[25]
- 68% of streaming subscribers paid for ad-supported plans in Deloitte’s 2025 survey, indicating the scale of advertising revenue included in media companies’ monetization planning.[28]
12 Statistics
Product & Service
Churn and tier preferences remain central, including a 6.9% median churn rate for digital media and entertainment subscriptions in Recurly’s 2024 benchmark.
Product development in the entertainment media industry
- 20% was the 2025 increase in U.S. consumer spending on video game subscription services.[76]
- $52.3 billion was spent on video game content in the United States in 2025, including full games, downloadable content, microtransactions and subscriptions.[76]
- $2.95 billion was spent on video-game accessories in the United States in 2025.[76]
- $5.4 billion was spent on video-game hardware in the United States in 2025, up 9% from 2024.[76]
- 82% of U.S. video-game players aged eight and older used a mobile device to play games in 2025.[76]
Product lifecycle in the entertainment media industry
- 23% of consumers in the United Kingdom exhibited subscribe-watch-cancel-repeat streaming behavior during the 12 months covered by Kantar’s 2025 report.[77]
- 6.9% was the median churn rate for digital media and entertainment subscriptions in Recurly’s 2024 benchmark data.[78]
- 14% was the approximate quarterly churn rate for paid U.S. streaming subscriptions in 2025.[50]
- 27% was the increase in U.S. boomerang streaming subscribers reported by Kantar in 2025.[50]
- 46% of U.S. consumers exhibited subscribe-watch-cancel-repeat streaming behavior during the 12 months covered by Kantar’s 2025 report.[77]
After-sales in the entertainment media industry
- 58% of U.S. streaming viewers preferred watching advertisements rather than paying more for ad-free streaming in a 2024 Tubi survey.[79]
- 60% of surveyed U.S. consumers said a $5 price increase would likely make them cancel their favorite streaming service in 2025.[28]
- 62% of U.S. streaming viewers preferred free, ad-supported streaming in a 2024 Tubi survey.[79]
- 59% of surveyed consumers said in 2024 that finding the sports they wanted to watch had become more difficult.[3]
- $25 was the price U.S. consumers considered too expensive for an ad-free subscription to a favorite streaming service in 2025.[28]
Value proposition in the entertainment media industry
- 8.9% was Japan’s recorded-music revenue growth in 2025.[70]
- $4.2 trillion is the projected global entertainment and media industry revenue for 2030.[25]
- 89% of U.S. players who played a sport both on-screen and in real life said in 2026 that the video-game version improved their real-world performance.[76]
- $31.7 billion was global recorded-music revenue in 2025, an 11th consecutive year of industry growth.[70]
- 6.4% was global recorded-music revenue growth in 2025.[70]
13 Statistics
Sustainability & Ethics
Operational footprints are quantified in reported energy consumption and emissions splits, with Disney consuming 6,288,349 MWh in fiscal 2024.
Sustainability in the entertainment media industry
- 63% of CBC/Radio-Canada production emissions came from travel and transport in fiscal 2023–24, Canada.[80]
- 16% of CBC/Radio-Canada production emissions came from materials in fiscal 2023–24, Canada.[80]
- 50 productions were included in CBC/Radio-Canada’s fiscal 2023–24 production-emissions analysis, Canada.[80]
- 12% of CBC/Radio-Canada production emissions came from filming spaces in fiscal 2023–24, Canada.[80]
- 6,288,349 MWh was Disney’s total energy consumption in fiscal 2024, globally.[21]
ESG in the entertainment media industry
- 33.5% of Disney’s U.S. frontline parks-and-resorts voluntary-turnover population identified as Hispanic or Latino in fiscal 2024.[21]
- 37.0% of Disney’s U.S. frontline parks-and-resorts employees identified as Hispanic or Latino in fiscal 2024.[21]
- 54.6% of Disney’s U.S. frontline parks-and-resorts employees were people of color in fiscal 2024.[21]
- 58.3% of Disney’s voluntary-turnover population among global frontline parks-and-resorts employees were women in fiscal 2024.[21]
- 6.3% of Disney’s U.S. frontline parks-and-resorts voluntary-turnover population identified as Black or African American in fiscal 2024.[21]
Ethics in the entertainment media industry
- 51% of UK respondents experiencing discrimination identified their line manager as the source in 2024.[36]
- 41% of UK film, television and cinema respondents experienced bullying, harassment or discrimination in the previous 12 months in 2024.[36]
- 25% of UK respondents who did not report misconduct said there was no reporting process in 2024.[36]
- 27% of UK respondents experiencing discrimination said it occurred during a job application or pitching process in 2024.[36]
- 57% of UK respondents who did not report misconduct were concerned it would make the situation worse in 2024.[36]
CSR in the entertainment media industry
- 135,000 volunteer hours were contributed by Disney employees on Disney-led U.S. community projects in 2024.[21]
- $159.2 million was Disney’s charitable in-kind giving in fiscal 2024.[21]
- $87.1 million was Disney’s charitable cash giving in fiscal 2021.[21]
- $136.2 million was Disney’s charitable in-kind giving in fiscal 2022.[21]
- $104.6 million was Disney’s charitable cash giving in fiscal 2024.[21]
Circular economy in the entertainment media industry
- 58% of Disney’s operational waste was diverted from landfill and incineration in fiscal 2022.[21]
- 43% of CBC/Radio-Canada production emissions came from travel and transport in fiscal 2022–23, Canada.[80]
- 23% of CBC/Radio-Canada production emissions came from filming spaces in fiscal 2022–23, Canada.[80]
- 22% of CBC/Radio-Canada production emissions came from materials in fiscal 2022–23, Canada.[80]
- 61% of Disney’s operational waste was diverted from landfill and incineration in fiscal 2021.[21]
Carbon footprint in the entertainment media industry
- 1.3 tonnes of CO2e per hour was the average emissions intensity for UK news productions in 2024.[81]
- 6,979 tonnes of CO2e were emitted by CBC/Radio-Canada productions analyzed for fiscal 2023–24, Canada.[80]
- 14.2 tonnes of CO2e per hour was the average emissions intensity for UK factual productions in 2024.[81]
- 30.6 tonnes of CO2e per hour was the average emissions intensity for UK continuing drama in 2024.[81]
- 24.3 tonnes of CO2e per production hour was the CBC/Radio-Canada average in fiscal 2023–24, Canada.[80]
14 Statistics
Risk, Compliance & Legal
Risk integration gaps are reported as a concern, with 39% of leaders citing reputational damage as a major consequence of insufficient risk-function integration in 2026.
Compliance in the entertainment media industry
- 10% was the increase in visits to pirated IPTV registration websites in the EU during 2023.[82]
- 7.6% of illegal content reappeared during the day on online platforms in 2024, compared with 39.5% on designated service providers.[83]
- 700–1,000 suspected underage UK accounts were removed by Snap between March 2022 and March 2023.[84]
- 28% of UK children aged 8–17 encountered facial age estimation in January 2026, up from 5% before the child-safety duties.[84]
- 52% of notices sent by audiovisual rights holders in 2024 were received by designated service providers, compared with 38% by other streaming hosts and 10% by online platforms.[83]
Risk Management in the media and publishing sector (sector benchmark)
- Across surveyed companies globally, 86% said their organizations take reputation seriously in 2024.[85]
- Across surveyed companies globally, 57% reported a high appetite for accepting the right reputation risks in 2024.[85]
- Across surveyed companies globally, 65% ranked cyber-attack as their number-one reputation risk in 2024.[85]
- Across media and entertainment, 39% of leaders said reputational damage is a major consequence of insufficient risk-function integration in 2026.[86]
- Across surveyed companies globally, only 11% reported strong financial impact modeling for reputation risks in 2024.[85]
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.[86]
- Across communications and media organizations, 85% worried that increased generative-AI use would lead to more data leakage in 2024.[87]
- Across communications and media organizations, 82% said maintaining security hygiene and posture was difficult because of attack-surface growth in 2024.[87]
- Across communications and media organizations, 94% expected to increase cybersecurity spending over the next few years in 2024.[87]
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.[88]
- Across the European Union, 58.8% of internet users refused or did not allow their personal data to be used for advertising in 2025.[88]
- Across the European Union, 37.6% of internet users read privacy-policy statements before sharing personal data in 2025.[88]
- Across OECD countries, 56% of adults avoided certain websites, apps or social media because of privacy concerns in 2024.[89]
- Across OECD countries, 31% of men and 35% of women did not feel in control of their personal information online in 2024.[89]
Crisis Management in the media and publishing sector (sector benchmark)
- Across surveyed companies globally, 82% had ready-made public-relations templates for most reputation-crisis scenarios in 2024.[85]
- Across surveyed companies globally, 94% had reserved a budget for a damaging reputational event, including communications and marketing contingencies, in 2024.[85]
- Across surveyed companies globally, 77% considered social media important for reputation management in 2024.[85]
- Across surveyed companies globally, 87% had a formal team that trained together and responded to significant adverse publicity events in 2024.[85]
- Across surveyed companies globally, 91% conducted annual exercises to test their crisis communications team and plan in 2024.[85]
Governance in the entertainment media industry
- 12 directors comprised Comcast’s board in its 2024 diversity matrix.[90]
- 4 of Comcast’s 12 directors were women in 2024.[90]
- 4.90 years was the average tenure of Warner Bros. Discovery’s independent directors in 2024.[17]
- 45% of Warner Bros. Discovery’s directors were racially or ethnically diverse in 2024.[17]
- 1 of Comcast’s directors was Asian or Pacific Islander in 2024.[90]
15 Statistics
Globalization & Expansion
Non-English performance remains a scale driver for global streaming catalogs, with nearly one-third of Netflix viewing coming from non-English-language shows and films in the second half of 2024.
Globalization in the entertainment media industry
- US$300 billion is the projected global gaming revenue in 2028.[25]
- US$3.4 trillion is the projected global entertainment and media industry revenue for 2028.[25]
- 22% was the estimated share of global audiovisual-sector revenue generated by the European Union in 2023–2024.[91]
- 49% was the estimated share of global audiovisual-sector revenue generated by the United States in 2023–2024.[91]
- 40% was the share of the top 100 media-and-entertainment groups’ revenue attributed to US companies in 2023–2024.[91]
Cultural adaptation in the entertainment media industry
- 96% of internet users in both the Netherlands and Finland watched television or videos online in 2024.[88]
- 10 of Netflix’s 25 most-watched series were non-English-language titles in the first half of 2025.[31]
- 38 million views were recorded for South Korean series Bon Appétit, Your Majesty on Netflix in the second half of 2025.[31]
- 52 million views made Norway’s La Palma one of Netflix’s most-watched series in the second half of 2024.[31]
- Nearly one-third of Netflix viewing came from non-English-language shows and films in the second half of 2024.[31]
Supplier management in the entertainment media industry
- More than 600 physical-media entertainment suppliers supplied Alliance Entertainment in the year ended June 30, 2024.[92]
- 35,000 storefronts were served by Alliance Entertainment’s distribution network in 2024.[92]
- One supplier represented approximately 21% of Alliance Entertainment’s product-receipt value in the year ended June 30, 2024.[92]
- More than 400,000 products were distributed worldwide by Alliance Entertainment from its supplier network in 2024.[92]
Stakeholder management in the entertainment media industry
- Customers, clients and industry competitors were identified as key stakeholders by entertainment-and-media CEOs in PwC’s 2025 survey.[93]
- 46% of surveyed consumers sought fandom-related content from social-media creators in Deloitte’s 2026 digital-media research.[28]
- 46% of surveyed consumers were more likely to engage with entertainment content recommended by their fan community in Deloitte’s 2026 research.[28]
- Employees were included among the wider stakeholder groups assessed for strategic impact by entertainment-and-media CEOs in PwC’s 2025 survey.[93]
Distribution channels in the entertainment media industry
- 752 million users held paid music-subscription accounts globally at the end of 2024.[70]
- US$20.4 billion was global recorded-music streaming revenue in 2024.[70]
- 1.2% was the growth rate of ad-supported streaming formats in recorded music in 2024.[70]
- 65% of EU internet users listened to or downloaded music in 2024.[88]
- 79% of EU internet users watched television or videos online in 2024.[88]
Key questions about the entertainment media industry
What is the 2025 market size for entertainment and media?
How fast is the industry expected to grow through 2030?
Which companies lead the entertainment media industry?
What technology shift is most visible in production and media workflows?
How is competition structured across the entertainment media stack?
What revenue and pricing model trends matter for subscribers?
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 Media Industry Statistics. Gitnux. https://gitnux.org/entertainment-media-industry-statistics
Samuel Norberg. "Entertainment Media Industry Statistics." Gitnux, 10 Nov 2026, https://gitnux.org/entertainment-media-industry-statistics.
Samuel Norberg. 2026. "Entertainment Media Industry Statistics." Gitnux. https://gitnux.org/entertainment-media-industry-statistics.
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Social media in the entertainment media industry