01 Industry overview
The entertainment providers industry at a glance
The global entertainment and media industry generated $3.5 trillion in 2025 and is shifting toward digital platforms, advertising, AI-enabled distribution, gaming, and live experiences.
- $3.5T[40]
- Global revenue, 2025
- 3.4%[40]
- Forecast CAGR, 2025–2030
- 49.0%[70]
- U.S. streaming TV share, July 2026
- $31.7B[18]
- Global recorded music revenue, 2025
- Market size
- Global entertainment and media revenue reached $3.5 trillion in 2025, covering advertising, connectivity, and consumer spending. Recorded music was a $31.7 billion global segment in 2025.[40][18]
- Forecast & CAGR
- PwC forecasts global entertainment and media revenue to reach $4.2 trillion by 2030, implying a 3.4% compound annual growth rate. Advertising is expected to exceed $1.4 trillion by 2030.[40]
- Market share & regions
- PwC tracks the industry across 53 territories and identifies China as the second-largest entertainment and media market; China’s revenue is forecast to grow at a 6.1% CAGR in the 2025–2029 outlook. In U.S. television usage, streaming represented 49.0% of total viewing in July 2026.[40][70]
- Segmentation
- PwC’s 2026–2030 outlook divides entertainment and media into 12 segments across 53 territories. At the company level, Disney reports entertainment revenue through linear networks, direct-to-consumer services, and content sales and licensing, alongside separate sports and experiences businesses.[40][12]
- Key players & concentration
- The market contains large global platforms alongside fragmented producers, broadcasters, venues, and creators. In U.S. TV viewing, YouTube held a record 14.2% share in July 2026, while Disney’s streaming properties held 4.7%.[70]
- Trends, drivers & challenges
- Digital ecosystems, AI, advertising, and live experiences are the main growth drivers: PwC says advertising exceeded $1 trillion in 2025 and expects it to reach $1.4 trillion by 2030. Challenges include limited consumer willingness to pay, fragmentation across platforms, high content costs, and pressure to monetize streaming beyond subscriptions.[40]
- Consumer behavior & competition
- U.S. consumers increasingly watch through streaming services: streaming accounted for 49.0% of total television viewing in July 2026, compared with 19.5% for broadcast and 18.7% for cable. YouTube reached 14.2% of total TV viewing, illustrating the intensity of competition among platforms and distributors.[70]
- M&A
- Disney and FuboTV combined certain Hulu Live TV assets on October 29, 2025, including carriage agreements, subscription agreements, advertising and sponsorship agreements, and related intellectual property. Disney reported a 70% interest in the combined entity, with Fubo shareholders retaining 30%.[12]
02 Ranking
Top 8 Companies in the Entertainment Providers Industry
The leading companies in the entertainment providers industry, ranked on market impact, performance, momentum, innovation and brand popularity.
Updated November 11, 2026 · Next review December 11, 2026
Netflix leads Gitnux's 2026 entertainment providers ranking with an Overall score of 9.8, with Netflix operating income exceeding $13.3 billion in 2025. The Walt Disney Company is the highest-ranked diversified entertainment company at 8.8, driven by fiscal 2025 capital expenditures rising to $8.024 billion from $5.412 billion in fiscal 2024.
Ranked by Overall score · How we score ↓
Editor's top 3 picks
Where to start, by need.
#1 Overall · Leader in streaming entertainment
Netflix
US
Ranked #1 · 9.8 · Streaming entertainment
Why we picked it: It runs Original film, TV, games and live programming globally, supported by $13.3 billion operating income in 2025.
Leader in mixed entertainment
The Walt Disney Company
US
Ranked #2 · 8.8 · Mixed entertainment
Why we picked it: It operates film, TV, streaming, sports and theme parks, backed by $8.024 billion fiscal-2025 capex.
Leader in gaming and online services
Sony Group
JP
Ranked #3 · 8.7 · Gaming and online services
Why we picked it: It spans Games, recorded music, and filmed entertainment, with 11.6% operating margin and 6.1% R&D intensity.
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 Streaming entertainment · US | 9.8 | 9.8 | 9.9 | 9.9 | 9.9 | |
Company snapshot · Netflix · Data as of November 11, 2026 Entertainment service offering TV series, films, games and live programming globally.[12]
| |||||||
| 2 | The Walt Disney Company Mixed entertainment · US | 8.8 | 8.7 | 8.0 | 9.0 | 9.9 | |
Company snapshot · The Walt Disney Company · Data as of November 11, 2026 Diversified worldwide entertainment company spanning Entertainment, Sports and Experiences.[71]
| |||||||
| 3 | Sony Group Gaming and online services · JP | 8.7 | 9.9 | 8.1 | 9.1 | 7.0 | |
Company snapshot · Sony Group · Data as of November 11, 2026 Operates major Game & Network Services, Music and Pictures entertainment segments.[72]
| |||||||
| 4 | Electronic Arts Gaming and online services · US | 8.7 | 8.9 | 8.1 | 8.6 | 9.6 | |
Company snapshot · Electronic Arts · Data as of November 11, 2026 Develops and delivers games, content and online services for consoles, mobile and PC.[73]
| |||||||
| 5 | Live Nation Entertainment Live event promotion · US | 8.7 | 8.7 | 8.1 | 9.6 | 8.5 | |
Company snapshot · Live Nation Entertainment · Data as of November 11, 2026 Produced over 11,000 concerts connecting 159 million fans to artists in 2025.[74]
| |||||||
| 6 | Universal Music Group Recorded music, publishing and merchandising · NL | 8.7 | 8.7 | 8.5 | 9.1 | 8.5 | |
Company snapshot · Universal Music Group · Data as of November 11, 2026 Global music group spanning recorded music, music publishing and merchandising.[75]
| |||||||
| 7 | AEG Presents Concert promotion, festivals and live venues · US | 8.3 | 7.0 | 9.8 | 9.7 | 7.0 | |
Company snapshot · AEG Presents · Data as of November 11, 2026 One of the major live-entertainment groups linked to leading European festivals and arenas.[76]
| |||||||
| 8 | Warner Bros. Discovery Film, television, streaming and networks · US | 7.8 | 9.6 | 7.0 | 7.0 | 7.0 | |
Company snapshot · Warner Bros. Discovery · Data as of November 11, 2026 Reports Streaming, Studios and Global Linear Networks as core entertainment businesses.[12]
| |||||||
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 11, 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
Catherine Wu. (2026, February 13). Top 8 companies in the entertainment providers industry. In Entertainment Providers Industry Statistics. Gitnux. https://gitnux.org/entertainment-providers-industry-statistics/#top-companies
Composition of U.S. outdoor recreation value added generated by arts, entertainment, and recreation industries, by subsector
Amusements, gambling, and recreation industries holds the largest share at 75.6%.
03 Trends & forecasts
Top 10 Entertainment Providers Industry Trends & Forecasts 2027
What is changing in the entertainment providers 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.
01Streaming overtakes linear television
High confidenceStreaming accounted for 49.0% of U.S. television viewing in July 2026, compared with 19.5% for broadcast and 18.7% for cable. YouTube alone reached a record 14.2% of total TV viewing.[70]
Forecast 2027: Streaming should exceed half of U.S. television viewing during 2027, although major live sports and news events will preserve a smaller role for linear channels.
02Advertising becomes the main growth engine
High confidencePwC reports that global entertainment and media revenue reached $3.5 trillion in 2025 and forecasts the market to reach $4.2 trillion by 2030. Advertising revenue is expected to exceed $1.4 trillion by 2030, growing faster than consumer spending.[40]
Forecast 2027: In 2027, providers will continue shifting investment toward digital, connected-TV, retail-media and creator advertising as subscription growth remains comparatively constrained.
03Ad-supported streaming expands monetization
High confidenceDeloitte found that 65% of U.S. households with a paid SVOD service had at least one ad-supported video service in fall 2026, broadly stable with 66% in fall 2025. The format is becoming a standard complement to premium ad-free plans.[35]
Forecast 2027: By 2027, most large video platforms will offer multiple ad-supported tiers, with providers using lower prices, targeted advertising and bundles to reduce churn.
04Subscription growth shifts toward bundling
High confidenceDeloitte reports that 90% of U.S. households had a paid SVOD service in its 2026 Digital Media Trends research, with households using an average of four services. This indicates broad adoption but also a crowded subscription market.[35]
Forecast 2027: In 2027, aggregation, discounted bundles and cross-service packages will expand as providers seek to reduce cancellation rates and make fragmented libraries easier to navigate.
05Artificial intelligence reshapes distribution
Medium confidenceDeloitte identifies AI efficiency, cross-platform audience intelligence and changing definitions of content quality as major competitive factors in 2026. Its consumer research also found that 22% of fans would use streaming services more if generative AI improved personalization.[35]
Forecast 2027: In 2027, AI will be used more widely for recommendation, search, localization, trailer creation, advertising optimization and production workflows, while human-rights and disclosure controls remain important constraints.
06Music streaming remains the dominant format
High confidenceGlobal recorded music revenue grew 6.4% to $31.7 billion in 2025, according to IFPI. Streaming generated more than $22 billion and represented 69.6% of recorded music income.[18]
Forecast 2027: In 2027, streaming will remain the core recorded-music business, with growth coming from price increases, premium tiers, emerging markets and licensing for new digital uses such as AI services.
07Audio platforms broaden beyond music
High confidenceSpotify reported 751 million monthly active users and 290 million premium subscribers in the fourth quarter of 2025, with total revenue of €4.5 billion. The company is also expanding into podcasts, audiobooks and AI-assisted discovery.[77]
Forecast 2027: During 2027, audio providers will increasingly combine music, podcasts, audiobooks, video and creator content in integrated memberships and personalized feeds.
08Gaming captures more entertainment spending
High confidenceU.S. consumer spending on video games reached $60.8 billion in 2025, according to the ESA, Circana and Sensor Tower. Content spending was $52.4 billion, while mobile gaming generated $26.7 billion and subscription services grew 20%.[78]
Forecast 2027: Gaming should remain one of the fastest-growing entertainment categories in 2027, supported by mobile monetization, live-service updates, subscriptions and cross-media intellectual property.
09Mobile gaming leads platform usage
High confidenceThe ESA reports that 82% of U.S. players aged eight and older used a mobile device to play games in 2025. Mobile consumer spending reached $26.7 billion that year.[78]
Forecast 2027: In 2027, mobile will remain the largest gaming access point, with developers emphasizing free-to-play models, advertising, in-app purchases and persistent live operations.
10Live experiences retain pricing power
Medium confidenceA 2025 Houlihan Lokey update reported strong attendance and sell-through rates for stadium, arena and premium live formats, alongside sustained pricing power and growing sponsorship interest. Pollstar also described top-tier live entertainment as capable of small but record-setting growth.[79]
Forecast 2027: In 2027, demand will remain concentrated in major tours, festivals, sports and destination events, while smaller local events face greater sensitivity to household budgets and ticket prices.
04 Statistics
Technology & Innovation
AI adoption and automation sit inside day-to-day operations. In customer support, 83% of entertainment interactions were automated in 2023–2024, while subscription-cancellation inquiries rose from 4.9% to 18.5% during that period.
AI in the entertainment providers industry
- 71% of media and entertainment leaders believe AI will enhance their industry in 2025.[1]
- AI-generated audiovisual content is projected to represent about 60% of music-library revenue by 2028.[2]
- AI-generated music is projected to represent about 20% of traditional music-streaming-platform revenue by 2028.[2]
- 62,000 entertainment jobs in California could be disrupted by AI within three years, according to a 2024 study.[3]
- 70% of media and entertainment leaders believe AI will make their industry more creative in 2025.[1]
- 55% of media and entertainment leaders say AI will destabilize the industry in 2025, up from 46% in 2024.[1]
Automation in the entertainment providers industry
- Subscription-cancellation inquiries in entertainment customer support increased from 4.9% to 18.5% during the 2023–2024 measurement period.[4]
- 19% of entertainment customer-support issues used partial automation in the 2023–2024 measurement period.[4]
- 65% of entertainment customer-support issues were fully resolved by bots in the 2023–2024 measurement period.[4]
- 17% of entertainment customer-support issues were handled manually in the 2023–2024 measurement period.[4]
- 83% of entertainment customer-support interactions were automated in the 2023–2024 measurement period.[4]
Digital Transformation in the entertainment and gaming sector (sector benchmark)
- 69% of global media and entertainment respondents described their business-technology relationship as siloed, transactional, or consultative in 2025.[5]
- 54% of global media and entertainment organizations reported significant or moderate lead-generation improvement over the previous three years in 2025.[5]
- 28% of global media and entertainment respondents reported a formal AI owner with a title and budget authority in 2025.[5]
- 55% of global media and entertainment respondents were at the piloting or deploying stage of AI adoption in 2025.[5]
- 49% of global media and entertainment organizations reported significant or moderate customer-retention improvement over the previous three years in 2025.[5]
Technology Adoption in the entertainment and gaming sector (sector benchmark)
- 84% of gaming-company executives surveyed reported that their businesses were more cloud-reliant than ever in 2023.[6]
- 87% of game developers surveyed across the United States, South Korea, Norway, Finland, and Sweden reported using AI agents in their workflows in 2025.[7]
- 62% of surveyed game-development studios reported using AI in their workflows in 2023.[8]
- 90% of media and entertainment companies expected their AI investment to increase during the 24 months following a 2024 survey.[9]
- 36% of surveyed game developers reported using AI for dynamic level design, animation and rigging, or dialogue writing in 2025.[10]
Cloud Computing in the entertainment and gaming sector (sector benchmark)
- 78% of gaming-industry respondents relied on cloud providers for storage in 2023.[6]
- 76% of gaming-industry respondents relied on cloud providers for databases in 2023.[6]
- 56% of gaming-industry respondents relied on cloud providers for software-as-a-service in 2023.[6]
- 60% of gaming-industry respondents relied on cloud providers for virtual machines in 2023.[6]
Big Data in the entertainment and gaming sector (sector benchmark)
- 74% of gaming platforms identified missed business opportunities as a consequence of lacking timely, complete data in 2024.[11]
- 60% of media and entertainment organizations were actively investing to a great extent in data synergy, AI, and automation in 2024.[9]
- Almost 80% of gaming platforms reported poor decision-making when timely, complete data was unavailable in 2024.[11]
- 70% of gaming platforms identified stifled innovation as a consequence of lacking timely, complete data in 2024.[11]
- 80% of gaming platforms reported losing competitive edge when timely, complete data was unavailable in 2024.[11]
05 Statistics
Data & Analytics
Data governance and data freshness drive whether AI and analytics can move from pilot to production. In 2025, 16% of media and entertainment companies’ data was reported as trapped, and 49% of training AI models wasted resources because of bad data.
Business intelligence in the entertainment providers industry
- 34% of Spotify monthly active users were in the rest-of-world region at December 31, 2024.[12]
- 181 million Spotify monthly active users were in Europe at December 31, 2024, representing 27% of total MAUs.[12]
- 17% of Spotify monthly active users were in North America at December 31, 2024.[12]
- 99% of Netflix viewing was covered by its biannual engagement report introduced for 2025 reporting.[12]
- 20% was rest-of-world growth in Spotify monthly active users at December 31, 2024.[12]
- 14% was Latin America’s year-over-year growth in Spotify monthly active users at December 31, 2024.[12]
Data analytics in the entertainment providers industry
- 13.8 billion hours were watched on Hulu in 2024, according to the VERSANT audience comparison.[13]
- 99% of Netflix viewing was represented in the company’s published engagement reporting beginning in 2025.[12]
- 14.4 billion hours were watched on VERSANT services in 2024.[13]
- 93 million United States households could access Netflix in 2024, according to Nielsen data cited by VERSANT.[13]
- Approximately two hours per day was average Netflix engagement per paid membership in 2024.[12]
- 69 million United States households could access VERSANT services in 2024, according to Nielsen data.[13]
Data Quality in the entertainment and gaming sector (sector benchmark)
- 51% of media and entertainment business leaders were unsure their companies could generate and deliver relevant insights in 2025.[9]
- 16% of media and entertainment companies’ data was reported as trapped in 2025.[9]
- 49% of media and entertainment companies training AI models said they had wasted resources because of bad data in 2025.[9]
- 34% of media and entertainment organizations identified uniqueness as their leading data-quality issue in Adverity’s 2025 survey of 200 CMOs across the US, UK, Germany, Austria and Switzerland.[14]
- 32% of gaming executives said making use of the data their companies collect was a significant current challenge, rising to 41% as an expected challenge in three years, according to an EY survey.[15]
Data Governance in the entertainment and gaming sector (sector benchmark)
- 80% of gaming platforms said access to real-time market data was very or extremely important for decision-making in 2024.[16]
- 61% of gaming platforms that tracked data in the prior 12 months had no access to any data in real time in 2024.[16]
- 90% of media and entertainment respondents said a strong data foundation was the most critical factor for AI deployment in 2025.[9]
- 87% of media and entertainment respondents said their data governance policies varied across departments in 2025.[9]
- 54% of gaming companies had dedicated analytics teams able to analyze company-wide data in a 2024 survey.[16]
- 59% of gaming executives ranked gaining visibility into gaming endpoints as their top data priority in the EY survey.[15]
KPIs in the entertainment providers industry
- 22% was Paramount+ domestic watch-time-per-user growth in the fourth quarter of 2024.[17]
- 77.5 million was Paramount+ global subscribers at the end of 2024.[17]
- 36 million was Peacock’s paid-subscriber count at the end of 2024.[12]
- $4.9 billion was Peacock revenue in 2024, including the Paris Olympics.[12]
- €4.2 billion was Spotify’s fourth-quarter 2024 revenue.[12]
- 263 million was Spotify’s Premium subscriber count at December 31, 2024.[12]
06 Statistics
Strategy & Growth
Strategic investment links content economics to monetization. Netflix operating income exceeded $13.3 billion in 2025, and Netflix generated more than $10.1 billion in operating cash flow in 2025.
Growth in the entertainment providers industry
- Subscription streaming revenues in recorded music increased 8.8% globally in 2025.[18]
- Disney’s fiscal-2025 capital expenditures increased to $8.024 billion from $5.412 billion in fiscal 2024.[19]
- Netflix operating income exceeded $13.3 billion in 2025.[20]
- Global recorded-music revenues grew for the eleventh consecutive year in 2025.[18]
- Netflix generated more than $10.1 billion in operating cash flow in 2025.[20]
- Disney’s international parks and experiences operating income rose 25% in fiscal 2025’s fourth quarter.[19]
Differentiation in the entertainment providers industry
- The second-ranked 2025 global single, Golden, generated 2.00 billion subscription-stream equivalents.[18]
- Netflix’s first season of Squid Game remained on its Global Top 10 for 32 consecutive weeks.[21]
- Vinyl-record revenues increased 13.7% globally in 2025, marking the format’s nineteenth consecutive year of growth.[18]
- Squid Game’s first season ranked number one on Netflix’s Global Top 10 for nine weeks.[21]
- The Global IFPI Single chart’s leading 2025 song, APT., generated 2.06 billion subscription-stream equivalents.[18]
- Netflix had more than 1,000 U.S. production-company partners by 2025, supporting a broad proprietary content pipeline.[21]
Mergers and acquisitions in the entertainment providers industry
- Media and marketing companies completed 2,306 transactions globally in 2024, up 12% from 2023.[22]
- Disclosed media and marketing deal value declined 11% to $129.8 billion in 2024.[22]
- Media and marketing deal value excluding transactions above $10 billion rose 47% to $63.8 billion in 2024.[22]
- Twenty media and marketing transactions exceeded $1 billion in value in 2024.[22]
- Agency services and strategy recorded 328 transactions in 2024, the highest activity among the reviewed media and marketing segments.[22]
- Four media and marketing mega-deals above $10 billion closed in 2024.[22]
Strategic partnerships in the entertainment providers industry
- Netflix partnered with more than 1,000 U.S. production companies over the 2016–2025 period.[21]
- Netflix created more than 20 original Thai shows and films through its local creative partnerships by 2025.[21]
- Netflix’s Thai local-content investment employed more than 13,500 cast and crew members by 2024.[21]
- Netflix’s Mexican productions engaged more than 9,000 cast and crew members between 2021 and 2023 through local partnerships.[21]
- Netflix brought productions to more than 50 Mexican cities through partnerships with production companies and local collaborators between 2021 and 2023.[21]
- Netflix supported more than 1,000 training programs across 75 countries from 2021 through 2025.[21]
07 Statistics
People & Workforce
Hiring and retention focus on technical capability and AI-working skills. In 2025, 38% of film-and-TV organizations prioritized the ability to implement or work with AI when hiring over the next three years.
Hiring in the entertainment providers industry
- 39% of film-and-TV organizations prioritize digital design skills when hiring over the next three years.[1]
- 59% of media and entertainment leaders say new employees with the right technical skills are difficult to find in 2025.[1]
- 38% of film-and-TV organizations prioritize the ability to implement or work with AI when hiring over the next three years.[1]
- 56% of media and entertainment leaders say their workforce is rapidly aging in 2025.[1]
- 56% of media and entertainment leaders say lack of access to skilled talent is a barrier to company growth in 2025.[1]
Remote Work in the entertainment and gaming sector (sector benchmark)
- Among game workers surveyed internationally in 2023, 23.6% worked a hybrid schedule.[23]
- Nearly 60% of Croatian game studios allowed working from home as standard practice in 2024–2025, compared with 32% offering hybrid arrangements.[24]
- Among game workers surveyed internationally in 2023, 16.7% worked on-site full-time.[23]
- 59.7% of game workers surveyed globally worked fully remotely in 2023, while 23.6% followed hybrid schedules and 16.7% worked on-site full-time.[23]
- Among game workers surveyed internationally in 2023, a majority reported working entirely remotely.[23]
Hybrid Work in the entertainment and gaming sector (sector benchmark)
- Among media and entertainment employers in Cisco’s 2025 global study, 87% said their organizations were still struggling to get the balance right with hybrid working.[25]
- Among Italian video-game companies surveyed for 2024 industry facts, 21% reported on-site working, indicating that hybrid work was twice as common as fully on-site work.[26]
- Across Italian video-game companies surveyed for 2024 industry facts, 42% reported hybrid working as their work modality.[26]
- Across Italian video-game companies surveyed for 2024 industry facts, 84% said their work modalities would remain unchanged over the following two years.[26]
- 21% of game developers reported a mandatory hybrid return-to-office schedule in 2024, while 5% reported mandatory five-day office work.[27]
Upskilling in the entertainment providers industry
- 72% of media and entertainment leaders planned to invest more in digital training in 2025.[1]
- 42% of media and entertainment leaders said new employees with the right technical skills were difficult to find in 2024.[1]
- 67% of media and entertainment organizations were implementing continuous-learning programs in 2025.[1]
- 80% of AI-leading media and entertainment organizations were implementing continuous-learning programs in 2025.[1]
- 82% of AI-leading media and entertainment organizations planned to increase digital-training investment in 2025.[1]
Employee Engagement in the entertainment and gaming sector (sector benchmark)
- Among creative and media employees at organizations with more than 1,000 employees, 64% were engaged in Culture Amp’s July 2026 benchmark.[28]
- Among European games-industry employees surveyed in 2025, hybrid workers recorded an eNPS of +4.3, the highest score among remote, hybrid and on-site formats.[29]
- Among European games-industry employees surveyed in 2025, remote workers recorded an eNPS of −2.6.[29]
- Among European games-industry employees surveyed in 2025, on-site workers recorded an eNPS of −6.2, the lowest score among the three work formats.[29]
- Across media and entertainment organizations in Effectory’s global benchmark, 36.3% of employees were classified as engaged.[30]
DEI in the entertainment providers industry
- 44 of the 100 top-grossing U.S. films of 2024 were missing characters with disabilities.[31]
- 82 of the 100 top-grossing U.S. films of 2024 had no LGBTQ+ speaking or named character.[31]
- 42% of Netflix speaking characters were from underrepresented racial or ethnic groups in 2023.[31]
- 5.7% of Netflix film directors were underrepresented women in 2023.[31]
- 2.4% of speaking or named characters in the 100 top-grossing U.S. films of 2024 were shown with a disability.[31]
08 Statistics
Customer & Sales
Churn pressure and packaging decisions shape commercial outcomes. In 2024, 45% of U.S. streaming subscribers reported canceling a service because of its cost.
Customer experience in the entertainment providers industry
- 99% of U.S. households subscribed to at least one streaming service in 2024.[5]
- 78 points was the U.S. video-streaming customer-satisfaction score in 2025, on ACSI’s 100-point scale.[32]
- 73% of U.S. streaming viewers said they spend too much time deciding what to watch in a 2025 Gracenote survey.[33]
- 45% of U.S. streaming subscribers reported canceling a service because of its cost in 2024.[5]
- 157 million monthly ad-supported users were estimated across Disney’s global streaming portfolio in January 2025.[34]
Customer retention in the entertainment providers industry
- 57% of U.S. Gen Z streaming subscribers canceled an SVOD service during the six months before Deloitte’s fall 2026 survey.[35]
- 38% was Prime Video’s year-over-year increase in U.S. boomerang subscribers reported by Kantar in 2025.[36]
- 51% was the increase in subscriber attrition at U.S. premium SVOD services between 2022 and 2024.[37]
- 23% of U.K. consumers displayed subscribe-watch-cancel-repeat streaming behavior during the 12 months covered by Kantar’s 2025 report.[38]
- 78% of media and entertainment companies prioritized revenue, retention and lifetime value over subscriber growth in 2024.[5]
Customer acquisition in the entertainment providers industry
- 29% was the increase in customer additions at U.S. premium SVOD services between 2022 and 2024.[37]
- 38 million Spotify monthly active users were added in the fourth quarter of 2025, exceeding guidance by 6 million.[12]
- 131.6 million Disney+ paid subscribers were reported globally on September 27, 2025.[19]
- 64.1 million Hulu paid subscribers were reported globally on September 27, 2025.[19]
- 290 million Spotify premium subscribers were reported worldwide at December 31, 2025.[39]
Customer loyalty in the entertainment providers industry
- 290 million Spotify premium subscribers represented 39% of Spotify’s 751 million monthly active users at the end of 2025.[39]
- 34% of U.S. Gen Z respondents had canceled and later resubscribed to the same streaming service in Deloitte’s 2024 survey.[35]
- 59.3 million Disney+ domestic paid subscribers were reported in the U.S. and Canada on September 27, 2025.[19]
- 476 million Spotify ad-supported monthly active users were reported at the end of 2025.[12]
- 157 million people were reached monthly by Disney’s ad-supported streaming portfolio, indicating the scale of its addressable entertainment audience in 2025.[19]
Lead generation in the entertainment providers industry
- 425 million Spotify ad-supported monthly active users formed the platform’s potential premium-subscription acquisition pool in the fourth quarter of 2024.[12]
- 157 million Disney streaming monthly active users were estimated globally for advertising purposes in January 2025.[34]
- 713 million Spotify monthly active users were reported in the third quarter of 2025.[12]
- 675 million Spotify monthly active users were reported in the fourth quarter of 2024.[12]
- 281 million Spotify premium subscribers were reported in the third quarter of 2025.[12]
09 Statistics
Marketing & Brand
Advertising and creator workflows increasingly influence distribution economics. PwC projects advertising enabled by artificial intelligence to reach $1.4 trillion by 2030.
Marketing in the entertainment providers industry
- $1.836 billion was Spotify’s 2025 ad-supported revenue worldwide.[12]
- $17.748 billion was Disney’s fiscal 2024 programming and production expense for Hulu, Disney+ and other direct-to-consumer services.[19]
- $1.499 billion was Spotify’s gross profit in the fourth quarter of 2025.[12]
- 84% of media and entertainment companies said economic conditions would significantly affect 2024 revenue growth.[5]
- $17.186 billion was Spotify’s total revenue in 2025.[12]
Digital marketing in the entertainment providers industry
- 751 million monthly active users made Spotify one of the largest digital audio advertising platforms at the end of 2025.[39]
- $518 million was Spotify’s ad-supported revenue in the fourth quarter of 2025.[12]
- 112 million domestic monthly ad-supported users gave Disney’s U.S. and Canadian streaming portfolio a digital advertising reach in January 2025.[19]
- $1.4 trillion is the projected global value of advertising enabled by artificial intelligence by 2030, according to PwC’s 2026 outlook.[40]
- 476 million ad-supported monthly active users were available to Spotify’s advertising business in the fourth quarter of 2025.[12]
Branding in the entertainment providers industry
- 11% was the increase in Disney+ international average monthly revenue per paid subscriber, excluding Hotstar, in fiscal 2024.[19]
- 45% was the increase in Disney+ Hotstar average monthly revenue per paid subscriber in fiscal 2024.[19]
- 100 million YouTube subscribers made WWE one of the largest branded entertainment channels in March 2024.[41]
- $7.89 was Disney+’s domestic average monthly revenue per paid subscriber in fiscal 2024.[19]
- 35% of WWE’s lifetime YouTube views came from viewers aged 18 to 24 in March 2024.[41]
Influencer Marketing in the entertainment and gaming sector (sector benchmark)
- Among respondents to a global influencer-marketing survey, gaming represented 11.9% of reported campaign-sector activity in 2024, making it the second-largest named vertical.[43]
- Among U.S. creator-ad buyers, 48% consider creators a must-buy media channel, ranking behind only social media and paid search in 2025.[44]
- Across U.S. creator-ad buyers, 40% rank overall return on investment as their top KPI for creator campaigns in 2025.[44]
- U.S. creator advertising spend is projected at $37 billion in 2025, covering brand-direct creator partnerships, paid amplification and creator-content adjacencies.[44]
- U.S. creator advertising spend is projected to grow 26% year over year in 2025, nearly four times faster than overall media-industry growth.[44]
10 Statistics
Operations & Execution
Execution risk shows up in operational reliability and content cost discipline. Media and entertainment organizations reported high-business-impact outages at least weekly in 2025, and resolving those outages took at least 30 minutes in 2025.
Process optimization in the entertainment providers industry
- 9.6% was the decline in labor productivity for U.S. amusement parks and arcades in 2024.[45]
- 14% was Ticketmaster’s adjusted operating-income growth in Live Nation’s second quarter of 2026.[12]
- 9.1% was the productivity increase for U.S. travel arrangement and reservation services in 2024.[45]
- 28% was Netflix’s operating-income growth in 2025 as revenue growth outpaced growth in content, marketing and administrative costs.[12]
- 2.0% was the increase in total-factor productivity for U.S. arts, entertainment and recreation in 2024.[45]
Operational efficiency in the entertainment providers industry
- 3.5% was the increase in capital input for U.S. arts, entertainment and recreation in 2024.[45]
- 151 million fans attended more than 50,000 Live Nation events in 2024, while concert attendance increased 4%.[12]
- 3.1% was Warner Bros. Discovery’s 2025 decrease in adjusted EBITDA, to $8.744 billion.[12]
- 4.1% was the increase in combined inputs used by U.S. arts, entertainment and recreation businesses in 2024.[45]
- 2.6% was the increase in labor input for U.S. arts, entertainment and recreation in 2024.[45]
Quality management in the entertainment providers industry
- 75 countries were represented among Spotify artists generating at least $500,000 on the platform in its 2025 Loud & Clear report.[12]
- 17 of 32 theatrically released films led by women did not earn the ReFrame Stamp in the 2024 sample.[46]
- 15 of 32 theatrically released films led by women earned the ReFrame Stamp in the 2024 sample.[46]
- 52 of 68 widely released 2024 films did not earn the ReFrame Stamp for gender-balanced production.[46]
- 16 of 68 widely released 2024 films earned the ReFrame Stamp for gender-balanced production.[46]
Supply chain in the entertainment providers industry
- $784 million was Warner Bros. Discovery’s 2025 impairment and amortization of fair-value step-up for content.[12]
- $91.2 million was the average negative cost of Amazon MGM Studios’ eight 2025 films analyzed by S&P Global Market Intelligence.[47]
- $15.91 billion was the estimated total cost of major-studio films released in 2025.[47]
- $34.7 million was the average domestic prints-and-advertising cost for Amazon MGM Studios’ eight 2025 films analyzed by S&P Global Market Intelligence.[47]
- 4.3% was the decline in estimated negative costs for major-studio films released in 2025.[47]
Outsourcing / Offshoring in the entertainment and gaming sector (sector benchmark)
- 30% of mobile-game studios outsourced user acquisition and creative work during 2023, according to a global industry survey.[48]
- 73% of game-development partnerships began through industry events in the 2026 external-development survey of more than 250 professionals worldwide.[49]
- 37% of mobile-game studios outsourced publishing during 2023, according to a global industry survey.[48]
- 40% of mobile-game studios outsourced development tasks during 2023, according to a global industry survey.[48]
- 42% of game developers reported in 2026 that their external providers subcontracted portions of work to third parties, based on a survey of more than 250 professionals worldwide.[49]
11 Statistics
Finance & Pricing
Provider financial metrics track margin movement alongside content and operating costs. Netflix projected full-year 2026 operating margin was 31.5%, with projected full-year 2026 revenue of $51.1 billion.
Pricing strategy in the entertainment providers industry
- $1 to $37 per month was Netflix’s range of paid-plan prices across countries at December 31, 2025.[12]
- 7% was the increase in Disney’s domestic affiliate revenue from higher effective rates in fiscal 2025.[50]
- 65 countries received Spotify price increases in 2023 across individual, duo, family and student plans.[12]
- 9% was the decline in Disney’s domestic affiliate revenue caused by fewer subscribers in fiscal 2025.[50]
- $2 to $9 per month was Netflix’s range of extra-member subaccount prices across countries at December 31, 2025.[12]
Cost reduction in the entertainment providers industry
- $260 million was Disney’s fiscal-2025 amortization of step-up on film and television costs.[12]
- $450 million was Live Nation’s 2026 legal accrual expected to affect operating income.[12]
- 36.8% was the increase in estimated net profit for major-studio films released in 2025 after cost reductions.[47]
- $2.8 billion was Warner Bros. Discovery’s 2025 reduction in total costs and expenses compared with 2024.[12]
- $187 million was Disney’s fiscal-2024 content impairment expense reported in its Entertainment segment.[12]
Profitability in the entertainment providers industry
- $10.981 billion was Netflix’s net income in 2025, up 26% from 2024.[12]
- $727 million was Warner Bros. Discovery’s net income available to the company in 2025, compared with a loss of $11.311 billion in 2024.[12]
- 28.2% was the estimated net margin for major-studio films released in 2025.[47]
- $2.545 billion was Warner Bros. Discovery Studios’ adjusted EBITDA in 2025, up 54% year over year.[12]
- $2.4 billion was Live Nation’s adjusted operating income in 2025, up 10%.[12]
Financial planning in the entertainment providers industry
- 10% was Live Nation’s projected full-year 2026 fan-attendance growth.[12]
- $2.7 billion was Netflix’s projected 2026 advertising revenue in its third-quarter 2026 outlook.[51]
- 31.5% was Netflix’s projected full-year 2026 operating margin.[51]
- $51.1 billion was Netflix’s projected 2026 revenue in its third-quarter 2026 shareholder letter.[51]
- 26.0% was Netflix’s projected fourth-quarter 2026 operating margin.[51]
12 Statistics
Product & Service
Product changes and creator-facing formats show up as measurable adoption points. Netflix had roughly 300 titles using generative-AI workflows in 2026, with the largest concentration in post-production.
Product development in the entertainment providers industry
- Warner Bros. Discovery launched Max in 73 new markets during 2024.[52]
- 170 million Spotify users had watched a video podcast by 2024.[12]
- Roughly 300 Netflix titles used generative-AI workflows in 2026, with the largest concentration in post-production.[12]
- Paramount+ added 10 million subscribers globally during 2024, reflecting product and content expansion.[17]
- Spotify launched an Audiobook Access Tier in the United States in March 2024.[12]
Product lifecycle in the entertainment providers industry
- Netflix extra-member subaccounts cost between $2 and $8 per month at December 31, 2024.[12]
- Spotify operated in 184 countries and territories at December 31, 2024.[12]
- 302 million paid memberships used Netflix across more than 190 countries at December 31, 2024.[12]
- Paramount+ reached 77.5 million subscribers at the end of 2024.[17]
- Spotify’s monthly active users reached 675 million at December 31, 2024, up 12% year over year.[12]
After-sales in the entertainment providers industry
- 78 was the 2025 ACSI score for video-streaming customer satisfaction in the United States, down 1% year over year.[32]
- 84 was the 2026 satisfaction score for paid single-user audio-streaming subscribers in the United States.[32]
- Speed of transaction declined by multiple points in ACSI’s 2025 entertainment study.[32]
- 72 was the 2026 ACSI score for subscription-TV customer satisfaction in the United States.[32]
- 74 was the 2026 satisfaction score for users receiving audio streaming bundled with another service in the United States.[32]
Value proposition in the entertainment providers industry
- 84% of United States recorded-music revenue came from streaming in 2024.[53]
- €10 billion in royalties was paid by Spotify to the music industry in 2024.[12]
- $10 billion was Netflix operating income in 2024.[12]
- $39 billion was Netflix revenue in 2024, supported by approximately 302 million paid memberships worldwide.[12]
- $14.9 billion was United States recorded-music streaming revenue in 2024.[53]
13 Statistics
Sustainability & Ethics
Sustainability reporting and on-screen requirements are becoming part of production governance. For Disney, 49% of electricity came from zero-carbon sources in fiscal 2024.
Sustainability in the entertainment providers industry
- 12 UK and Irish broadcasters and streamers signed the Climate Content Pledge in 2021.[54]
- 441 of 1,259 productions receiving albert certification in 2021 featured positive environmental behaviours on screen.[54]
- 339 albert-certified productions made references to sustainable living on screen in 2021.[54]
- 49% of Disney’s electricity came from zero-carbon sources in fiscal 2024.[55]
- 84% of Disney construction waste was diverted from landfill and incineration in fiscal 2024.[55]
Ethics in the entertainment providers industry
- 23.9% of flagged misconduct signals in Fama’s 2025 dataset involved intolerance.[56]
- Workers in the 2022–23 Hollywood Commission survey reported continued experience of sexual harassment, bullying, bias, and colorism.[57]
- 17.8% of flagged misconduct signals in Fama’s 2025 dataset involved sexually explicit misconduct.[56]
- 37.2% of flagged misconduct signals in Fama’s 2025 dataset involved online harassment or trolling.[56]
- 33.6% of screened media and entertainment candidates showed workplace misconduct risk in Fama’s 2025 dataset.[56]
Circular economy in the entertainment providers industry
- 59% of operational waste from Disney parks, resorts, and cruise lines was diverted from landfill and incineration in fiscal 2024.[55]
- 150,567 U.S. tons of construction waste were generated by Disney in fiscal 2024.[55]
- 126,996 U.S. tons of Disney construction waste were diverted from landfill in fiscal 2024.[55]
- 62% of Disney company operational waste was diverted from landfill and incineration in fiscal 2024.[55]
- 19,678 U.S. tons of Disney construction waste were sent to landfill in fiscal 2024.[55]
Carbon footprint in the entertainment providers industry
- 4.4 tonnes of CO2e per hour was the average UK television-production footprint in 2020.[54]
- 7% of UK television-production travel emissions came from rail travel in 2021.[54]
- 35% of UK television-production travel emissions came from air travel in 2021.[54]
- 9.2 tonnes of CO2e per hour was the average UK television-production footprint in 2019.[54]
- 5.7 tonnes of CO2e per hour was the average carbon footprint of UK television production in 2021.[54]
14 Statistics
Risk, Compliance & Legal
Risk-function integration and cyber priorities affect continuity. In 2026, 67% of media and entertainment leaders said data protection was a top cyber-investment priority.
Compliance in the entertainment providers industry
- 1 albert carbon calculator completion declaration is required from BAFTA television-award entrants as part of sustainability data collection.[54]
- 12 broadcasters and streamers committed to the Climate Content Pledge launched at COP26 in 2021.[54]
- 100% of UK television-award entrants must provide their production company’s bullying and harassment policy under BAFTA’s television rules.[54]
- 1 albert certification declaration is separately collected from BAFTA television-award entrants.[54]
- 1 global carbon calculator was adopted by Fremantle across its offices worldwide beginning in 2021.[54]
Risk Management in the entertainment and gaming sector (sector benchmark)
- 45% of gaming studios said they mitigate risk through efficiency tools, while 24% use monetization and live-ops strategies, according to a 2024 survey of 300 developers.[58]
- 39% of media and entertainment leaders said reputational damage is a major consequence of insufficient risk-function integration, compared with 30% across all industries, in 2026.[59]
- 43% of entertainment-industry respondents ranked business interruption as a top risk in the 2024 Allianz Risk Barometer, followed by pandemic outbreaks at 30%.[60]
- 40% of U.S. entertainment and sports respondents reported having a formal enterprise risk-management process in 2025.[61]
Cybersecurity in the entertainment and gaming sector (sector benchmark)
- 47% of gaming companies said they were taking or planning to take steps to mitigate cyber risks by hiring employees with advanced cybersecurity skills, according to EY’s gaming survey.[15]
- 39% of gaming companies said they were taking or planning to take steps to mitigate cyber risks by partnering with third-party cybersecurity firms, according to EY’s gaming survey.[15]
- 67% of media and entertainment leaders said data protection was a top cyber-investment priority in 2026.[59]
- 76% of casino-surveillance professionals reported training to identify and report cyberattack attempts in 2024, up from 58% in 2023.[62]
- More than 19 million attempts to download malicious or unwanted files disguised as popular Gen Z games were detected globally between April 2024 and March 2025.[63]
Data Privacy in the entertainment and gaming sector (sector benchmark)
- 88% of surveyed game players knew that their gaming data were being collected by other entities, while 76% would not publicly share personal data, in a study published in 2024.[64]
- 46% of Canadian parents said they always consider gaming-platform privacy practices before allowing their child to use them in 2024–2025.[65]
- 54.1% of digital-game study participants reported providing their genuine personal data when registering on a game platform, according to research published in 2023.[66]
- More than half of 20 highly popular online games assessed in academic research were found potentially susceptible to attribute-inference attacks using gaming data, according to a 2024 study.[64]
- 32% of gaming executives said using the data their companies collect was a significant challenge, rising to 41% who expected data management to be challenging three years later.[15]
Crisis Management in the entertainment and gaming sector (sector benchmark)
- 63.3% of media and entertainment organizations reported experiencing high-business-impact outages at least weekly in 2025, the highest rate among industries surveyed.[67]
- 69% of media and entertainment respondents said detecting high-business-impact outages took at least 30 minutes in 2025.[67]
- 83% of global corporate respondents reported having a crisis-management plan, while 66% felt confident their organization could withstand a reputational event, in a 2020 survey.[68]
- 69% of media and entertainment respondents said resolving high-business-impact outages took at least 30 minutes in 2025, and 33% said resolution took at least one hour.[67]
- 69% of business leaders said their organization had experienced a corporate crisis in the previous five years, while 29% had no staff dedicated to crisis preparedness, in 2019.[40]
Governance in the entertainment providers industry
- 1 annual Sustainability and Social Impact Report is published by Disney as part of its ESG reporting program.[55]
- 4 historical Disney sustainability or CSR reports were listed in the company’s ESG reporting center before the 2025 report.[55]
- 1 independent third-party reporting-framework review process informs Disney’s ESG disclosures.[55]
15 Statistics
Globalization & Expansion
International scale continues to expand audience access and content localization. Netflix invested $200 million in Thai local content between 2021 and 2024.
Globalization in the entertainment providers industry
- Latin America’s recorded-music revenues increased 17.1% in 2025, making it the fastest-growing global region.[18]
- The United States and Canada accounted for 38.7% of global recorded-music revenues in 2025.[18]
- 57 of 58 recorded-music markets measured by IFPI grew in 2025.[18]
- Netflix’s Asia-Pacific streaming revenue increased 21% to $5.35 billion in 2025.[69]
- Netflix surpassed 325 million paid memberships globally in 2025.[20]
Cultural adaptation in the entertainment providers industry
- Netflix invested $200 million in Thai local content between 2021 and 2024.[21]
- Netflix’s Thai productions employed more than 13,500 cast and crew members through 2024.[21]
- More than 80% of Netflix members globally had watched Korean content by 2026.[21]
- More than 20 original Thai shows and films had been created by Netflix by 2025.[21]
- Netflix productions in Mexico reached more than 50 cities across 25 states between 2021 and 2023.[21]
Supplier management in the entertainment providers industry
- Netflix invested more than $40 million in U.S. training initiatives between 2021 and 2025.[21]
- Netflix supported more than 1,000 training programs globally between 2021 and 2025.[21]
- Netflix worked with more than 1,200 U.S. filming locations between 2016 and 2025.[21]
- Netflix operated two million square feet of studio space across 60 U.S. soundstages in 2025.[21]
- Netflix partnered with more than 1,000 U.S. production companies between 2016 and 2025.[21]
Stakeholder management in the entertainment providers industry
- Netflix invited 25 stockholders representing approximately 55% of outstanding shares to engage before its 2026 annual meeting.[20]
- Netflix productions hosted in all 50 U.S. states between 2016 and 2025.[21]
- Netflix invested more than $225 billion in the U.S. economy from 2016 through 2025, according to its impact model.[21]
- Netflix supported more than 90,000 participants through global entertainment training programs from 2021 to 2025.[21]
- Netflix published an annual environmental, social and governance report in 2025.[20]
Distribution channels in the entertainment providers industry
- Paid subscription streaming represented 52.4% of global recorded-music revenues in 2025.[18]
- Performance rights generated $2.9 billion globally for recorded music in 2025.[18]
- Global streaming revenues exceeded $22 billion in 2025.[18]
- Netflix’s U.S. and Canada streaming revenue reached $19.96 billion in 2025.[69]
- Physical recorded-music revenues totaled $5.3 billion globally in 2025.[18]
Key questions about the Entertainment Providers Industry
What is the size of the global entertainment and media market in 2025?
How fast is the market expected to grow through 2030?
Which companies lead the entertainment providers industry?
What technology shift is most visible across entertainment providers?
How is the market structured across production, platforms, and distribution?
What monetization pressure shows up in customer behavior?
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.
Catherine Wu. (2026, February 13). Entertainment Providers Industry Statistics. Gitnux. https://gitnux.org/entertainment-providers-industry-statistics
Catherine Wu. "Entertainment Providers Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/entertainment-providers-industry-statistics.
Catherine Wu. 2026. "Entertainment Providers Industry Statistics." Gitnux. https://gitnux.org/entertainment-providers-industry-statistics.
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Social media in the entertainment providers industry