01 Industry overview
The movies industry at a glance
The global movies industry is recovering: worldwide theatrical box office reached an estimated $33.6 billion in 2025, with 2026 tracking toward another year of growth.
- $33.6B[89]
- Global box office, 2025
- $35.7B[89]
- Forecast global box office, 2026
- 12.38B
- China admissions, 2025
- 468,000[25]
- U.S. direct industry jobs, 2024
- Market size
- Worldwide theatrical box office was estimated at $33.55 billion in 2025, up about 12% from 2024. China generated 51.832 billion yuan, or approximately $7.4 billion, in 2025.[89]
- Forecast & CAGR
- Gower Street’s latest projection puts global box office at $35.7 billion in 2026, representing a 6.3% increase over 2025. The forecast comprises $10.5 billion from North America, $19.7 billion from international markets excluding China, and $5.5 billion from China.[89]
- Market share & regions
- In 2026, Gower Street’s forecast allocates approximately 29% of global box office to North America, 55% to international markets excluding China, and 15% to China. China’s 2025 domestic films accounted for 79.67% of its national box office.[89]
- Segmentation
- The industry is segmented across theatrical exhibition, international distribution, domestic distribution, and home or digital entertainment. In China, 2025 production included 764 films, of which 511 were feature films, while 51 films exceeded 100 million yuan in box office.
- Key players & concentration
- Disney led U.S. studio market share in 2025 with 28%, followed by Warner Bros. at 21% and Universal at 20%, meaning the top three studios represented about 69% of domestic ticket sales. Globally, Disney generated approximately $6.58 billion in 2025 box office, ahead of Warner Bros. at about $4.4 billion.[90][91]
- Pricing
- Cinemark reported a 2024 average ticket price of $5.53 on a constant-currency basis, an increase of 42.2% from its comparable 2019 figure. U.S. consumer-facing movie ticket prices were reported at an average of $13.17 in 2025 by EntTelligence, reflecting the importance of premium formats and higher-priced exhibition.[92][26]
- Trends, drivers & challenges
- Growth is being driven by stronger studio release schedules, local-language hits, animation, premium formats, and higher ticket prices. The main challenges are admissions remaining below pre-pandemic levels, uneven regional recovery, weaker Chinese performance in 2026, and competition from streaming platforms.[89][26]
- Consumer behavior & competition
- U.S. cinemas sold approximately 769 million tickets in 2025, slightly above 2024 but still about 37% below 2019 attendance. Competition increasingly spans theatrical releases, subscription streaming, transactional video-on-demand, and premium-format experiences.[93][26]
- Latest news
- The latest industry outlook is positive for 2026: Gower Street raised its global box-office projection to $35.7 billion, the strongest result since 2019 if achieved. The projection follows a strong 2026 first half and improved performance across North American and international markets, partly offset by weaker China results.[89]
02 Ranking
Top 10 Companies in the Movies Industry
The leading companies in the movies industry, ranked on market impact, performance, momentum, innovation and brand popularity.
Updated November 9, 2026 · Next review December 9, 2026
The Walt Disney Company leads Gitnux's 2026 movies ranking with an Overall score of 9.3, with global box office exceeded $6.5 billion in 2025, driven by film studio output. TOHO is the runner-up at 9.2, driven by film-business revenue of ¥182.6 billion reported for fiscal 2026.
Ranked by Overall score · How we score ↓
Editor's top 3 picks
Where to start, by need.
#1 Overall · Leader in film studios
The Walt Disney Company
US
Ranked #1 · 9.3 · Film studios
Why we picked it: It sits in film studios, animation and franchise entertainment, with over $6.5 billion global box office in 2025.
#2 overall
TOHO
JP
Ranked #2 · 9.2 · Film studios
Why we picked it: It spans Japanese production, distribution and cinemas, reporting ¥182.6 billion film-business revenue in fiscal 2026.
#3 overall
Sony Group
JP
Ranked #3 · 8.9 · Film studios
Why we picked it: It covers Sony Pictures film and theatrical entertainment, with ¥610.3 billion motion-picture sales in 2025.
Pick 1 is the #1 company overall. No other segment places in the top 5, so picks 2 and 3 follow rank.
Full ranking
| # | Company | Overall ↓ | Impact | Performance | Momentum | Innovation | Company snapshot |
|---|---|---|---|---|---|---|---|
| 1 | The Walt Disney Company Film studios · US | 9.3 | 9.9 | 9.1 | 8.9 | 9.9 | |
Company snapshot · The Walt Disney Company · Data as of November 9, 2026 Disney film studios generated more than $6.5 billion at the global box office in 2025.[64]
| |||||||
| 2 | TOHO Film studios · JP | 9.2 | 8.2 | 9.9 | 9.9 | 9.9 | |
Company snapshot · TOHO · Data as of November 9, 2026 TOHO reported ¥182.6 billion in film-business revenue for fiscal 2026.[94]
| |||||||
| 3 | Sony Group Film studios · JP | 8.9 | 9.7 | 8.7 | 9.0 | 8.0 | |
Company snapshot · Sony Group · Data as of November 9, 2026 Sony Pictures reported ¥610.3 billion in 2025 motion-picture sales.[95]
| |||||||
| 4 | Skydance Film studios · US | 8.8 | 8.8 | 8.7 | 9.1 | 8.9 | |
Company snapshot · Skydance · Data as of November 9, 2026 Skydance completed its acquisition of Warner Bros. Discovery in October 2026, combining two major film studios.[19]
| |||||||
| 5 | Lionsgate Studios Film studios · US | 8.3 | 8.2 | 8.3 | 8.7 | 8.0 | |
Company snapshot · Lionsgate Studios · Data as of November 9, 2026 Lionsgate reported $1.62 billion in motion-picture revenue for fiscal 2026.[96]
| |||||||
| 6 | Cinemark Cinema operators · US | 8.3 | 8.3 | 8.5 | 8.5 | 8.0 | |
Company snapshot · Cinemark · Data as of November 9, 2026 Cinemark generated $3.115 billion in revenue from its cinema operations in 2025.[92]
| |||||||
| 7 | AMC Entertainment Cinema operators · US | 8.2 | 8.8 | 8.1 | 8.2 | 7.0 | |
Company snapshot · AMC Entertainment · Data as of November 9, 2026 AMC operates about 860 theaters and 9,600 screens worldwide.[26]
| |||||||
| 8 | CJ ENM Korean film production and entertainment · KR | 8.2 | 7.9 | 7.7 | 8.3 | 8.9 | |
Company snapshot · CJ ENM · Data as of November 9, 2026 CJ ENM operates film production through its entertainment division and owns global studio assets including Fifth Season.[4]
| |||||||
| 9 | PVR INOX Cinema operators · IN | 7.7 | 8.3 | 7.6 | 7.0 | 7.0 | |
Company snapshot · PVR INOX · Data as of November 9, 2026 PVR INOX operated over 349 cinemas and 1,700-plus screens in India and Sri Lanka.[97]
| |||||||
| 10 | Gaumont International film and television production · FR | 7.6 | 7.0 | 8.2 | 7.7 | 7.0 | |
Company snapshot · Gaumont · Data as of November 9, 2026 Gaumont produces feature films, animation, documentaries and series for theaters and platforms.[21]
| |||||||
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 9, 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
Karl Becker. (2026, February 13). Top 10 companies in the movies industry. In Movies Industry Statistics. Gitnux. https://gitnux.org/movies-industry-statistics/#top-companies
Revenue of the largest movies companies
The Walt Disney Company leads with $94.4B in annual revenue (group level, converted to USD).
03 Trends & forecasts
Top 10 Movies Industry Trends & Forecasts 2027
What is changing in the movies industry, with the evidence behind each trend and a forecast for 2027.
Forecasts were generated by an AI model from the cited evidence. They are estimates, not guarantees.
01Global box office continues recovering
High confidenceGower Street Analytics raised its 2026 worldwide box-office projection to $35.7 billion, above its earlier $35.0 billion estimate and close to the strongest levels since 2019. The recovery is being supported by stronger release schedules and improved performance across North American and international markets.[89]
Forecast 2027: Worldwide theatrical box office should grow modestly again in 2027, probably reaching roughly $36–38 billion if the release calendar remains strong. Growth will be driven more by ticket prices and premium formats than by a full return to pre-pandemic attendance frequency.
02Attendance remains below pre-pandemic levels
High confidenceAMC reported that its 2025 attendance fell 2.1% year on year to 219.4 million patrons, even as admissions revenue increased 3.6%. The South Korean Film Council described the wider 2025 recovery as a return to roughly 2023 levels, with fewer moviegoers supporting the market through higher ticket prices.[19]
Forecast 2027: Attendance will likely improve gradually in 2027 but remain below 2019 levels in most mature markets. The industry will continue depending on event films, loyalty programs and targeted promotions to increase visit frequency.
03Premium formats lift revenue per visit
High confidenceAMC said its 2025 average ticket price increased 5.9%, partly because of greater attendance on 3D, IMAX and other premium large-format screens. Marcus reported that its fiscal 2025 average ticket price rose 3.7%, helped by strategic pricing and a higher share of premium-format sales.[19]
Forecast 2027: Exhibitors will expand premium screens, recliner seating, laser projection and large-format exclusivity in 2027. Premium formats should continue raising average ticket prices even where total admissions grow slowly.
04Food and beverage monetization expands
High confidenceAMC’s 2025 food-and-beverage revenue increased 2.6%, while food-and-beverage revenue per patron rose 3.3% to $8.57. AMC also introduced a paid Popcorn Pass for loyalty members at the end of 2025.[19]
Forecast 2027: In 2027, cinemas will use subscriptions, bundled concessions, delivery to seats and branded products to raise spend per guest. Concessions will remain an important offset to weak attendance growth and high exhibition costs.
05Animation remains a major demand engine
High confidenceChina’s 2025 box office reached 51.8 billion yuan, or about $7.4 billion, and was led by the animated domestic hit Ne Zha 2. A Film and Cultural Studies memorandum reported that Ne Zha 2 attracted 324 million admissions and ranked among the world’s highest-grossing animated films.[98][99]
Forecast 2027: Animation should remain one of the strongest theatrical categories in 2027, supported by franchise sequels, family viewing and local-language production. The biggest upside is likely in China and other markets where domestic animated characters can compete with imported franchises.
06Local-language films gain market share
High confidenceChina’s domestic films accounted for 79.67% of national box office in 2025, while 33 domestic films exceeded 100 million yuan in revenue. Gower Street’s international outlook also identifies Chinese-language and other local releases as contributors to global theatrical growth.[98][99]
Forecast 2027: Local-language films will take a larger share of 2027 admissions in major non-U.S. markets. Studios and distributors will invest more in locally developed franchises rather than relying solely on Hollywood imports.
07Studio concentration remains elevated
Medium confidenceThe overview reports that Disney held 28% of the U.S. studio market in 2025, followed by Warner Bros. at 21% and Universal at 20%; the top three therefore represented about 69% of domestic ticket sales. The concentration reflects the continued importance of franchises and global marketing scale.[89]
Forecast 2027: The largest studios will continue to dominate 2027 theatrical revenue, but independent distributors should retain opportunities in horror, animation, documentaries and culturally specific films. Consolidation and output discipline will keep the number of wide releases below historical peaks.
08Release schedules become more disciplined
High confidenceLuminate reported that wide theatrical film releases increased in 2025 compared with 2024 but that major studio output remained well below its mid-2000s peak. AMC also noted that its results depend heavily on the volume, timing and success of new film releases.[67][19]
Forecast 2027: In 2027, studios will favor fewer, more heavily marketed theatrical titles and use release-date changes to reduce crowding. Theatrical supply should improve from strike-affected years, but it is unlikely to return quickly to the volume of the 2000s.
09Streaming competition shifts toward windows
High confidenceLuminate reported that the success of theatrical titles on streaming remained significant in 2025, while the industry continued debating the commercial value of theatrical exclusivity. AMC identifies the length of the exclusive theatrical window and competition from in-home entertainment as key factors affecting exhibition performance.[67][19]
Forecast 2027: Studios will preserve theatrical windows for major event films in 2027 but use shorter, more flexible windows for mid-budget titles. Theatrical success will increasingly be treated as both a direct revenue source and a marketing funnel for streaming and premium video-on-demand.
10Theatrical exclusivity supports franchise value
Medium confidenceCinemaCon coverage in 2026 highlighted the importance of theatrical windows and reported renewed audience interest in premium large formats such as IMAX and 70 mm. The same coverage linked stronger box-office performance with greater studio leverage to preserve theatrical releases.[26]
Forecast 2027: In 2027, major franchises will increasingly receive event-style launches, format exclusivity and limited premium engagements. Studios will use scarcity, fan events and collectibles to make theatrical attendance more distinct from home viewing.
04 Statistics
Technology & Innovation
Generative AI is widespread: 93% of media and entertainment respondents reported usage in 2025, with AI adoption still split between piloting and deployment stages.
AI in the movies industry
- 93% of media and entertainment respondents reported using generative AI in 2025.[1]
- 39% of early-adopting U.S. film, television and animation firms used generative AI for character and environment design in 2023.[2]
- 37% of early-adopting U.S. film, television and animation firms used generative AI for voice generation, voice cloning or compositing in 2023.[2]
- 68.7% of U.S. film, television and animation firms were early adopters of generative AI in 2023.[2]
- 21.4% of U.S. film, television and animation jobs, or approximately 118,500 positions, were projected to have enough tasks affected by generative AI to be consolidated, replaced or eliminated by 2026.[2]
- More than 50% of media and entertainment respondents using generative AI said it had accelerated production and development in 2025.[1]
Automation in the movies industry
- 28.74% of virtual-production activity was located in Asia-Pacific, according to a 2025 regional assessment.[3]
- Approximately 300 on-set virtual-production stages were estimated worldwide by October 2022, compared with three in 2019.[4]
- $138.7 million was the estimated global virtual-production market revenue in 2023, including hardware, software and cloud processing.[5]
- $1.1 billion was the projected global virtual-production market revenue for 2028, up from $138.7 million in 2023.[5]
- 34.56% of virtual-production activity was located in Europe, the Middle East and Africa, according to a 2025 regional assessment.[3]
- 36.7% of virtual-production activity was located in the Americas, according to a 2025 regional assessment.[3]
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.[6]
- 55% of global media and entertainment respondents were at the piloting or deploying stage of AI adoption in 2025.[6]
- 28% of global media and entertainment respondents reported a formal AI owner with a title and budget authority in 2025.[6]
- 54% of global media and entertainment organizations reported significant or moderate lead-generation improvement over the previous three years in 2025.[6]
- 49% of global media and entertainment organizations reported significant or moderate customer-retention improvement over the previous three years in 2025.[6]
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.[7]
- 90% of media and entertainment companies expected their AI investment to increase during the 24 months following a 2024 survey.[8]
- 87% of game developers surveyed across the United States, South Korea, Norway, Finland, and Sweden reported using AI agents in their workflows in 2025.[9]
- 36% of surveyed game developers reported using AI for dynamic level design, animation and rigging, or dialogue writing in 2025.[10]
- 62% of surveyed game-development studios reported using AI in their workflows in 2023.[11]
Cloud Computing in the entertainment and gaming sector (sector benchmark)
- 78% of gaming-industry respondents relied on cloud providers for storage in 2023.[7]
- 76% of gaming-industry respondents relied on cloud providers for databases in 2023.[7]
- 60% of gaming-industry respondents relied on cloud providers for virtual machines in 2023.[7]
- 56% of gaming-industry respondents relied on cloud providers for software-as-a-service in 2023.[7]
Big Data in the entertainment and gaming sector (sector benchmark)
- 70% of gaming platforms identified stifled innovation as a consequence of lacking timely, complete data in 2024.[12]
- 80% of gaming platforms reported losing competitive edge when timely, complete data was unavailable in 2024.[12]
- 60% of media and entertainment organizations were actively investing to a great extent in data synergy, AI, and automation in 2024.[8]
- 74% of gaming platforms identified missed business opportunities as a consequence of lacking timely, complete data in 2024.[12]
05 Statistics
Data & Analytics
Data foundation and governance constrain execution; 90% of respondents linked a strong data foundation to AI deployment in 2025.
Business intelligence in the movies industry
- 1 retention-related measure, the number of members watching each title, is tracked by Netflix for content analysis.[13]
- 3 analytics inputs—hours viewed, engagement quality and acquisition impact—are used by Netflix to evaluate title economics.[13]
- 2 data horizons—real-time and historical performance—are offered by Comscore for movie and cinema-circuit analysis.[14]
- 1 cost-efficiency measure, cost per hour viewed, is explicitly used by Netflix when assessing exclusive content.[13]
- 1 global box-office measurement platform, Comscore Global Box Office Reporting, provides movie performance data across the U.S. and international markets.[14]
- 1 statistical-modeling process is used by Netflix to estimate each title’s expected value over its licensed period.[13]
Data analytics in the movies industry
- 1 association-rule-mining method was applied to connect release season, budget and movie profitability in a 2026 study.[15]
- 200 top-grossing films and 100 flops were analyzed in a 2026 machine-learning study of box-office outcomes.[15]
- 28% was the reported success rate for animated movies released in June or July in that study’s sample.[15]
- 1 SHAP explainability method was used to assess the relative influence of movie-revenue predictors in a 2026 study.[15]
- More than 200,000 movies had detailed information in that IMDb-based research dataset.[15]
- 7.5 million movie titles were included in a large IMDb-based movie dataset introduced for film-industry analytics research.[15]
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.[8]
- 49% of media and entertainment companies training AI models said they had wasted resources because of bad data in 2025.[8]
- 16% of media and entertainment companies’ data was reported as trapped in 2025.[8]
- 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.[16]
- 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.[17]
Data Governance in the entertainment and gaming sector (sector benchmark)
- 54% of gaming companies had dedicated analytics teams able to analyze company-wide data in a 2024 survey.[18]
- 59% of gaming executives ranked gaining visibility into gaming endpoints as their top data priority in the EY survey.[17]
- 80% of gaming platforms said access to real-time market data was very or extremely important for decision-making in 2024.[18]
- 90% of media and entertainment respondents said a strong data foundation was the most critical factor for AI deployment in 2025.[8]
- 61% of gaming platforms that tracked data in the prior 12 months had no access to any data in real time in 2024.[18]
- 87% of media and entertainment respondents said their data governance policies varied across departments in 2025.[8]
KPIs in the movies industry
- $83.6 million was AMC’s adjusted EBITDA in its international markets in 2024.[19]
- $260.3 million was AMC’s adjusted EBITDA in its U.S. markets in 2024.[19]
- $305.6 million was AMC’s food-and-beverage cost in 2024.[19]
- 11.2 screens per theatre was AMC’s consolidated operating ratio in 2024.[19]
- $1.239 billion was AMC’s film-exhibition cost in 2024.[19]
- 3.6% was AMC’s total-revenue decline from 2023 to 2024.[19]
06 Statistics
Strategy & Growth
Studio release schedules and premium formats support recovery, with global box office projected to rise to $35.7B in 2026.
Growth in the movies industry
- 63.9% was worldwide feature-film production growth between 2005 and 2013.[20]
- $30 billion was the global box office in 2024.[21]
- 36% was the increase in United Kingdom high-end television inward-investment production in 2024 compared with the preceding year.[22]
- 7,610 feature films were produced worldwide in 2013, compared with 4,642 in 2005.[20]
- 24% was the contraction in China’s global box office in 2024.[23]
- £5.6 billion was the approximate total United Kingdom film and high-end television production spend in 2024.[24]
Differentiation in the movies industry
- 47% of the United States and Canada population attended a cinema at least once in 2021.[25]
- 34% of United States and Canada cinema tickets were bought by frequent moviegoers, who represented only 3% of the population in 2021.[25]
- 12 million frequent moviegoers were recorded in the United States and Canada in 2021.[25]
- The 12–17 age group had the highest per-capita cinema attendance among United States and Canada demographic groups in 2021.[25]
- Hispanic and Latino audiences had the highest per-capita cinema attendance among the reported United States and Canada ethnicity categories in 2021.[25]
- 31.6 million dollars was the North American opening weekend for the foreign-language film Godzilla Minus Zero in November 2026.[26]
Mergers and acquisitions in the movies industry
Strategic partnerships in the movies industry
- 60 soundstages were collectively booked across United Kingdom facilities by Disney, Netflix and Amazon.[24]
- 35 national film agencies participated in the European Film Agency Directors association engaged by the British Film Institute in 2024–25.[22]
- 900 business research-and-development projects were supported by United Kingdom creative research and innovation clusters.[24]
- £252 million was generated in public and private co-investment by United Kingdom creative research and innovation clusters.[24]
07 Statistics
People & Workforce
Workforce changes continue alongside declining exhibition roles: 25,000 jobs were lost in U.S. motion-picture and video exhibition through 2025.
Hiring in the movies industry
- 25,000 jobs were lost in U.S. motion-picture and video exhibition over the decade through 2025, a 17% decline.[29]
- $202 billion in total wages were paid by the U.S. motion-picture and television industry, according to the Motion Picture Association.[25]
- 162,000 businesses comprised the U.S. motion-picture and television industry, according to the Motion Picture Association.[25]
- 2.01 million jobs were supported by the U.S. motion-picture and television industry, according to the latest Motion Picture Association economic analysis.[25]
- 49,000 production jobs were lost in the U.S. motion-picture and video-production sector over the decade through 2025, a 21% decline.[29]
Remote Work in the entertainment and gaming sector (sector benchmark)
- Across U.S. video game companies, remote and fully remote workers accounted for 17% of total industry employment in 2025, representing 14,461 jobs.[30]
- Among game workers surveyed internationally in 2023, 23.6% worked a hybrid schedule.[31]
- Among game workers surveyed internationally in 2023, 16.7% worked on-site full-time.[31]
- Nearly 60% of Croatian game studios allowed working from home as standard practice in 2024–2025, compared with 32% offering hybrid arrangements.[32]
- 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.[31]
Hybrid Work in the entertainment and gaming sector (sector benchmark)
- Across Italian video-game companies surveyed for 2024 industry facts, 84% said their work modalities would remain unchanged over the following two years.[33]
- 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.[34]
- 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.[33]
- Across Italian video-game companies surveyed for 2024 industry facts, 42% reported hybrid working as their work modality.[33]
- 40% of developers at AAA game studios reported mandatory return-to-office policies in 2024, mostly involving hybrid schedules.[35]
Employee Engagement in the entertainment and gaming sector (sector benchmark)
- Among European games-industry employees surveyed in 2025, remote workers recorded an eNPS of −2.6.[36]
- 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.[36]
- Among creative and media employees at organizations with more than 1,000 employees, 64% were engaged in Culture Amp’s July 2026 benchmark.[37]
- 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.[36]
- Across media and entertainment organizations in Effectory’s global benchmark, 36.3% of employees were classified as engaged.[38]
DEI in the movies industry
- 75.9% of directors of the 100 top-grossing U.S. films in 2024 were white.[39]
- 5.4% of directors of the 100 top-grossing U.S. films in 2025 were women of color.[40]
- 12.9% of screenwriters of the 100 top-grossing U.S. films in 2024 were women.[41]
- 27% of producers of the 100 top-grossing U.S. films in 2024 were women.[41]
- 2.7% of directors of the 100 top-grossing U.S. films in 2025 were white women.[40]
Change Management in the entertainment and gaming sector (sector benchmark)
- 41% of recently acquired or merged video-game companies surveyed in 2025 cited technology or system incompatibility as a major issue.[42]
- 19% of video-game companies surveyed in 2025 identified limited change-management resources as a post-merger operational challenge.[42]
- 26% of video-game companies surveyed in 2025 cited resistance to change as a challenge when adapting to new market demands.[42]
- 44% of video-game companies surveyed in 2025 identified leadership alignment as a post-merger operational challenge.[42]
- 45% of video-game companies surveyed in 2025 identified cultural integration as a post-merger operational challenge.[42]
08 Statistics
Customer & Sales
Cinema choice is social and loyalty-driven; U.S. movie-ticket buyers aged 18–34 show 89% free movie-related loyalty program membership in 2024.
Customer experience in the movies industry
- 92% of U.S. moviegoers preferred going to the movies with other people in 2025.[43]
- 78% of U.S. parents said they planned to take their children to the movies in 2026.[43]
- 74% of U.S. moviegoers went out for a treat as part of their moviegoing experience in 2025.[43]
- 52% of global cinema customers in 2026 said they were highly likely to recommend cinema experiences to others.[44]
- 73% of global cinema audiences said going to movies in theaters is important to their wellbeing in 2026.[44]
Customer retention in the movies industry
- Cinemark Movie Club membership exceeded 1.45 million in 2025, with reported year-over-year growth of 12%.[45]
- 78% of global customers under 25 said they watched the same or more movies in cinemas than six months earlier in 2026.[44]
- Habitual U.S. moviegoers, defined as people attending at least six movies annually, grew 8% in 2025.[46]
- 41% of U.S. Gen Z audiences attended cinemas at least six times in 2025, up from 31% in 2022.[46]
- Gen Z moviegoing frequency in the United States rose to 6.1 visits in 2025 from 4.9 previously.[46]
Customer acquisition in the movies industry
- 67% of films measured by LiveRamp saw a double-digit customer lift from TikTok campaign advertising in the United Kingdom in 2023.[47]
- 47% of moviegoers influenced by creators said creators convinced them to go to a theater in 2026.[48]
- 66% of moviegoers influenced by creators said creators convinced them to watch a film they would not typically watch in 2026.[48]
- 71% of U.S. moviegoers surveyed in 2026 said social advertising made them more likely to watch a film.[48]
- 92% of analyzed UK film campaigns on TikTok generated an increase in sales and customers in 2023.[47]
Customer loyalty in the movies industry
- North American cinema loyalty-program subscriptions rose 15% from 2024 to 2025.[46]
- North American cinema loyalty programs had 136 million members in 2025.[46]
- 89% of U.S. movie-ticket buyers aged 18–34 belonged to a free movie-related loyalty program in 2024.[43]
- U.S. and Canadian theater loyalty programs had 118.9 million members in 2024, up from 106.5 million in 2023.[46]
- 90% of U.S. parents surveyed belonged to a free movie-related loyalty program in 2024.[43]
Lead generation in the movies industry
- 70% of U.S. moviegoers said other people prompted them to watch a film trailer in 2026.[48]
- 53% of moviegoers influenced by creators said creator reviews affected their consideration of a particular film in 2026.[48]
- 57% of moviegoers influenced by creators said creators helped them become aware of new movies in 2026.[48]
- 45% of U.S. moviegoers surveyed in 2026 said they often watched movies so they would not miss conversations about them.[48]
- 76% of Gen Z U.S. moviegoers said online trends and recommendations prompted them to watch a film trailer in 2026.[48]
09 Statistics
Marketing & Brand
Organic and creator-driven discovery shows in intent metrics, including 70% of U.S. moviegoers citing organic social posts as a prompt in 2026.
Marketing in the movies industry
Digital marketing in the movies industry
- 70% of U.S. moviegoers surveyed in 2026 said organic social posts prompted them to watch a film trailer.[48]
- More than one-quarter of U.S. moviegoers surveyed in 2026 used AI chatbots on social media to discover new titles.[48]
- 92% of Gen Z U.S. moviegoers purchased movie tickets online in 2025.[43]
- Nearly half of U.S. moviegoers surveyed in 2026 used AI chatbots or platforms for movie inspiration.[48]
- 87% of millennial U.S. moviegoers purchased movie tickets online in 2025.[43]
Branding in the movies industry
- 70% of Gen X U.S. adults had seen at least one movie in theaters in 2025.[43]
- 82% of millennial U.S. adults had seen at least one movie in theaters in 2025.[43]
- 87% of Gen Z U.S. adults had seen at least one movie in theaters in 2025.[43]
- 76% of U.S. adults had seen at least one movie in theaters in 2025, indicating broad reach for cinema brands.[43]
- 52% of global customers said they were highly likely to recommend cinema experiences in 2026, indicating strong experience-based brand advocacy.[44]
Influencer Marketing in the entertainment and gaming sector (sector benchmark)
- Among U.S. creator-ad buyers, 48% consider creators a must-buy media channel, ranking behind only social media and paid search in 2025.[49]
- U.S. creator advertising spend is projected to grow 26% year over year in 2025, nearly four times faster than overall media-industry growth.[49]
- 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.[50]
- Across U.S. creator-ad buyers, 40% rank overall return on investment as their top KPI for creator campaigns in 2025.[49]
- U.S. creator advertising spend is projected at $37 billion in 2025, covering brand-direct creator partnerships, paid amplification and creator-content adjacencies.[49]
10 Statistics
Operations & Execution
Scale in exhibition and output is measurable through schedules and footprints, including AMC operating about 871 theatres by year-end 2024.
Process optimization in the movies industry
- 10,145 films were in production on IMAX’s film-asset schedule at December 31, 2025, compared with 4,136 one year earlier.[19]
- 871 theatres were operated by AMC Entertainment at December 31, 2024, across its consolidated theatre portfolio.[19]
- $10.5 million of IMAX revenue in 2024 came from selling worldwide rights to the documentary The Blue Angels to Amazon Content.[19]
- 9,798 screens were operated by AMC Entertainment at December 31, 2024, supporting standardized nationwide exhibition operations in the United States and internationally.[19]
- $64 million of IMAX Technology Products and Services revenue was generated in the fourth quarter of 2024, up 2% year over year.[19]
Operational efficiency in the movies industry
- 122.9 million patrons attended Cinemark’s U.S. theatres in 2024, down 3.8% from 2023.[19]
- $156.9 million was Cinemark’s adjusted EBITDA in the fourth quarter of 2024, compared with $79.6 million in the fourth quarter of 2023.[19]
- $309.7 million was Cinemark’s net income attributable to shareholders in 2024, compared with $188.2 million in 2023.[19]
- $3,049.5 million was Cinemark’s worldwide revenue in 2024, down 0.6% from 2023 despite lower attendance.[19]
- $814.3 million was Cinemark’s revenue in the fourth quarter of 2024, up 27.5% year over year.[19]
Quality management in the movies industry
- $22.6 million was IMAX’s revenue decrease in 2024 compared with 2023, principally reflecting lower IMAX box office.[19]
- $66.5 million was IMAX Content Solutions gross margin in 2024, down 10% from 2023.[19]
- 20% was the year-over-year increase in IMAX fourth-quarter 2024 box office, reaching $204 million.[19]
- 15% was the year-over-year increase in IMAX fourth-quarter 2024 Technology Products and Services gross margin.[19]
- $124.7 million was IMAX Content Solutions revenue in 2024, down 2% from 2023.[19]
Supply chain in the movies industry
- 13.3 years was the weighted-average remaining amortization period for Lionsgate’s acquired film and television libraries at March 31, 2025.[19]
- $783.0 million of Lionsgate’s film and television investment was in progress at March 31, 2025.[19]
- $243.6 million of production tax credits reduced Lionsgate’s total film and television investment during fiscal 2025.[19]
- $1,992.6 million was Lionsgate’s net investment in films and television programs at March 31, 2025.[19]
- $135.1 million of Lionsgate’s film and television investment was completed but not released at March 31, 2025.[19]
Outsourcing / Offshoring in the entertainment and gaming sector (sector benchmark)
- 37% of mobile-game studios outsourced publishing during 2023, according to a global industry survey.[51]
- 40% of mobile-game studios outsourced development tasks during 2023, according to a global industry survey.[51]
- 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.[52]
- 28% of mobile-game studios outsourced art during 2023, according to a global industry survey.[51]
- 73% of game-development partnerships began through industry events in the 2026 external-development survey of more than 250 professionals worldwide.[52]
11 Statistics
Finance & Pricing
Pricing and concessions support revenue mix; Cinemark reported an average ticket price increase to $5.53 on a constant-currency basis in 2024.
Pricing strategy in the movies industry
- $7.25 was AMC’s food-and-beverage revenue per patron in 2024, up 4.0% from 2023.[19]
- $4.31 was Cinemark’s international concession revenue per patron in constant currency in 2024, up 47.6% from 2023.[19]
- $12.01 was AMC’s U.S. average ticket price in the second quarter of 2024, according to its constant-currency operating data.[19]
- $7.89 was Cinemark’s U.S. concession revenue per patron in 2024, up 5.9% from 2023.[19]
- $11.42 was AMC’s consolidated average ticket price in 2024 across its theatre portfolio.[19]
Cost reduction in the movies industry
- $717 million was Disney’s other operating expense in fiscal 2025, down from $766 million in fiscal 2024.[19]
- $18.5 million was IMAX film-asset amortization in 2025, a reduction from $24.8 million in 2024.[19]
- $112.2 million was the production-tax-credit reduction in Lionsgate’s total film and television investment during fiscal 2024.[19]
- $19.7 million was Lionsgate’s motion-picture investment write-down in fiscal 2025, down from $34.6 million in fiscal 2024.[19]
- $70.6 million was the approximate reduction in Lionsgate’s direct operating expense from production tax credits in fiscal 2024.[19]
Profitability in the movies industry
- $392 million was Disney’s fiscal-2025 operating income from content sales, licensing and other activities.[19]
- $590.2 million was Cinemark’s adjusted EBITDA in 2024.[19]
- $204 million was IMAX’s fourth-quarter 2024 box office, up 20% year over year.[19]
- $1,522.5 million was Cinemark’s 2024 admissions revenue worldwide, down 2.1% year over year.[19]
- $309.7 million was Cinemark’s net income attributable to shareholders in 2024.[19]
Financial planning in the movies industry
- $1,642.1 million was Lionsgate’s film and television program amortization expense in fiscal 2025.[19]
- $243.6 million of production tax credits reduced Lionsgate’s total film and television investment in fiscal 2025, an input to project-level financial planning.[19]
- $1,992.6 million was Lionsgate’s net investment in films and television programs at March 31, 2025, covering released, completed, in-progress and development projects.[19]
- $680.9 million was Lionsgate’s unamortized balance for completed and in-progress theatrical films at March 31, 2025.[19]
- $6.6 million of IMAX film-asset balance was expected to be amortized in 2026.[19]
12 Statistics
Product & Service
Distribution timing remains a lever, with Disney’s average theatrical exclusivity window at 61 days in the cited analysis.
Product development in the movies industry
- 104 economies were included in the WIPO and Omdia global film-production dataset updated through 2024.[23]
- 9,628 feature films were produced worldwide in 2024, a record high, according to WIPO and Omdia data covering 104 economies.[23]
- 83 movie titles in the U.S. top 100 box-office releases of 2023 received a first TVOD release.[53]
- 4.4% was the increase in global feature-film production from the previous record set in 2019 to 2024.[23]
- 2.4% was the increase in global feature-film production from 2023 to 2024.[23]
Product lifecycle in the movies industry
- 61 days was Disney’s average theatrical exclusivity window, approximately 20 days longer than any other major studio in the cited analysis.[54]
- 128 days was the average theatrical-to-SVOD interval for movies in 2021, according to Omdia analysis.[53]
- 32 days was the average theatrical window across 85 U.S. wide-release films in 2024.[55]
- 104 days was the average theatrical-to-SVOD interval for movies in 2023.[53]
- 55% of U.S. studio movies took at least 90 days to reach subscription streaming platforms in 2024.[56]
After-sales in the movies industry
- $7.25 was AMC’s consolidated food-and-beverage revenue per patron in 2024.[19]
- 4.0% was the increase in AMC food-and-beverage revenue per patron in 2024.[19]
- 224.2 million patrons attended AMC-operated cinemas in 2024.[19]
- 871 theatres were operated by AMC at year-end 2024.[19]
- 1.7% was the increase in AMC’s average ticket price in 2024.[19]
Value proposition in the movies industry
- 760 million admissions were recorded in North America in 2024.[19]
- $11.51 was the North American average ticket price in 2024.[19]
- $11.42 was AMC’s consolidated average ticket price in 2024.[19]
- $451.8 million was AMC’s other-theatre revenue in 2024.[19]
- $4.637 billion was AMC’s total revenue in 2024.[19]
13 Statistics
Sustainability & Ethics
Sustainability adoption is tied to measurable production status; Sony Pictures reported 79% of productions achieving sustainable-production status in 2023.
Sustainability in the movies industry
- 49% of surveyed film and television suppliers cited financial constraints as a major barrier to improving environmental sustainability.[57]
- 2,500-plus film and television productions contributed data to BAFTA albert’s 2024 sustainability analysis.[58]
- 83% of film and television suppliers surveyed in the UK had an environmental goal in place in 2024.[57]
- 79% of Sony Pictures productions achieved sustainable-production status in calendar year 2023.[59]
- 39% of Finnish audiovisual companies surveyed in 2024 said their environmental strategies were effectively implemented.[60]
ESG in the movies industry
- 51% of Finnish audiovisual companies reported having an environmental strategy or plan in 2020.[60]
- 24 Finnish audiovisual production companies responded to a corporate-responsibility survey conducted in 2024.[60]
- 7 Finnish productions had achieved albert sustainability certification by the end of 2023.[60]
- 37 Finnish productions had calculated their carbon footprint through the albert toolkit by the end of 2023.[60]
- 37 Finnish production companies had registered with the albert sustainability toolkit by the end of 2023.[60]
Ethics in the movies industry
- 53% of UK workers who experienced bullying, harassment or discrimination did not report it to anyone.[61]
- More than 60% of surveyed film-production workers had personally experienced inappropriate behavior, harm or hostility at work.[44]
- 19% of UK film, television and cinema workers experienced discrimination during the 12 months before the 2024 survey.[62]
- 46.2% of Women in Film survey respondents said they or someone they knew experienced abuse or misconduct in the screen industries during the previous year.[63]
- 74% of UK film and television workers who experienced bullying or harassment identified their manager as the source.[61]
CSR in the movies industry
- 79% of Sony Pictures productions achieved sustainable-production status in 2023 through the studio’s sustainability program.[59]
- 100% of electricity used during filming of Alien: Romulus at a leased studio came from renewable energy.[64]
- 4.75 tons of used plastics were recovered from the set of The Call of the Wild.[64]
- 200,000 plastic water bottles were avoided across six filming locations during production of The Call of the Wild.[64]
- 1.6 megawatts of solar capacity at Sony Pictures generated more electricity than the studio’s sound-stage movie, television and advertising production consumed annually.[59]
Circular economy in the movies industry
- 41% of surveyed film and television suppliers measured their carbon footprint, providing a basis for circular-resource planning.[57]
- 22,111 pounds of greenhouse gases were avoided through food and cutlery composting on The Call of the Wild.[64]
- 4.75 tons of used plastics were recovered from The Call of the Wild production set for recycling or recovery.[64]
- 100% of electricity used during filming of Alien: Romulus at Origo Studios was renewable, reducing reliance on conventional energy inputs.[64]
- 49% of surveyed film and television suppliers cited financial constraints as a barrier to improving environmental practices.[57]
Carbon footprint in the movies industry
- 34% of the average feature film’s carbon footprint came from travel and transport in BAFTA albert’s 2024 dataset.[58]
- 34% of an average tentpole film’s carbon emissions came from mains electricity and gas use.[65]
- 15% of an average tentpole film’s carbon emissions came from diesel generators.[65]
- 2,840 tonnes of CO₂e were generated by an average tentpole film production with a budget above US$70 million.[65]
- 51% of an average tentpole film’s carbon emissions came from transport.[65]
14 Statistics
Risk, Compliance & Legal
Operational resilience is a recurring concern; 63.3% of media and entertainment organizations reported high-business-impact outages at least weekly in 2025.
Compliance in the movies industry
- 41% of UK film, television and cinema workers experienced bullying, harassment or discrimination in the 12 months before the 2024 survey.[61]
- 41% of workers who experienced or witnessed sexual misconduct in the entertainment industry chose not to report it because they expected no action.[66]
- 74% of UK respondents who experienced bullying or harassment identified a manager as the source of the behavior.[61]
- 32% of UK film, television and cinema workers experienced bullying or harassment in the previous 12 months.[62]
- 42% of UK film, television and cinema workers did not believe reports of bullying, harassment or discrimination would be acted on.[61]
Risk Management in the entertainment and gaming sector (sector benchmark)
- 40% of U.S. entertainment and sports respondents reported having a formal enterprise risk-management process in 2025.[67]
- 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.[68]
- 43% of entertainment-industry respondents ranked business interruption as a top risk in the 2024 Allianz Risk Barometer, followed by pandemic outbreaks at 30%.[69]
- 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.[70]
Cybersecurity in the entertainment and gaming sector (sector benchmark)
- 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.[71]
- 76% of casino-surveillance professionals reported training to identify and report cyberattack attempts in 2024, up from 58% in 2023.[72]
- 67% of media and entertainment leaders said data protection was a top cyber-investment priority in 2026.[68]
- 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.[17]
- 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.[17]
Data Privacy in the entertainment and gaming sector (sector benchmark)
- 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.[17]
- 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.[73]
- 46% of Canadian parents said they always consider gaming-platform privacy practices before allowing their child to use them in 2024–2025.[74]
- 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.[75]
- 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.[73]
Crisis Management in the entertainment and gaming sector (sector benchmark)
- 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.[76]
- 63.3% of media and entertainment organizations reported experiencing high-business-impact outages at least weekly in 2025, the highest rate among industries surveyed.[77]
- 69% of media and entertainment respondents said detecting high-business-impact outages took at least 30 minutes in 2025.[77]
- 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.[78]
- 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.[77]
Governance in the movies industry
- 80% was Sony Pictures’ average sustainable-production achievement rate for US productions from 2015 through 2019.[59]
- 79% of Sony Pictures productions completed sustainable-production requirements in calendar year 2023, indicating formal program adoption across global crews.[59]
- 115 feature films sought BAFTA albert certification or used its carbon calculator in 2024, compared with 57 in 2022.[58]
- 37 Finnish production companies had registered with the albert toolkit by the end of 2023, creating formalized environmental measurement participation.[60]
- 100% of Sony Pictures’ US motion-picture and television productions achieved sustainable-production status in fiscal year 2019.[59]
15 Statistics
Globalization & Expansion
Inward investment and international production scale alongside global box office recovery, with £4.8B spent on inward-investment film and high-end TV projects in the UK in 2024.
Globalization in the movies industry
- £1.85 billion of feature-film inward investment production was recorded in the United Kingdom in 2024.[22]
- $30 billion was the global box office in 2024, down 7% from 2023.[21]
- £2.8 billion of high-end television inward-investment production was recorded in the United Kingdom in 2024.[22]
- Over 60 soundstages in United Kingdom facilities were collectively booked by Disney, Netflix and Amazon, according to the latest government evidence review.[24]
- £4.8 billion was spent on inward-investment film and high-end television projects in the United Kingdom in 2024.[22]
Cultural adaptation in the movies industry
- 66% was India’s increase in feature-film production between 2005 and 2013, reflecting expansion across its multilingual film market.[20]
- India led the international feature-film market throughout the 2005–2013 period covered by UNESCO’s comparative analysis.[20]
- 52% of worldwide feature-film production came from the five leading producing countries in 2013.[20]
- 17% was the maximum individual language share among Indian films in the UNESCO feature-film diversity analysis.[20]
- 1.38 billion people lived in China when it ranked among the two largest feature-film-producing countries in 2012 and 2013.[20]
Supplier management in the movies industry
- 100 high-end television inward-investment projects with significant United States involvement started production in the United Kingdom in 2024.[22]
- 59 film inward-investment projects with significant United States involvement started production in the United Kingdom in 2024.[22]
- £2.901 billion of 2024 United Kingdom high-end television inward-investment spend involved projects with significant United States involvement.[22]
- £1.85 billion was spent on United Kingdom feature-film inward investment production in 2024, supporting local production suppliers and facilities.[22]
Stakeholder management in the movies industry
- 42,000 film and television crew opportunities were targeted through London’s inward-investment support plans over four years.[79]
- More than £10 million was committed over four years to support London’s film and television production industry.[79]
- 35 national film agencies were represented in the European Film Agency Directors association engaged with by the British Film Institute in 2024–25.[22]
Distribution channels in the movies industry
- 598 domestically produced narrative features received a United States or Canadian theatrical release in 2025.[80]
- 79% of the global box office came from international markets outside the United States and Canada in 2021.[25]
- $4.5 billion was the United States and Canada theatrical box office in 2021.[25]
- 75% of United States adults watched a new movie on streaming instead of in a theater at least once during the year covered by the AP-NORC survey.[26]
- $16.8 billion was the international box office outside the United States and Canada in 2021.[25]
16 Statistics
Regional markets
Regional production ecosystems expand with measurable job and permit activity, including 900+ film permits covering more than 600 locations in Atlanta by fiscal year 2026 to date.
The movies industry in Georgia
- $11 billion in direct film and television production spending was recorded in Georgia over the three fiscal years through 2024.[81]
- 55 films were produced in Georgia during fiscal year 2024, including 25 feature films and 30 independent films.[81]
- $2.6 billion was spent directly on film and television production in Georgia during fiscal year 2024.[81]
The movies industry in United States
- 162,000 businesses made up the U.S. film and television industry in 2024, with 93% employing fewer than 10 people.[25]
- $202 billion in total wages was supported by the U.S. film and television industry in 2024.[25]
- 2.01 million jobs were supported by the U.S. film and television industry in 2024.[25]
- 787,000 direct jobs were supported by the U.S. film and television industry in 2024.[25]
The movies industry in Nigeria
- 60% was the increase in Nigeria’s cinema box-office revenue in 2024, according to exhibitors.[82]
- More than 2,500 films are produced annually by Nigeria’s Nollywood industry.[83]
- 56% of Nigeria’s box-office revenue came from local films during the first half of 2024.[84]
- ₦11.5 billion was generated by Nigerian cinemas in 2024, according to cinema exhibitors.[82]
The movies industry in India
- 1,972 films, including 270 dubbed films, were released theatrically across India in 2025.[85]
- ₹130 billion in domestic gross box-office collections was recorded in India in 2025.[85]
- ₹11,833 crore was the total gross box office of the Indian market in 2024.[86]
- 10,033 cinema screens operated in India in 2025.[85]
- 868 million cinema admissions were recorded in India in 2025.[85]
The movies industry in Atlanta
- 33,680 jobs in Georgia were directly supported by the motion-picture and television industry in 2024, including production and content-distribution roles.[25]
- Approximately 100 productions film in Atlanta each year, while those productions support 92,000 jobs across Georgia, mostly concentrated in Fulton County.[87]
- 574 film productions were serviced by Atlanta’s film office in 2024, with 119 permits issued across more than 109 locations.[87]
- 900+ film permits covering more than 600 locations had been issued in Atlanta by fiscal year 2026 to date, generating $454,000 in film revenue.[88]
- $3.05 billion in wages was generated by Georgia’s motion-picture and television industry in 2024, with 103,370 additional indirect and induced jobs supported.[25]
Key questions about the Movies Industry
What is the current size of the global movies market in theaters?
How fast is the theatrical market expected to grow in 2026?
Which companies lead the movies industry?
What technology shifts are visible in production and media workflows?
How concentrated is studio influence on domestic ticket sales?
How does competition affect how and when audiences watch movies?
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.
Karl Becker. (2026, February 13). Movies Industry Statistics. Gitnux. https://gitnux.org/movies-industry-statistics
Karl Becker. "Movies Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/movies-industry-statistics.
Karl Becker. 2026. "Movies Industry Statistics." Gitnux. https://gitnux.org/movies-industry-statistics.
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Social media in the movies industry