4. Market Trends
Last updated
Last updated
The global entertainment market is rapidly expanding, and the digitization and metaverse are developing.
GET serves as a common currency to align with these market trends and streamline the adoption of new technologies within the existing entertainment markets.
References: SkyQuest, IFPI, Global X,Newzoo
The global entertainment market reached approximately $1.8T in 2022. It is projected to grow to around $2.3T by 2026, driven by digitization, the metaverse, NFTs, and expanded tokenized fan engagement.
Advancements in digitization - the rapid expansion and widespread adoption of streaming services and digital downloads
Introduction of the metaverse NFTs - new revenue models and experiences drive market expansion
Regional market expansion - entertainment demand is surging, particularly in Asia-Pacific
The market is expected to reach approximately $43.9B in 2024 and growth to around $53.4B by 2027.
Sales through digital streaming are the primary growth driver, with subscription revenue projected to increase to $34.4B by 2028.
The market size of the film industry reached approximately $97.5B in 2022, showing a significant recovery from the previous year due to the reopening of theaters post-pandemic and the growth of streaming platforms.
The market is projected to grow to $140.1B by 2028 and $182.2B by 2031.
The growth is expected to be accelerated by new marketing and distribution channels, such as streaming services
The global gaming market was valued at approximately $187.7B in 2022 and is projected to grow to around $212.4B by 2026.
Among the segments, the PC segment showed the highest growth, with a year-over-year increase of 3.9%.
Advancement in digitization – rapid expansion in cloud gaming, blockchain gaming, and eSports
Multi-platform Integration - nearly half of gamers play the same game on multiple platforms, with 15% playing across all PCs, consoles, and mobile devices
The market size was approximately $2.2B in 2023 and is projected to expand to $3.3B by 2025.
Concerts and merchandise sales are currently the primary revenue sources, while the introduction of fan tokens is expected to drive further growth.
In addition to key revenue sources like concert tickets and merchandise sales, the advancement of digitization has led to increased content consumption through online events and streaming live performance
The total transaction volume of the NFT market reached approximately $37.6B in 2022 and is projected to expand to $125.6B by 2027, with an average annual growth rate exceeding 27%.
Significant growth has been observed in the art, gaming, and music sectors, with the adoption of fan tokens expected to drive expansion further.
In addition to metaverse and play-to-earn games, the demand for NFTs related to music and film content is expected to continue growing in the coming years