Entertainment, Movie, Publishing & Broadcasting Industry Market Research

Competitive Intelligence, Business Analysis, Forecasts, Market Size, Trends, Companies, Statistics

Available Data Services: Custom Research Projects, Database Subsription or PDF eBooks

Entertainment, Media, Publishing & Broadcasting OVERVIEW

The entertainment, media, and publishing industries are in the middle of one of the fastest transformations in modern business history.  What was once a world of “static” products, print newspapers, CDs, DVDs, scheduled TV programming, has shifted into an always-on, portable, subscription-driven ecosystem where consumers control when, where and how they watch, read, or listen. In short: the audience is now in charge. 
1. Streaming Becomes the Default (and Cable Keeps Losing).  The most disruptive force across entertainment is the explosion of subscription-based streaming apps.  Cable and satellite subscriptions have dropped dramatically as consumers, especially under 35 years old, reject high monthly bills, long contracts and bulky set-top boxes.  Streaming has become the dominant way people spend their viewing time, supported by smart TVs with built-in apps and low-cost devices such as Roku and Amazon Fire.  This shift is more than behavioral, it’s structural.  Major media companies that once relied heavily on cable distribution (Disney, ESPN, NBCUniversal, etc.) are now forced to compete directly through their own streaming platforms, changing the economics of content distribution and audience ownership. 
2. Advertising Reinvents Itself for Digital and Streaming Platforms.  Advertising remains a financial engine for the industry, but the rules have changed.  Traditional television ad models face declining reach as audiences fragment across dozens of streaming platforms.  At the same time, streaming companies have become increasingly sophisticated at combining subscriptions with advertising revenue, using data-driven targeting and new formats like interactive ads, sponsorship integrations and evolved product placement.
3. Movie Theaters Face a Shrinking Audience.  The film business is still fueled by box office revenue, but attendance continues to decline.  Studios have shortened the time between theatrical releases and streaming availability, often 30 to 90 days, making home viewing more appealing than ever.  Rising ticket and concession prices accelerate the shift, especially among younger audiences who increasingly view streaming as the “default” movie experience.  To fight back, theaters are upgrading into premium experiences: luxury seating, restaurant service, enhanced sound, IMAX and immersive formats such as 4DX. 
4. Publishing Goes Digital-First (and Apps Become the New Newsstand).  Newspapers and magazines have been dramatically disrupted by online competitors.  Many have downsized, declared bankruptcy, or moved to digital-only models.  Survivors increasingly rely on hybrid strategies: paid digital subscriptions, apps, and modernized formats optimized for mobile readers.  Meanwhile, audiobooks are emerging as one of the most powerful growth segments in publishing due to their convenience for smartphone-based listening.
5. Gaming Expands Beyond Consoles—and Becomes a Subscription Business.  Gaming is now a massive entertainment pillar, increasingly driven by mobile, cloud streaming and subscription models.  Smartphones compete directly with consoles, and “freemium” titles monetize through virtual goods rather than upfront purchases.  Console makers are also shifting toward recurring revenue through services like game libraries and cloud-based play. 
6. AI Changes Everything—from Creation to Copyright.  Artificial intelligence is reshaping entertainment production at every level: scriptwriting support, video editing, dubbing, special effects, music composition and recommendation engines.  But AI also introduces major challenges, including copyright disputes, labor disruption and legal battles over how training data is used.

PLUNKETT PROVIDES IN-DEPTH STATISTICS TABLES COVERING THE FOLLOWING INDUSTRY TOPICS:

Top Companies Profiled

The following is a partial listing for this industry. As a subscriber, you will have access to the leading companies and top growth companies. This includes publicly-held, private, subsidiary and joint venture companies, on a global basis as well as in the U.S.


Hundreds of Top Companies Profiled, Including:

PLUNKETT PROVIDES UNIQUE ANALYSIS OF THE FOLLOWING TRENDS THAT ARE DRIVING THIS INDUSTRY:

Key Findings:

A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms within the Entertainment, Movie, Publishing & Media Industry.Gain vital insights that can help shape strategy for business development, product development and investments.

Key Features:

  • Business trends analysis
  • In-depth industry overview
  • Technology trends analysis
  • Forecasts
  • Spending, investment, and consumption discussions
  • In-depth industry statistics and metrics
  • Industry employment numbers

Additional Key Features Include:
Industry Glossary

Industry Contacts list, including Professional Societies and Industry Associations

Profiles of industry-leading companies

  • U.S. and Global Firms
  • Publicly held, Private and Subsidiaries
  • Executive Contacts
  • Revenues
  • For Public Companies: Detailed Financial Summaries

  • Statistical Tables

Key Questions Answered Include:

  • How is the industry evolving?
  • How is the industry being shaped by new technologies?
  • How is demand growing in emerging markets and mature economies?
  • What is the size of the market now and in the future?
  • What are the financial results of the leading companies?
  • What are the names and titles of top executives?
  • What are the top companies and what are their revenues?

This feature-rich report covers competitive intelligence, market research and business analysis—everything you need to know about the Entertainment, Movie, Publishing & Media Industry.

Plunkett Research Provides Unique Analysis of the Following Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry

  1. Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry

  2. Introduction to the Entertainment, Movie, Publishing & Media Industry

  3. Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite

  4. Online (Cloud Gaming) & Mobile Games Compete with Consoles

  5. Pandora and Spotify Lead in Streaming Music Via Internet Radio but Face Challenge from Apple Music/SiriusXM Tops 33.0 Million Subscribers

  6. Video Game Console History/New Technologies and Features Boost Console Sales

  7. Telecom Companies Compete Fiercely Against Cable in the TV, Internet and Telephone Market

  8. Television Ads Evolve to Face New Challenges and Formats/Streaming Platforms Sell Ads

  9. Movie Attendance Declines/Film Studios Release Quickly to Streaming Services

  10. Global Internet Market Tops 9.83 Billion Users both Fixed and Wireless

  11. Entertainment-Based Retailing, including Power Towns

  12. Newspapers and Magazines Rely on Digital Editions and Apps

  13. Virtual Worlds Provide Revenue for Games Publishers

  14. Virtual Reality/Augmented Reality and 3-D Games Create Opportunities in the Tech Industry/Immersion Games to Grow

  15. The Metaverse Has Difficulties Gaining Steam

  16. Global Mobile Apps Revenues Hit $167 Billion Yearly

  17. Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers

  18. Overview of the Electronic Games Industry

  19. AI Profoundly Impacts the Entertainment Industry

  20. OpenAI (ChatGPT), Gemini, Anthropic (Claude) and Others Launch Impressive Tools that Generate Text, Art, Code and AI Agents

  21. The Future of Entertainment, Movie, Publishing & Media Industry: Disruption, Portability and Consumer Control

Plunkett Research Provides In-Depth Tables for the Following Entertainment, Movie, Publishing & Media Industry Statistics

  1. Entertainment & Media IndustryStatistics and Market Size Overview

  2. Global Digital, Network, Computer & Telecom Industries--Key Statistics & Market Size Overview

  3. Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2023

  4. Estimated U.S. Arts, Entertainment & Recreation Services Sector Revenues by NAICS Code: 2023

  5. Personal Consumption Expenditures for Recreation, U.S.: Selected Years, 2017-2024

  6. Publishing Industries (except Internet): Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023

  7. Motion Picture and Sound Recording Industries: Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023

  8. Broadcasting (except Internet): Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023

  9. Other Information Services: Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023

  10. Number of Business & Residential High Speed Internet Lines, U.S.: 2021-2025

  11. Employment & Earnings in Selected Entertainment & Media Occupations, U.S.: May 2024

  12. Employment in Selected Information & Entertainment Industries, U.S.: 2020 - October 2025

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eBook or Book:

This industry onlyPublication date: Feb 2026
ISBN-13: 978-1-64788-592-2
ISBN-13: 978-1-64788-100-9