Entertainment Marketing Statistics & Data
Essential data on the global entertainment and media industry, box office trends, streaming wars, gaming market, and entertainment marketing strategies.
39 curated statistics with source citations
The global entertainment and media industry encompasses film, television, streaming, gaming, sports, and live entertainment. These statistics provide a comprehensive overview of market sizing, consumer behavior, marketing spend, and emerging trends reshaping how audiences discover and engage with entertainment content.
Data is sourced from PwC's Global Entertainment & Media Outlook, the Motion Picture Association (MPA), Statista, Nielsen, Deloitte, and major industry publications. All figures represent the most recently published data available.
Whether you are marketing a film release, promoting a streaming title, or launching an entertainment brand, these data points offer actionable benchmarks for strategic planning.
Global Entertainment & Media Market
The total size and trajectory of the E&M industry.
The global entertainment and media industry was valued at approximately $2.8 trillion in 2023.
PwC projects the global E&M market will reach $3.4 trillion by 2028, growing at a CAGR of 3.9%.
The US entertainment and media market is the world's largest at approximately $862 billion in 2023.
Digital entertainment revenue is growing at 5.4% annually, outpacing traditional media growth of 1.2%.
Global advertising revenue across all entertainment platforms reached $260 billion in 2023.
Sixty-eight percent of entertainment industry revenue now comes from digital channels.
Film & Box Office
Box office revenue and film industry performance.
Global box office revenue reached $33.7 billion in 2023, a 30% increase from the previous year.
The US and Canadian box office generated $9.1 billion in domestic revenue in 2023.
The average marketing budget for a major studio tentpole film now exceeds $100 million globally.
The Asia-Pacific region now accounts for 25% of global box office revenue, up from 18% a decade ago.
Seventy-six percent of theatrical moviegoers say they prefer the cinematic experience for major blockbusters.
The average theatrical window before streaming release has shortened to 45-60 days, down from 90 days pre-pandemic.
Social media marketing now accounts for approximately 17% of total film marketing budgets.
Streaming & OTT
The streaming wars and over-the-top video market.
There are approximately 1.8 billion over-the-top (OTT) video streaming subscriptions worldwide.
The global streaming market generated approximately $191 billion in revenue in 2023.
Netflix reported 247 million paid subscribers globally at the end of 2023, maintaining its position as the market leader.
Forty-seven percent of streaming subscribers have canceled at least one service in the past year due to rising costs.
Ad-supported streaming tiers generated $22.5 billion in advertising revenue globally in 2023.
Fifty-five percent of Gen Z viewers prefer streaming platforms over traditional TV for entertainment.
Gaming Industry
The largest and fastest-growing entertainment segment.
The global gaming industry generated approximately $184 billion in revenue in 2023.
Mobile gaming accounts for approximately $90 billion, nearly half of total gaming revenue.
Esports generated $7.4 billion in global revenue in 2023, driven by sponsorships and media rights.
Forty-two percent of gamers watch gaming content on streaming platforms like Twitch and YouTube.
In-game advertising revenue grew 52% year-over-year as brands recognize gaming audiences.
Entertainment Marketing & Advertising
How entertainment brands reach audiences.
Entertainment companies spent an estimated $18.6 billion on advertising in the US in 2023.
Seventy-two percent of entertainment marketers say social media is their most effective promotional channel.
Sixty-three percent of consumers discover new TV shows and movies through social media recommendations.
Eighty-five percent of major film studios now allocate significant budget to influencer and creator partnerships for movie promotions.
Forty-one percent of entertainment marketing budgets are now allocated to digital channels, up from 28% in 2019.
Entertainment brands that use integrated cross-platform campaigns see 2.8 times higher audience engagement.
Fifty-seven percent of audiences say they are more likely to watch a show or film if they see it trending on social media.
Consumer Behavior & Trends
How entertainment consumption habits are evolving.
The average American consumes 7.5 hours of media and entertainment content per day.
Thirty-nine percent of US adults now watch more content on mobile devices than on television sets.
Sixty-five percent of consumers say they are willing to pay for ad-free entertainment experiences.
Forty-four percent of 18-34 year olds identify gaming as their primary form of entertainment, surpassing TV and movies.
Seventy-eight percent of consumers use a second screen while watching TV, most commonly their smartphone.
Fifty-one percent of entertainment consumption is now on-demand rather than scheduled or live.
Methodology
Statistics are compiled from PwC's Global Entertainment & Media Outlook, the Motion Picture Association (MPA) THEME Report, Nielsen, Deloitte Digital Media Trends, Grand View Research, MIDiA Research, and Statista. All data represents the most recently published findings.
We review and update this page as new industry reports are published. Publication year is noted for each statistic. Market projections reflect the consensus of multiple research firms.
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