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The entertainment industry is dynamic, driven by content consumption shifts towards streaming and digital platforms. It's highly competitive, with a focus on intellectual property, global talent, and innovative monetization strategies. Mergers and acquisitions are common, reflecting a drive for consolidation and diversified portfolios. Brand partnerships and influencer marketing are increasingly vital for revenue generation.
Total Assets Under Management (AUM)
Entertainment and Media Market Revenue in United States
~Approximately 820 billion USD (2023 estimate for US Entertainment & Media Market)
(6.3% CAGR)
- Digital content consumption dominates.
- Advertising spending is recovering.
- Live events are rebounding post-pandemic.
820 billion USD
AI tools can automate content generation, personalize recommendations, and optimize production workflows, significantly impacting creative processes and audience engagement.
Blockchain technology and Non-Fungible Tokens (NFTs) enable new monetization models for intellectual property and direct artist-fan engagement, disrupting traditional distribution and ownership structures.
Immersive VR/AR experiences offer new avenues for live events, interactive content, and brand activations, creating novel engagement and revenue opportunities for talent and companies.
AB5 codified the 'ABC test' for classifying workers as independent contractors, making it harder for companies to classify workers as such rather than employees.
This policy could impact how talent agencies classify certain staff or project-based workers, potentially increasing labor costs and administrative burden.
The DMCA provides a framework for copyright holders to address online copyright infringement, particularly for user-generated content.
Strict enforcement of DMCA impacts content creators' ability to use copyrighted material and platforms' responsibility to remove infringing content, directly affecting music and film IP.
COPPA imposes requirements on operators of websites or online services directed to children under 13 years of age, or who have actual knowledge that they are collecting personal information from children under 13.
This affects content creators and platforms whose audience includes children, necessitating careful data handling and content compliance, especially for family-friendly entertainment.
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