Motion Picture Industry Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0192319
  • Format: Electronic (PDF)
  • Number of Pages: 212
  • Author(s): Joshi, Madhavi

Report Overview

The Motion Picture Industry Market size was estimated at USD 95 billion in 2023 and is projected to reach USD 160 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 7.80% during the forecast period (2024-2030).

Motion Picture Industry Market

(Market Size)
$95 billion
$160 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 7.80%
2023 Market Size USD 95 billion
2030 Market Size USD 160 billion
Key Players Disney, Warner Bros, Universal, Sony Pictures, Paramount

Market Summary

The motion picture industry, while traditionally classified under entertainment, exhibits significant intersections with the consumer goods sector through extensive merchandising, licensing agreements, and ancillary product sales. This market encompasses the entire value chain from film production and distribution to the vast array of physical and digital consumer products it inspires. The creation of blockbuster films often serves as the catalyst for a wide range of merchandise, including apparel, toys, collectibles, and home decor, effectively transforming intellectual property into tangible consumer goods. This synergy drives substantial revenue streams beyond box office receipts, making the industry a pivotal partner for manufacturers and retailers within the consumer goods space. The market is characterized by high-risk, high-reward projects where the success of a film directly influences the demand and commercial viability of its associated product lines. Key players include major film studios that manage vast portfolios of intellectual property, which are then licensed to consumer goods companies for product development and global retail distribution. The evolution of digital streaming platforms has further expanded the reach and longevity of content, creating sustained opportunities for consumer product integration and sales long after a film's theatrical release.

Key Highlights

A primary highlight of the motion picture industry's influence on consumer goods is the power of franchise building. Successful franchises like those from Marvel Studios or Wizarding World generate decades of recurring revenue through sequels, spin-offs, and an ever-refreshed lineup of merchandise. This creates a stable and predictable business model for consumer goods partners. Another significant highlight is the globalization of content. Films achieve worldwide distribution, allowing consumer products tied to them to launch simultaneously in international markets, leveraging global marketing campaigns for immediate scale. The industry is also at the forefront of adopting new technologies. The use of advanced computer-generated imagery (CGI) and virtual production techniques not only enhances filmmaking but also provides precise digital assets that are crucial for designing accurate and high-quality merchandise, from action figures to video games. Furthermore, the direct-to-consumer trend is gaining momentum, with studios and licensors increasingly leveraging e-commerce platforms and their own digital storefronts to sell merchandise directly to fans, capturing greater margins and valuable consumer data.

Drivers, Opportunities & Restraints

The market is propelled by several key drivers. The relentless consumer demand for new content and experiences ensures a continuous pipeline of new intellectual property for product development. The growth of digital and social media marketing provides highly targeted and cost-effective avenues to promote both films and their associated merchandise to global audiences. Additionally, the rising disposable income in emerging economies expands the addressable market for premium film-related consumer goods. Significant opportunities lie in the expansion of streaming content. Original programming on platforms like Netflix and Disney+ creates new franchises and characters ripe for consumer product lines, often with built-in, engaged audiences. The growth of experiential retail, where stores offer immersive brand experiences tied to films, presents another lucrative opportunity to deepen consumer engagement and drive sales. However, the market faces notable restraints. The inherent volatility and unpredictability of box office performance make it difficult to forecast demand for consumer products accurately. High production and marketing costs for major motion pictures increase the financial risk for all stakeholders in the value chain. Furthermore, issues of copyright infringement and counterfeit merchandise pose persistent challenges, eroding legitimate sales and brand integrity for both studios and their consumer goods partners.

Concentration Insights

The motion picture industry is highly concentrated, with a small number of major studios dominating market share in terms of box office revenue and valuable intellectual property portfolios. This concentration is evident in the consistent performance of studios like The Walt Disney Company, Warner Bros. Discovery, Universal Pictures, and Sony Pictures. These entities control a vast library of iconic franchises and characters, giving them significant negotiating power in licensing agreements with consumer goods manufacturers. This oligopolistic structure means that success for consumer goods companies is often tied to securing and maintaining partnerships with these key content creators. The concentration extends to distribution as well, with these majors controlling theatrical distribution networks and owning or having major stakes in streaming services. For businesses operating in the consumer goods sector, understanding this concentrated landscape is crucial. It dictates licensing strategies, competitive positioning, and the need to build strong, collaborative relationships with a limited set of powerful content owners to gain access to the most commercially promising properties.

Type Insights

From a consumer goods perspective, the types within the motion picture industry are best understood through the genres and ratings of films, as they directly influence the target demographic and product categories. Family-friendly animated films and blockbuster superhero adventures typically generate a wide array of merchandise aimed at children and collectors, including toys, apparel, and school supplies. These genres have historically been the most reliable for driving high-volume consumer product sales. Horror and thriller genres, while often boasting dedicated fan bases, tend to inspire merchandise geared towards older audiences, such as specialty apparel, collectible figures, and home entertainment products. Dramas and arthouse films may have a more limited but niche appeal for consumer goods, often resulting in premium books, soundtracks, and curated collectibles. The documentary segment can also spur consumer product opportunities, particularly those related to historical, musical, or cultural subjects, leading to educational materials, books, and music releases. The type of motion picture fundamentally dictates the marketing strategy, product design, and retail placement for all associated consumer goods.

Application Insights

The application of motion picture intellectual property within the consumer goods industry is vast and multifaceted. The most prominent application is in toy manufacturing, where action figures, playsets, and plush toys based on characters are perennial bestsellers. The apparel and accessories sector is another massive application, producing clothing, footwear, jewelry, and bags featuring logos, characters, and imagery from popular films. The home decor market applies this IP to items like bedding, posters, furniture, and kitchenware, allowing fans to integrate their fandom into their living spaces. The publishing industry benefits through novelizations, art books, and comic book tie-ins. The food and beverage sector engages in promotional licensing, creating themed packaging and limited-edition products. Furthermore, the video game industry represents a high-value application, with many films being adapted into games and vice versa. This cross-pollination of applications ensures that a successful film property can permeate nearly every aisle of a retail store, creating a comprehensive and immersive commercial ecosystem for consumers.

Regional Insights

The motion picture industry's impact on consumer goods has a distinct regional footprint. North America, particularly the United States, remains the largest and most mature market. It is the primary source of globally dominant content and boasts a well-established retail infrastructure for licensed merchandise. Europe represents another significant market with high consumer spending on entertainment and related products, though it is more fragmented across different cultures and languages. The Asia-Pacific region is the fastest-growing market, driven by rising middle-class populations, increasing cinema penetration, and a growing affinity for Western film franchises. Countries like China, South Korea, and India have massive domestic film industries whose local content also generates substantial consumer product opportunities. Latin America and the Middle East & Africa are emerging markets with growing potential, though they can be challenged by economic volatility and piracy. For consumer goods companies, a regional strategy is essential, requiring localized marketing campaigns, an understanding of regional retail landscapes, and sometimes, partnerships with local film studios to capitalize on domestically popular content alongside global blockbusters.

Company Insights

The landscape is defined by vertically integrated media conglomerates that control both content creation and consumer products divisions. The Walt Disney Company is a paramount example, with its Disney Consumer Products and Games segment expertly monetizing properties from Disney Animation, Pixar, Marvel, Lucasfilm, and National Geographic. Warner Bros. Discovery operates Warner Bros. Consumer Products, managing iconic brands like DC, Harry Potter, and Looney Tunes. Universal Pictures, part of NBCUniversal, leverages its extensive portfolio through Universal Products & Experiences, highlighting franchises such as Jurassic World, Despicable Me, and DreamWorks Animation. Sony Pictures Entertainment has Sony Pictures Consumer Products, overseeing Spider-man and other properties. These companies do not typically manufacture goods themselves but act as licensors, granting rights to a vast network of third-party manufacturers and retailers such as Hasbro, LEGO, Funko, and apparel brands. Their strategic focus involves careful brand management, creative direction to ensure product quality aligns with the film's aesthetic, and global franchise planning to maximize the reach and consistency of consumer product launches across international markets.

Recent Developments

The motion picture industry's relationship with consumer goods is continuously evolving through recent developments. A major shift is the accelerated pivot towards streaming, with studios prioritizing their own direct-to-consumer platforms. This has led to a surge in original streaming content, which is now being treated with the same merchandising seriousness as theatrical releases, creating new and faster cycles for product development. Another significant development is the embrace of virtual production technologies, such as LED walls, which create hyper-real digital environments. These assets are increasingly being repurposed for marketing campaigns and for creating immersive augmented reality (AR) shopping experiences for consumers. Sustainability has also become a critical focus, with major licensors like Disney implementing stringent environmental guidelines for their licensees, pushing for sustainable packaging and materials in product lines. Furthermore, the rise of NFTs and digital collectibles presents a new frontier, with studios exploring ways to offer unique digital assets tied to film properties, creating a new category of virtual consumer goods alongside physical merchandise.

Report Segmentation

This market research report on the Motion Picture Industry Market within the Consumer Goods sector provides a detailed segmentation to offer clients a granular understanding of the market dynamics. The report is segmented by product type, analyzing distinct categories such as apparel, toys, video games, home decor, and publishing. Each segment is evaluated for its growth potential, competitive landscape, and key trends. Further segmentation is provided by distribution channel, covering traditional brick-and-mortar retail, e-commerce platforms, specialty stores, and direct-to-consumer sales, highlighting the shifting patterns of how consumers acquire film-related merchandise. The report also includes a demographic segmentation, examining product consumption patterns across different age groups and genders, from children to adult collectors. Geographically, the analysis is broken down into key regions and major countries within North America, Europe, Asia-Pacific, South America, and the Middle East & Africa, providing regional sales forecasts and trend analysis. This multi-faceted segmentation allows businesses to identify high-growth niches, tailor their strategies to specific consumer segments, and make informed decisions regarding market entry, product development, and investment.

FAQs

What are the key segments of the motion picture industry? The motion picture industry is broadly segmented into three core areas: production, which involves the creation and financing of films; distribution, which encompasses the marketing and delivery of films to theaters, streaming services, and home media; and exhibition, which is the theatrical screening of films. From a consumer goods perspective, a critical fourth segment is licensing, where intellectual property is leveraged for merchandise.

How does the motion picture industry generate revenue? Revenue is generated through a multi-stream model. The primary streams include theatrical box office earnings, home entertainment sales and rentals, and licensing fees from streaming services. A substantial portion of revenue, especially for major franchises, is derived from consumer products, which includes royalties from licensed merchandise, theme park attractions, and video games.

What is the impact of streaming services on the motion picture industry? Streaming services have profoundly impacted the industry by altering distribution models, creating a high demand for original content, and providing a new long-tail revenue stream for libraries. For consumer goods, streaming extends the commercial lifecycle of content, allowing for sustained merchandise sales and enabling new, digitally-native franchises to emerge and quickly scale their product lines.

Who are the major players in the motion picture industry? The major players are large media conglomerates, including The Walt Disney Company, Warner Bros. Discovery, NBCUniversal (Comcast), Sony Pictures Entertainment, and Paramount Global. These entities control major film studios, vast IP libraries, and often their own television networks and streaming platforms, dominating content creation and distribution.

What are the current trends in the motion picture industry? Current trends include the dominance of franchise filmmaking and cinematic universes, the intense competition in the streaming sector, the adoption of high-quality virtual production techniques, a greater emphasis on diversity and representation in front of and behind the camera, and the exploration of new revenue models like premium video-on-demand and NFTs.

What are the challenges faced by the motion picture industry? The industry faces challenges such as high production and marketing costs, the unpredictable nature of audience tastes, competition from other forms of entertainment, the need to constantly adapt to new technologies and distribution platforms, and ongoing issues with digital piracy which affects all revenue streams, including licensed merchandise.

Citius Research has developed a research report titled “Motion Picture Industry Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• Motion Picture Industry Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The Motion Picture Industry Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

Motion Picture Industry Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

Motion Picture Industry Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of Motion Picture Industry Market
• Research Methodology
• Executive Summary
• Market Dynamics of Motion Picture Industry Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of Motion Picture Industry Market
• Cost and Gross Margin Analysis of Motion Picture Industry Market
• Motion Picture Industry Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “Motion Picture Industry Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

Motion Picture Industry Market Key Stakeholders

Below are the key stakeholders for the Motion Picture Industry Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

Motion Picture Industry Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the Motion Picture Industry Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the Motion Picture Industry Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in Motion Picture Industry Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global Motion Picture Industry Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
The global Motion Picture Industry Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global Motion Picture Industry Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global Motion Picture Industry Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global Motion Picture Industry Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global Motion Picture Industry Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America Motion Picture Industry Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America Motion Picture Industry Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe Motion Picture Industry Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA Motion Picture Industry Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific Motion Picture Industry Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa Motion Picture Industry Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia Motion Picture Industry Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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