Digital Entertainment Market Analysis
Petrov, Valerii (2022)
Petrov, Valerii
2022
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022060816781
https://urn.fi/URN:NBN:fi:amk-2022060816781
Tiivistelmä
The purpose of this thesis is to conduct market research on the digital entertainment industry and find out what has made this area of the entertainment business so successful. The main goal is to analyze the methods, approaches, and trends in this ever-evolving industry that have made this part of the entertainment market the largest and most successful in the world.
The study was conducted based on official literature and secondary data. Secondary data was more suitable for this kind of research due to its constantly updated status and relevance to the industry. The internet sources used included official news articles, business electronic journals, annual reports of companies, and reviews of official professional analytics. This theoretical framework has made it possible to accurately illustrate the current state and prospects of the industry.
The results provide an overview of the main industries of the digital entertainment market, the methods, and approaches that companies are using, how trends are changing, what impact Covid 19 has had on this industry, as well as trends in its development for the future.
The study was conducted based on official literature and secondary data. Secondary data was more suitable for this kind of research due to its constantly updated status and relevance to the industry. The internet sources used included official news articles, business electronic journals, annual reports of companies, and reviews of official professional analytics. This theoretical framework has made it possible to accurately illustrate the current state and prospects of the industry.
The results provide an overview of the main industries of the digital entertainment market, the methods, and approaches that companies are using, how trends are changing, what impact Covid 19 has had on this industry, as well as trends in its development for the future.