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Theme Parks & Attractions Demand Outlook 2027 | Sample Report Ken Research
September
2025
Asia Media And
Entertainment Market
Outlook To 2027
Driven by Increased Consumer
Spending & Government
Investments, and Entry of
International Brands
Author: Rajat Goyal and Astha Garg | Vertical: Media and Entertainment |
Region: Asia
Shaped by Rising Internet & Smartphone Penetration, Proliferation of OTT Platforms, Increasing
Advertising Spend.
Table of
Contents
1 1. Executive
Summary
1.1 Executive Summary of Asia Media And Entertainment
Market
2 2. Market
Overview
1. Asia Media & Entertainment Market Size, 2017–2021 (Historical)
2. Asia Media & Entertainment Market Size, 2022–2027 (Forecast)
3. Five-Year CAGR Analysis (2022–2027)
4. Market Volume vs. Market Value Trends
5. Regional Share Breakdown (East Asia, South Asia, Southeast Asia,
Central Asia)
6. Segment-Level Revenue Comparison
3 3. Market Segmentation of Asia Media And Entertainment,
2025
1. Segmentation by Media Type: (Television, Digital Media, Gaming & eSports, Film & Home Video)
2.Segmentation by Revenue Model: (Advertising, Subscription, In-App Purchases & Virtual Goods,
Sponsorship & Ticketing)
3. Segmentation by Distribution Platform: (Linear, Digital, Mobile, Connected Devices)
4. Segmentation by Geography: (East Asia, South Asia, Southeast Asia, West Asia)
5. Segmentation by Device Type: (Television Sets, Smartphones, PCs & Laptops, Tablets)
4 4. Industry
Analysis
1. Growth Value Drivers
1. Rising Internet & Smartphone Penetration
2. Proliferation of OTT Platforms
3. Increasing Advertising Spend
4. Technological Innovations (AI/ML, AR/VR)
2. Industry Challenges
1. Piracy & Content Protection
2. Regulatory & Censorship Hurdles
3. Intense Competition & Price Wars
4. Monetization of Niche Content
3. Market Opportunities
1. Regional Content Localization
2. Strategic Partnerships & M&A
3. Emerging Formats (Interactive, Live
Commerce)
4. Expansion into Underserved Markets
4. Key Industry Trends
1. Shift from Linear to On-Demand
Consumption
2. Rise of Short-Form & User-Generated
Content
3. Integration of Social Commerce
4. Sustainability & Green Production
Practices
5 5. Value Chain & Industry
Taxonomy
1. Content Creation & Development
2. Production & Post-Production
3. Aggregation & Licensing
4. Distribution & Delivery
5. Monetization (Advertising, Subscriptions,
Transactions)
6. After-Sales & Customer Support
7. Taxonomy Framework (Definitions & Scope of Each
Segment)
6 6. Regulatory
Framework
1. Cross-Country Media Ownership Rules
2. Content Classification & Censorship
Guidelines
3. Data Privacy & Consumer Protection Laws
4. Digital Broadcasting & Spectrum Allocation
5. Intellectual Property Rights & Anti-Piracy
Measures
6. Advertising Standards & Influencer
7 7. CompReetigtivuela Ltainodnsscape of the Asia Media And
Entertainment
1. Major Companies Covered: (Tencent Holdings, The Walt Disney Company, Sony Corporation,
Comcast Corporation, Netflix, Inc., and Others)
2.Operational Parameters: (Company, Headquarter, Market Share (%), Revenue Growth Rate (%), EBITDA
Margin (%), Digital Revenue (%), and Others)
3. Financial Parameters: Market Shares, Revenues, and Profit Margins
8 8. Future Market Segmentation of Asia Media And Entertainment,
2030
1. Segmentation by Media Type: (Television, Digital Media, Gaming & eSports, Film & Home Video)
2.Segmentation by Revenue Model: (Advertising, Subscription, In-App Purchases & Virtual Goods,
Sponsorship & Ticketing)
3. Segmentation by Distribution Platform: (Linear, Digital, Mobile, Connected Devices)
4. Segmentation by Geography: (East Asia, South Asia, Southeast Asia, West Asia)
5. Segmentation by Device Type: (Television Sets, Smartphones, PCs & Laptops, Tablets)
9 9. Analyst
Recommendations
1. Total Addressable Market (TAM), Serviceable Available Market (SAM), Serviceable Obtainable Market
(SOM) Analysis
2. Go-to-Market & Monetization Strategies
3. M&A and Partnership Roadmap
4. Investment & CapEx Priorities
1 10. Research
Methodology
0
1. Primary Research (Expert Interviews, Surveys)
2. Secondary Research (Company Reports, Industry
Databases)
3. Data Validation & Triangulation
4. Forecasting Techniques & Assumptions
5. Limitations & Data Gaps
1 11.
Disclaimer
1
12. Contact
Us
1
2
0
1
Executive
Summary
Executive Summary
Exhibit 1.1
Taxonomy & Market Size of Asia Media And Entertainment
Market
Asia Media And Entertainment
Market (USD XX Bn)
By Media Type By Revenue Model
Television Digital Media Gaming & eSports Advertising Subscription In-App
XX% XX% XX% XX% XX% Purchases &
Virtual Goods
Television Digital Media Gaming & Advertising
XX%
dominates rapidly grows eSports leads with TV
with linear with OTT and expand with and digital Subscription In-App
and non- social mobile and ads. grows with Purchases
linear platforms. cloud gaming. video and surge with
broadcasts. music game skins and
streaming. virtual goods.
TV
OTT Console Advertisi
Broadcast Video Gamin ng (XX%)
TV (XX%) (XX%) g (XX SVOD Game
%) (XX Skins (XX
Digital %) %)
Display
Social (XX%)
PC
Cable Video Music Virtual
Gaming
TV (XX Platforms Streamin Concert
(XX%)
%) (XX%) Digital g (XX%) Tickets
Video (XX%)
Ads
Gaming
Online News Mobile (XX%) Subscription
Satellite Digital
& Magazines Gaming s
TV (XX Collectible
(XX%) (XX%)
%) (XX%) s
(XX%)
By Distribution Linear Digital Connected
Platform Mobile Devices
By East South Southeast West
Geography Asia Asia Asia Asia
By Device Television Sets Smartphones PCs & Tablets
Type Laptops
Source: Ken Research Analysis
Note 1: Exhibits are illustrative; detailed numbers appear in the full
report.
Note 2: XX% denotes CAGR.
COPYRIGHT KEN RESEARCH. ALL RIGHTS
RESERVED
02
Asia Media And
Entertainment
Market Outlook
Asia Media And Entertainment Market Outlook
Asia Media And Entertainment Market Scenario
Asia’s media and entertainment sector is experiencing robust transformation driven by digital convergence,
rising consumer demand for streaming content and expanding broadband penetration. Leading trends
include localized content production, immersive experiences via AR/VR and interactive formats, and AI-
powered personalization. Key value drivers encompass mobile adoption, innovative monetization models
such as freemium and ad-supported tiers, and strategic partnerships across technology and entertainment
players. Tailwinds include favorable regulatory reforms and rising disposable incomes, while catalysts like 5G
rollout and cloud-native production will accelerate growth. Over the next five years, scenarios may range from
hyper-localized niche ecosystems to region-wide super-aggregators, unlocking new revenue streams and
audience engagement paradigms.
Exhibit 2.1
Illustrative Asia Media And Entertainment Market Overview
CAGR: XX%
XX% XX%
XX% XX%
XX% XX%
XX% XX%
XX% XX%
XX% XX%
2025 2030
By Media Type Television Digital Gaming &
Media eSports
By Revenue Model Advertisin Subscription In-App Purchases & Virtual
g Goods
Source: Ken Research Analysis
Note 1: The exhibit serves as an illustration, with numbers currently masked. The detailed statistics will be included in the final
report.
Note 2: All revenue and financial numbers are for current year and financial year, i.e., 2025 & 2030.
Note 3: XX% in the above exhibit denotes market size.
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RESERVED
03
Market Segmentation
of Asia Media And
Entertainment Market
Market Segmentation of Asia Media And Entertainment Market
Asia Media And Entertainment Market Segmentation
By Media Type segmentation splits the Asia Media and Entertainment market into Television (Broadcast TV (XX%),
Cable TV (XX%), Satellite TV (XX%), Non-linear TV (XX%)) and Digital Media (OTT Video (XX%), Social Video Platforms
(XX%), Online News & Magazines (XX%), Digital Music Platforms (XX%), Gaming & eSports (XX%)). Television remains
the largest contributor, led by Broadcast TV, while OTT Video is the fastest-growing. Non-linear TV is rapidly gaining
youth viewership. Digital Media’s Social Video Platforms and Gaming & eSports offer significant growth
opportunities. Recent developments include expanded localized OTT libraries, strategic platform partnerships, 5G-
enabled streaming rollouts, and immersive eSports tournaments.
Exhibit 3.1
Illustrative Market Segmentation of Asia Media And Entertainment Market
Connected
West Tablets
In-App Devices
Film & Home Satellite Digital Video Asia XX XX%
Purchases & XX% %
Video XX TV (XX Ads (XX
Virtual Goods
% %) %)
XX%
PCs &
Laptops
XX%
Mobil
e XX Southeast
% Asia XX%
Smartphone
Digital Cable Subscriptio Digital s XX%
Media TV n XX% Display
XX% (XX%) (XX%)
Digita South
l XX Asia
% XX% Television
Televisio Sets XX
n XX %
%
Advertisin
Broadcast g XX% TV
TV (XX Advertisin Linea East
%) g (XX%) r XX Asia
% XX%
By Media Type Television By Revenue Advertising By Distribution By Geography By Device
Type
Model Platform
Key Takeaways:
Television remains the largest contributor to the
market. OTT Video is the fastest-growing segment.
Non-linear TV is rapidly gaining youth viewership.
Social Video Platforms and Gaming & eSports
offer significant growth opportunities.
Source: Ken Research Analysis
Note 1: This exhibit serves as a visual representation. The final chart will include additional segments along with detailed
statistics in the final report.
Note 2: All revenue and financial numbers are for the current year.
Note 3: "XX%" in the above exhibit denotes market shares.
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RESERVED
04
Overview And Genesis
Of The Asia Media And
Entertainment Market
Overview And Genesis Of The Asia Media And Entertainment Market
Asia Media And Entertainment Market Ecosystem
Asia’s media and entertainment ecosystem features large enterprises (e.g., Netflix, Disney+), medium
players (regional production houses), and small startups (digital content creators). Large firms’ business
model canvas hinges on partnerships with global studios, in-house content production, premium
subscription and ad revenues, mass-market reach via TV and OTT platforms, and heavy R&D investments.
Medium enterprises rely on local studios and advertisers, targeted multilingual content, freemium and
pay-per-view revenues, distribution through regional OTT and social channels, and community
engagement. Small players partner with influencers and tech platforms, focus on micro- content creation,
social media distribution, niche audiences, revenue from sponsored posts and in-app purchases, and lean
cost structures.
Exhibit 4.1
Illustrative Ecosystem of Asia Media And Entertainment Market
Entity type Revenue Streams Players
▶ Box-offi ce ticket sales
China Film
▶ Theatrical distribution licensing Group PVR
Film & Cinema
▶ Home video (DVD/Blu-ray) & PPV Cinemas Inox
Leisure
▶ Ancillary merchandizing & product
CGV Cinemas
placement
▶ Advertising (spot, sponsorship, product
Star India
placement)
Television Broadcasting & Pay- (Disney) Zee
TV ▶ Subscription & carriage fees (cable, satellite, Entertainment
IPTV) CCTV
▶ Pay-per-view & transactional revenues NHK
▶▶ ISnVtOerDn (astuiobnsaclr ispytniodnic)ation/licensing
Netfl ix
▶ AVOD (ad-supported) Amazon Prime
OTT & Digital Video Streaming
▶ TVOD (transactional/PPV) Video Disney+
Hotstar iQiyi
▶ Hybrid (freemium + add-
ons)
▶ Subscription streaming (premium Spotify
tiers) Apple
Music & Audio ▶ Ad-supported streaming Music
Tencent Music
▶ Digital downloads & ringtones (QQ, Kugou)
▶ Performance & mechanical JOOX
▶ro y Galatimese sales (digital/retail)
Tencent
▶ In-app purchases & Games
Gaming & microtransactions NetEase
eSports
▶ Subscription passes/Battle Nexon
Passes Garen
a
▶▶ IDn-iggiatmale ( saedavrecrht,i sdiinsgp la&y , social,
spproognrsaomrship
Google
matic)
Faceboo
Advertising & Marketing ▶ TV & radio spot sales k
▶ Out-of-home (OOH) media Alibaba
(Alimama) Baidu
▶ Influencer & content marketing
▶ Print/digital subscriptions Nikkei
▶ Single-copy sales South China
Publishing & Print Media Morning Post
▶ Display & classified Times
advertising Group
▶ Syndication & licensing Shueisha
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RESERVED
Entity type Revenue Streams Players
▶ Ticket sales & hospitality
Live Nation India
packages
Cirque du Soleil
Live Entertainment & ▶ Sponsorship & naming rights Asia CTM Events
Events
▶ Concessions & on-site Mera Events
merchandising
▶ Broadcast/streaming rights Universal
▶ Park/cinema/arcade admissions
Studios
Out-of-Home & Location- ▶ F&B & retail on-site sales Singapore
Based Entertainment ▶ Sponsorship & branded Shanghai
attractions Disney Resort
Chimelong
▶ VR/AR experience fees
Group Timezone
▶ Project-based service fees (VFX, post- Framestore
prod) (China) MPC
Animation, VFX &
Immersive Media ▶ IP licensing & merchandising
(Shanghai)
Industrial Light &
▶ Software/tool licensing Magic China
▶ AR/VR content sales & in-app Digital Frontier
purchases
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05
Competitive
Landscape
Competitive Landscape (1/3)
Competitive Landscape Overview
Major players in Asia’s media and entertainment sector adopt distinct canvases: Tencent combines social
media, gaming and video streaming (WeChat, Tencent Video), targeting mass consumers via mobile
channels; revenues derive from advertising, subscriptions and in-app purchases; key partners include
studios and telecoms; cost centers are content licensing and platform development. Alibaba leverages e-
commerce synergies with Youku and Alibaba Pictures, focusing on ad-supported and subscription models;
partners with brands and merchants. Sony focuses on content creation/ licensing for film, TV and gaming,
distributing through theaters and digital platforms, monetizing via box-offi ce and licensing. Disney’s IP-
driven Disney+ uses subscription and merchandising revenues, partnering with telcos. Netflix relies on
SVOD subscriptions and local production partnerships.
Exhibit 5.1
Illustrative Market Shares of Key Players in Asia Media And Entertainment Market
Note: These are illustrative representations and do not reflect actual data or real-world figures
Source: Ken Research Analysis
Note 1: The XX% in the exhibit represents the market share of each
company. Note 2: The exhibit serves as an illustration, with numbers
currently masked. Note 3: All revenue and financial numbers are for the
current year.
COPYRIGHT KEN RESEARCH. ALL RIGHTS
RESERVED
Competitive Landscape (2/3)
Exhibit 5.2
Illustrative Competition Matrix of Asia Media And Entertainment Market
Major Players in Asia Media And Entertainment Market
Figure represents cumulative market share for only the product
segment.:
Asia Media And
Entertainment Market: USD
XX Bn
Note: These are illustrative representations and do not
reflect actual data or real-world figures
Large Medium Small
Players Players Players
Source: Ken Research Analysis
Note 1: The XX% in the exhibit shows the market share of each company, which represents the company’s contribution to the total
market.
Note 2: The exhibit serves as an illustration, with numbers currently masked.
Note 3: All revenue and financial numbers are for the current year.
Note 4: Enterprise size categories based on annual revenue (US€)—Large > US€500Mn; Medium US€100Mn–US€500Mn; Small <
US€100Mn.
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RESERVED
Competitive Landscape (3/3)
Exhibit 5.3
Illustrative Cross Comparison of Key Players in Asia Media And Entertainment
Market
Net Capex
Market Revenue EBITDA Digital
Profit ARPU Intensity
Company Headquarter Share Growth Margin Revenue
Margin (USD ( % of
(%) Rate (%) (%)
(%) ) Revenue)
(%)
Tencent Shenzhe
XX% XX% XX% XX% XX% XX XX%
Holding n, China
s
The Walt
Burbank,
Disney XX% XX% XX% XX% XX% XX XX%
California,
Compan
USA
y
Sony
Tokyo, Japan XX% XX% XX% XX% XX% XX XX%
Corporatio
n
Philadelphia
Comcast
, XX% XX% XX% XX% XX% XX XX%
Corporatio
Pennsylvani
n
a, USA
Los Gatos,
Netflix, Inc. XX% XX% XX% XX% XX% XX XX%
California,
USA
Seattle,
Amazon.co
Washingto XX% XX% XX% XX% XX% XX XX%
m, Inc.
n, USA
Alibaba Hangzho
XX% XX% XX% XX% XX% XX XX%
Group u, China
Holding Ltd
Baidu, Inc. Beijing, China XX% XX% XX% XX% XX% XX XX%
iQIYI, Inc. Beijing, China XX% XX% XX% XX% XX% XX XX%
Zee
Entertainment Mumbai, India XX% XX% XX% XX% XX% XX XX%
Enterprises
Limited
Source: Ken Research Analysis
Note 1: The XX% and XX values in the exhibit represent placeholder data and will be replaced with actual figures in the final
report.
Note 2: All revenue and financial numbers are for the current year.
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RESERVED
06
Analyst
Recommendation
Analyst Recommendation
TAM/SAM & SOM Analysis
Exhibit
6.1
Target Addressable Asia Media And Entertainment Market Outlook
To 2027
TAM = USD XX Bn (Sum of forecast
regional M&E revenues across film, TV,
music, digital, gaming sectors by 2027.)
SAM = USD XX Bn (Target
segment revenue potential in
digital streaming, gaming, and
advertising within Asia markets
by 2027.)
SOM = USD XX Bn (Realistically
obtainable revenue share
based on client’s distribution
reach and market penetration
by 2027.)
Source: Ken Research Analysis
Note 1: The exhibit serves as an illustration, with numbers currently masked. The detailed statistics will be included in
the final report.
Note 2: All revenue and financial numbers are for the current year.
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0
7
Ken Research
Offerings
How can we add value
?
Ken Research
Strategy & Transformation
▶ Digital transformation ▶ Portfolio & Growth
strategy
Growth and Scale-Up Cost and Performance Excellence Customer Loyalty and Experience Investment Advisory
Audience engagement strategies Reduction in operational costs Fan engagement and retention ▶ Commercial due diligence
▶ Target screening
▶ Domestic and ▶ Procurement cost optimization ▶ Loyalty programs
international market and memberships
▶ Ticket pricing optimization
expansion
▶ Resource allocation Digital integration with fans and
▶ Venue and event optimization sponsors
expansion
▶ Merchandising and Venue and performance efficiency Personalization of experiences
licensing
Technology integration
Expansion into digital streaming for operational
and OTT excellence
Monetizing Digital Content
Enablement and Implementation
▶ Post-merger integration ▶ Event execution and
management
▶ Sponsorship and
partnership execution
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Ken Offerings
Our Solutions to Help Increase Stakeholder
Value
Audience Engagement Operational Efficiency Market Expansion & Growth
& Retention
> Optimize venue > Expand global reach through
> Improve ticket sales & utilization & event digital streaming &
event attendance rates. scheduling. partnerships.
> Increase fan > Reduce event setup > Increase new
engagement & social time & operational sponsorships & brand
media interactions. costs. collaborations.
> Enhance loyalty program > Improve staff > Grow international
participation & productivity & security tours & franchise
merchandise sales. management. expansions.
Revenue & Monetization Quality & Compliance Technology & Digital
Strategies Integration
> Ensure safety
> Maximize ticket revenue & regulations & event > Implement AI for
VIP experience sales. licensing compliance. audience analytics &
ticket pricing.
> Improve > Reduce legal disputes &
advertising & contract violations. > Increase AR/VR fan
sponsorship ROI. > Improve customer experiences & live
> Expand pay per view, OTT, experience & service
streaming capabilities.
and digital content quality ratings. > Enhance blockchain for
monetization. ticketing security & anti
scalping measures.
Board to Event KPI Alignment
> Align cost per
event &
profitability
margins.
> Set performance
benchmarks for talent &
content success.
> Track brand value,
viewership growth &
sponsorship impact
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Research Methodology
1. Desk 2. Expert Interviews 3. Sanity Check 4. Forecasting
Research Models Modeling
Conducted interviews
Sources with industry experts
Employed a proxy model Developed future market
and key stakeholders to
using metrics such as forecasts using
Utilized industry reports, gain insights into market
number of users, statistical models and
market databases, and dynamics, emerging
frequency of media trend analysis,
academic journals to trends, and potential
consumption, and incorporating historical
gather data on the Asia growth opportunities.
average spend to data and expert insights
Media and Entertainment
estimate the to predict growth
Market, including market
addressable market size, trajectories and market
trends, consumer
cross-verifi ed with potential.
behavior, and
supply-side data on
competitive landscape.
company sizes and
revenues.
SAMPLE SIZE BY
STAKEHOLDERS
By Stakeholders Number of Respondents
C Level Executive ~
Respondents
Operational/Regional ~
Managers Respondents
Business Development / Sales ~
Manager Respondents
Other -Key opinion leaders from Associations, Warehouses, and
s Manufacturing firms.
SAMPLE SIZE BY RESPONDENT CATEGORY IN
PERCENTAGE (%)
C Level Executive - XX
%
Operational/Region
al Managers - XX%
Business
Development / Sales
Manager - XX%
Others - XX%
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CATEGORIE
S
AGRICULTURE AND ANIMAL CARE AUTOMOTIVE, TRANSPORTATION BANKING FINANCIAL SERVICES
AND WAREHOUSING AND INSURANCE
▶ Agriculture Equipment
▶ Animal Care ▶ Automotive and Automotive ▶ Banking
Components
▶ Crop Protection ▶ Financial Services
▶ General Transportation
▶ Farming ▶ Insurance
▶ Logistics and Shipping
▶ Seed ▶ Loans and Advances
See More > See More >
See More >
PUBLIC SECTOR AND ADMINISTRATION ENERGY AND UTILITIES HEALTHCARE
▶ Legal Services ▶ Clean Technology ▶ Diagnostics
▶ Public Services ▶ Gas ▶ General Healthcare
▶ Religion ▶ Oil ▶ Medical Devices
▶ Power ▶ Pharmaceuticals
See More > See More > See More >
DEFENSE AND SECURITY METAL, MINING AND CHEMICALS Technology AND TELECOM
▶ Defense ▶ Chemicals ▶ IT and ITES
▶ Security Devices ▶ Metals & Minerals ▶ Telecommunications and Networking
▶ Weapon ▶ Mining
See More > See More > See More >
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CATEGORIE
S
EDUCATION AND RECRUITMENT FOOD, BEVERAGE AND TOBACCO MEDIA AND ENTERTAINMENT
▶ Education ▶ Alcoholic Beverages ▶ Advertising
▶ Recruitment ▶ Dairy Products ▶ Films and Animation
▶ Food Services ▶ Gaming and
▶ General Food Gambling
Information Services, Newspaper
▶ Non Alcoholic Beverages ▶ Magazines
and
▶ Tobacco Products ▶ Tourism
▶ TV, Radio and
Broadcasting
See More > See More > See More
>
MANUFACTURING AND CONSTRUCTION CONSUMER PRODUCTS AND
RETAIL MARKET
▶ Construction Materials
▶ Industrial Engineering ▶ Baby Care
▶ Infrastructure ▶ Consumer Electronics
▶ Machinery and Parts ▶ Consumer Services
▶ Other Manufacturing Activities ▶ Cosmetics and Personal Care
▶ Real Estate ▶ Home and Office Furnishings
▶ Luxury Goods
▶ Sports Equipment
▶ Textile, Apparel and Footwear
▶ Wholesale and Retail
See More > See More >
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