Redefining Entertainment Horizons: Epic Games and Netflix’s Quest for Future Dominance

Authors

  • Yuqing Gao
  • Myo Min Khan
  • Xinyue Zhang

DOI:

https://doi.org/10.54097/f3t3b966

Keywords:

Revolutionaries, Business models, Strategies, Market control, Adaptability.

Abstract

In the rapidly evolving and ever-changing media and entertainment landscape, Epic Games, Inc. And Netflix, Inc. are seen as innovators in the industry. This paper analyzes the strategic layout of Epic Games and Netflix in the market competition, focusing on how they compete for dominance in digital entertainment. Built on its Unreal Engine and extensive gaming ecosystem, Epic Games is committed to pushing the frontiers of gaming technology and expanding into virtual and augmented reality. Netflix, by contrast, has strengthened its global leadership in streaming through continued innovation and content diversification. This article provides a thorough analysis of their business model, strategy, and required changes, and explores how these factors have helped them continue to dominate the market. Finally, the paper summarizes the trends of Epic Games and Netflix in the future digital entertainment market and evaluates their potential opportunities and risks in the global competition.

Downloads

Download data is not yet available.

References

[1] Market.us. “AI in Online Gaming Market: Driving Innovation and Competitive Edge.” LinkedIn, 25 June 2024, www.linkedin.com/pulse/ai-online-gaming-market-driving-innovation-competitive-edge-pytwf/.

[2] Technavio, https://www.technavio.com/. “Cloud Gaming Market Size Growth Industry Report 2024-2028.” Cloud Gaming Market Size Growth Industry Report 2024-2028, May 2024. www.technavio.com/report/cloud-gaming-market-size-industry-analysis.

[3] Skyquest. Metaverse Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Technology (VR & AR, MR), Application (Gaming, social media), By Region - Industry Forecast. 2024.

https://www.skyquestt.com/report/metaverse-market#:~:text=Metaverse%20Market%20Insights,period%20(2024%2D2031). Accessed 6 Aug. 2024.

[4] Imarc. “Live Streaming Market Share, Size, Growth & Trends 2032.” Share, Size, Growth & Trends 2032, 2024. www.imarcgroup.com/live-streaming-market.

[5] Sacra. “Epic Games Revenue, Valuation & Funding.” Sacra, 2024. sacra.com/c/epic-games/#: ~:text=Unreal%20Engine%2C%20another%20of%20Epic, and%20%24275M%20in%202023.

[6] Iqbal, Mansoor. “Fortnite Usage and Revenue Statistics (2024).” Business of Apps. 2024. www.businessofapps.com/data/fortnite-statistics/.

[7] Weprin, Alex. “Netflix Reports Blockbuster Earnings, as Password-Sharing Crackdown Leads to 5.9m New Subscribers.” The Hollywood Reporter, The Hollywood Reporter, 2023. www.hollywoodreporter.com/business/business-news/netflix-q2-2023-earnings-password-sharing-crackdown-1235539730/.

[8] Epic Games. “Epic Games Store 2021 Year in Review - Epic Games.” Epic Games Store 2021 Year in Review. 2022, www.epicgames.com/site/en-US/news/epic-games-store-2021-year-in-review.

Downloads

Published

15-10-2024

How to Cite

Gao, Y., Min Khan, M., & Zhang, X. (2024). Redefining Entertainment Horizons: Epic Games and Netflix’s Quest for Future Dominance. Highlights in Business, Economics and Management, 41, 472-479. https://doi.org/10.54097/f3t3b966