ID: MRFR/ICT/6600-HCR | 111 Pages | Author: Ankit Gupta | March 2024
TABLE OF CONTENTS
1. EXECUTIVE SUMMARY
1.1. Market Attractiveness Analysis
1.1.1. Global Blockchain in Media and Entertainment Market, by Type
1.1.2. Global Blockchain in Media and Entertainment Market, by Enterprise Size
1.1.3. Global Blockchain in Media and Entertainment Market, by Application
1.1.4. Global Blockchain in Media and Entertainment Market, by Region
2. MARKET INTRODUCTION
2.1. Definition
2.2. Scope of the Study
2.3. Market Structure
2.4. Key Buying Criteria
2.5. Macro Factor Indicator Analysis
3. RESEARCH METHODOLOGY
3.1. Research Process
3.2. Primary Research
3.3. Secondary Research
3.4. Market Size Estimation
3.5. Forecast Model
3.6. List of Assumptions
4. MARKET DYNAMICS
4.1. Introduction
4.2. Drivers
4.2.1. Surge in incidence of data piracy
4.2.2. Rise in industrialization and urbanization in several countries
4.2.3. Drivers Impact Analysis
4.3. Restraints
4.3.1. Lack of skilled professionals
4.3.2. Restraints Impact Analysis
4.4. Opportunities
4.4.1. Demand for blockchain in various segments of the media and entertainment industry
4.5. Challenges
4.5.1. Technological Challenges
4.6. Impact of COVID-19
4.6.1. Impact on Blockchain in Media and Entertainment service and solution provider
4.6.2. Impact on the end user
5. MARKET FACTOR ANALYSIS
5.1. Value Chain Analysis/Supply Chain Analysis
5.2. Porter’s Five Forces Model
5.3. Bargaining Power of Suppliers
5.4. Bargaining Power of Buyers
5.5. Threat of New Entrants
5.6. Threat of Substitutes
5.7. Intensity of Rivalry
6. GLOBAL BLOCKCHAIN IN MEDIA AND ENTERTAINMENT MARKET, BY TYPE
6.1. Introduction
6.2. Public
6.3. Private
6.4. Consortium
7. GLOBAL BLOCKCHAIN IN MEDIA AND ENTERTAINMENT MARKET, BY ENTERPRISE SIZE
7.1. Introduction
7.2. Large Enterprise
7.3. SMEs
8. GLOBAL BLOCKCHAIN IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION
8.1. Introduction
8.2. Licensing and Rights Management
8.3. Digital Advertising
8.4. Smart Contracts
8.5. Payments
8.6. Online Gaming
8.7. Others
9. GLOBAL BLOCKCHAIN IN MEDIA AND ENTERTAINMENT MARKET SIZE ESTIMATION & FORECAST, BY REGION
9.1. Introduction
9.2. North America
9.2.1. Market Estimates & Forecast, by Country, 2018-2030
9.2.2. Market Estimates & Forecast, by Type, 2018-2030
9.2.3. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.2.4. Market Estimates & Forecast, by Application, 2018-2030
9.2.5. US
9.2.5.1. Market Estimates & Forecast, by Type, 2018-2030
9.2.5.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.2.5.3. Market Estimates & Forecast, by Application, 2018-2030
9.2.6. Canada
9.2.6.1. Market Estimates & Forecast, by Type, 2018-2030
9.2.6.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.2.6.3. Market Estimates & Forecast, by Application, 2018-2030
9.2.7. Mexico
9.2.7.1. Market Estimates & Forecast, by Type, 2018-2030
9.2.7.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.2.7.3. Market Estimates & Forecast, by Application, 2018-2030
9.3. Europe
9.3.1. Market Estimates & Forecast, by Country, 2018-2030
9.3.2. Market Estimates & Forecast, by Technology, 2018-2030
9.3.3. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.3.4. Market Estimates & Forecast, by Application, 2018-2030
9.3.5. UK
9.3.5.1. Market Estimates & Forecast, by Type, 2018-2030
9.3.5.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.3.5.3. Market Estimates & Forecast, by Application, 2018-2030
9.3.6. Germany
9.3.6.1. Market Estimates & Forecast, by Type, 2018-2030
9.3.6.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.3.6.3. Market Estimates & Forecast, by Application, 2018-2030
9.3.7. France
9.3.7.1. Market Estimates & Forecast, by Type, 2018-2030
9.3.7.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.3.7.3. Market Estimates & Forecast, by Application, 2018-2030
9.3.8. Rest of Europe
9.3.8.1. Market Estimates & Forecast, by Type, 2018-2030
9.3.8.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.3.8.3. Market Estimates & Forecast, by Application, 2018-2030
9.4. Asia-Pacific
9.4.1. Market Estimates & Forecast, by Country, 2018-2030
9.4.2. Market Estimates & Forecast, by Type, 2018-2030
9.4.3. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.4.4. Market Estimates & Forecast, by Application, 2018-2030
9.4.5. China
9.4.5.1. Market Estimates & Forecast, by Type, 2018-2030
9.4.5.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.4.5.3. Market Estimates & Forecast, by Application, 2018-2030
9.4.6. Japan
9.4.6.1. Market Estimates & Forecast, by Type, 2018-2030
9.4.6.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.4.6.3. Market Estimates & Forecast, by Application, 2018-2030
9.4.7. India
9.4.7.1. Market Estimates & Forecast, by Type, 2018-2030
9.4.7.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.4.7.3. Market Estimates & Forecast, by Application, 2018-2030
9.4.8. Rest of Asia-Pacific
9.4.8.1. Market Estimates & Forecast, by Type, 2018-2030
9.4.8.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.4.8.3. Market Estimates & Forecast, by Application, 2018-2030
9.5. Middle East & Africa
9.5.1. Market Estimates & Forecast, by Type, 2018-2030
9.5.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.5.3. Market Estimates & Forecast, by Application, 2018-2030
9.6. South America
9.6.1. Market Estimates & Forecast, by Type, 2018-2030
9.6.2. Market Estimates & Forecast, by Enterprise Size, 2018-2030
9.6.3. Market Estimates & Forecast, by Application, 2018-2030
10. COMPETITIVE LANDSCAPE
10.1. Introduction
10.2. Key Developments & Growth Strategies
10.3. Competitor Benchmarking
10.4. Vendor Share Analysis, 2021(% Share)
11. COMPANY PROFILES
11.1. IBM Corporation
11.2. SAP SE
11.3. Microsoft Corporation
11.4. Amazon Web Services
11.5. Oracle Corporation
11.6. Accenture
11.7. PLC BTL Group Voise
11.8. Infosys Limited
11.9. Factom Inc.
11.10. Bitfury USA Inc.
11.11. GuardTime AS Nyiax Inc.
11.12. MetaX Auxesis Group
11.13. ClearCoin.
11.13.1. Company Overview
11.13.2. Financial Overview
11.13.3. Solution/Services Offered
11.13.4. Key Developments
11.13.5. SWOT Analysis
11.13.6. Key Strategies
Market Segmentation
Global Blockchain in Media and Entertainment Regional Outlook (USD Million, 2018-2030)
 US Outlook (USD Million, 2018-2030)
Europe Outlook (USD Million, 2018-2030)
Germany Outlook (USD Million, 2018-2030)
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France Outlook (USD Million, 2018-2030)
UK Outlook (USD Million, 2018-2030)
 Rest of Europe Outlook (USD Million, 2018-2030)
Asia-Pacific Outlook (USD Million, 2018-2030)
 China Outlook (USD Million, 2018-2030)
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India Outlook (USD Million, 2018-2030)
Japan Outlook (USD Million, 2018-2030)
Rest of Asia-Pacific Outlook (USD Million, 2018-2030)
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 Middle East & Africa Outlook (USD Million, 2018-2030)
South America Outlook (USD Million, 2018-2030)
Research Methodology on Entertainment and Media Market
1. Introduction
This research report aims to provide an overview of the global entertainment and media market. In this regard, a comprehensive research methodology was employed for this project. The research focused on both qualitative and quantitative elements that would be used to determine the growth of the market and its impact.
2. Research Approach
The research approach focused on both primary and secondary sources. The primary sources included interviews and surveys of market experts, industry experts, and market stakeholders. It also includes direct and indirect customer feedback while the secondary sources were publications, business magazines, industry reports, and press releases.
3. Objective of the Study
The objective of the study was to determine the size of the global entertainment and media market, its overall growth rate, and its impact on its respective industry. Additionally, it sought to identify the opportunities and threats in this market.
4. Sample Size
The research covered all technically feasible samples including 130 respondents in total. All of these respondents were screened out using snowballing, quota Sampling, and opportunistic sampling.
5. Geographic Scope
The geographic scope of the study was global covering the countries such as North America, Asia-Pacific (APAC), Europe, Middle East & Africa (MEA), and Latin America.
6. Data Collection
Data were collected from both primary and secondary sources. The primary sources included personal interviews, face-to-face interviews, and telephonic interviews. The secondary sources included technical journals, reports, business magazines, press releases, and websites.
7. Analysis
The data collected from primary and secondary sources were collated and studied for further analysis. The primary and secondary data were used to analyze the market size, market growth, growth trend, competitive landscape and Porter’s Five Forces analysis. The data was then further analyzed using statistical methods such as mean, average, median, mode, weighted average, percentile, standard deviation, range, Z-test, T-test, ANOVA test, correlation, classification, regression, and principal component analysis.
8. Statistical Model
A statistical model was developed to make projections for the entertainment and media market.
9. Results
The results showed that the global Entertainment and Media market is projected to grow at a healthy CAGR during the forecast period 2023 to 2030.
10. Conclusion
The study successfully outlined the potential growth, opportunities, and competitive landscape of the global entertainment and media market. It also provided an overview of the growth trend in the market and identified the various challenges and threats for the market. The research concluded that the market has strong potential for growth in the years to come, and further studies are needed to identify the opportunities and threats faced by this market.