Blockchain in Media and Entertainment Market Research Report - Global Forecast till 2030

Blockchain in Media and Entertainment Market Research Report Information By Type (Public, Private, and Consortium), By Enterprise Size (Large Enterprise and SMEs), By Application (Licensing and Rights Management, Digital Advertising, Smart Contracts, Payments, Online Gaming, and Others), and By Region (North America, Europe, Asia-Pacific, Middle East & Africa, and South America) - Forecast till 2030

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, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Global Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Global Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




Global Blockchain in Media and Entertainment Regional Outlook (USD Million, 2018-2030)



  • North America Outlook (USD Million, 2018-2030)


  • North America Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • North America Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • North America Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




 US Outlook (USD Million, 2018-2030)




  • US Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • US Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • US Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others



  • Canada Outlook (USD Million, 2018-2030)


  • Canada Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Canada Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Canada Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others



  • Mexico Outlook (USD Million, 2018-2030)


  • Mexico Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Mexico Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Mexico Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




Europe Outlook (USD Million, 2018-2030)




  • Europe Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Europe Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Europe Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




Germany Outlook (USD Million, 2018-2030)


 




  • Germany Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Germany Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Germany Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




France Outlook (USD Million, 2018-2030)




  • France Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • France Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • France Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




UK Outlook (USD Million, 2018-2030)




  • UK Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • UK Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • UK Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




 Rest of Europe Outlook (USD Million, 2018-2030)




  • Rest of Europe Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Rest of Europe Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Rest of Europe Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




Asia-Pacific Outlook (USD Million, 2018-2030)




  • Asia-Pacific Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Asia-Pacific Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Asia-Pacific Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




 China Outlook (USD Million, 2018-2030)


 




  • China Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • China Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • China Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




India Outlook (USD Million, 2018-2030)




  • India Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • India Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • India Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




Japan Outlook (USD Million, 2018-2030)




  • Japan Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Japan Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Japan Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




Rest of Asia-Pacific Outlook (USD Million, 2018-2030)




  • Rest of Asia-Pacific Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Rest of Asia-Pacific Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Rest of Asia-Pacific Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




 



  • Rest of the World Outlook (USD Million, 2018-2030)


  • Rest of the World Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Rest of the World Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Rest of the World Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




 Middle East & Africa Outlook (USD Million, 2018-2030)




  • Middle East & Africa Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • Middle East & Africa Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • Middle East & Africa Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others




South America Outlook (USD Million, 2018-2030)




  • South America Blockchain in Media and Entertainment, By Type Outlook (USD Million, 2018-2030)

    • Public

    • Private

    • Consortium




  • South America Blockchain in Media and Entertainment, By Enterprise Size (USD Million, 2018-2030)

    • Large Enterprise

    • SMEs




  • South America Blockchain in Media and Entertainment, By Application Outlook (USD Million, 2018-2030)

    • Licensing and Rights Management

    • Digital Advertising

    • Smart Contracts

    • Payments

    • Online Gaming

    • Others



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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.

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