Global Blockchain In Media And Entertainment Market Research Report 2024
Number of Pages: 117
Category: Service & Software
Country: Tibet
Format:
Published Date: 10 Jan 2023
Report Overview:
Blockchain is a digital immutable, secure, encrypted, and distributed ledger for recording real-time transactions. The first blockchain transaction ledger was introduced in 2009, to serve as a public transaction ledger for cryptocurrency Bitcoin, which is now poised to revolutionize the media and entertainment industry. Digitalization across the media and entertainment industry has caused a massive expansion in the way media and entertainment services are accessed by the consumers. Blockchain technology has the potential to transform several processes within the media and entertainment industry for content security, license & rights management, digital advertising, and royalty distribution. Blockchain allows secure and resilient data transactions and consists of a peer-to-peer network, a distributed ledger for recording the transactions, and a consensus mechanism to validate the transactions. This distributed ledger of blockchain offers visibility, traceability, and transparency to the media and entertainment companies and the supply chain trade partners. The technology has immense potential to reinvent business functions and facilitate secured transactions across the media industry. The media and entertainment industry has mostly been a contract-based business. Smart contracts built on blockchain enables counterparties to automate transactions, resulting in fast, accurate, and cost-effective contract management across the media and entertainment industry. With the help of blockchain technology, media and advertising enterprises are able to eliminate fraud, reduce costs, and increase transparency within critical and time-consuming business processes. Further, blockchain technology helps the media and entertainment companies to effectively protect Intellectual Property (IP) rights of content such as music records.
The Global Blockchain in Media and Entertainment Market Size was estimated at USD 571.90 million in 2023 and is projected to reach USD 1599.65 million by 2029, exhibiting a CAGR of 18.70% during the forecast period.
This report provides a deep insight into the global Blockchain in Media and Entertainment market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.
The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Blockchain in Media and Entertainment Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.
In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Blockchain in Media and Entertainment market in any manner.
Global Blockchain in Media and Entertainment Market: Market Segmentation Analysis
The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.
Key Company
IBM Corporation
Microsoft Corporation
SAP SE
Amazon Web Services
Accenture PLC
Oracle Corporation
Infosys Limited
Bitfury USA Inc.
Factom Inc.
GuardTime,AS
Auxesis Group
Nyiax Inc.
MetaX
BTL Group
Market Segmentation (by Type)
Bitcoin
Ripple
Ethereum
R3 Corda
Other
Market Segmentation (by Application)
Content Security
Licensing and Rights Management
Smart Contract
Pay
Digital Advertising
Online Game
Other
Geographic Segmentation
• North America (USA, Canada, Mexico)
• Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
• Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
• South America (Brazil, Argentina, Columbia, Rest of South America)
• The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Key Benefits of This Market Research:
• Industry drivers, restraints, and opportunities covered in the study
• Neutral perspective on the market performance
• Recent industry trends and developments
• Competitive landscape & strategies of key players
• Potential & niche segments and regions exhibiting promising growth covered
• Historical, current, and projected market size, in terms of value
• In-depth analysis of the Blockchain in Media and Entertainment Market
• Overview of the regional outlook of the Blockchain in Media and Entertainment Market:
Key Reasons to Buy this Report:
• Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
• This enables you to anticipate market changes to remain ahead of your competitors
• You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
• The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
• 6-month post-sales analyst support
Customization of the Report
In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.
Note: this report may need to undergo a final check or review and this could take about 48 hours.
Chapter Outline
Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.
Chapter 2 is an executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the Blockchain in Media and Entertainment Market and its likely evolution in the short to mid-term, and long term.
Chapter 3 makes a detailed analysis of the Markets Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.
Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porters five forces analysis.
Chapter 5 introduces the latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 7 provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 8 provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.
Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.
Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.
Chapter 12 is the main points and conclusions of the report.
Blockchain is a digital immutable, secure, encrypted, and distributed ledger for recording real-time transactions. The first blockchain transaction ledger was introduced in 2009, to serve as a public transaction ledger for cryptocurrency Bitcoin, which is now poised to revolutionize the media and entertainment industry. Digitalization across the media and entertainment industry has caused a massive expansion in the way media and entertainment services are accessed by the consumers. Blockchain technology has the potential to transform several processes within the media and entertainment industry for content security, license & rights management, digital advertising, and royalty distribution. Blockchain allows secure and resilient data transactions and consists of a peer-to-peer network, a distributed ledger for recording the transactions, and a consensus mechanism to validate the transactions. This distributed ledger of blockchain offers visibility, traceability, and transparency to the media and entertainment companies and the supply chain trade partners. The technology has immense potential to reinvent business functions and facilitate secured transactions across the media industry. The media and entertainment industry has mostly been a contract-based business. Smart contracts built on blockchain enables counterparties to automate transactions, resulting in fast, accurate, and cost-effective contract management across the media and entertainment industry. With the help of blockchain technology, media and advertising enterprises are able to eliminate fraud, reduce costs, and increase transparency within critical and time-consuming business processes. Further, blockchain technology helps the media and entertainment companies to effectively protect Intellectual Property (IP) rights of content such as music records.
The Global Blockchain in Media and Entertainment Market Size was estimated at USD 571.90 million in 2023 and is projected to reach USD 1599.65 million by 2029, exhibiting a CAGR of 18.70% during the forecast period.
This report provides a deep insight into the global Blockchain in Media and Entertainment market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.
The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Blockchain in Media and Entertainment Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.
In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Blockchain in Media and Entertainment market in any manner.
Global Blockchain in Media and Entertainment Market: Market Segmentation Analysis
The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.
Key Company
IBM Corporation
Microsoft Corporation
SAP SE
Amazon Web Services
Accenture PLC
Oracle Corporation
Infosys Limited
Bitfury USA Inc.
Factom Inc.
GuardTime,AS
Auxesis Group
Nyiax Inc.
MetaX
BTL Group
Market Segmentation (by Type)
Bitcoin
Ripple
Ethereum
R3 Corda
Other
Market Segmentation (by Application)
Content Security
Licensing and Rights Management
Smart Contract
Pay
Digital Advertising
Online Game
Other
Geographic Segmentation
• North America (USA, Canada, Mexico)
• Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
• Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
• South America (Brazil, Argentina, Columbia, Rest of South America)
• The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Key Benefits of This Market Research:
• Industry drivers, restraints, and opportunities covered in the study
• Neutral perspective on the market performance
• Recent industry trends and developments
• Competitive landscape & strategies of key players
• Potential & niche segments and regions exhibiting promising growth covered
• Historical, current, and projected market size, in terms of value
• In-depth analysis of the Blockchain in Media and Entertainment Market
• Overview of the regional outlook of the Blockchain in Media and Entertainment Market:
Key Reasons to Buy this Report:
• Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
• This enables you to anticipate market changes to remain ahead of your competitors
• You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
• The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
• 6-month post-sales analyst support
Customization of the Report
In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.
Note: this report may need to undergo a final check or review and this could take about 48 hours.
Chapter Outline
Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.
Chapter 2 is an executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the Blockchain in Media and Entertainment Market and its likely evolution in the short to mid-term, and long term.
Chapter 3 makes a detailed analysis of the Markets Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.
Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porters five forces analysis.
Chapter 5 introduces the latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 7 provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 8 provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.
Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.
Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.
Chapter 12 is the main points and conclusions of the report.
Table of Contents
1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Blockchain in Media and Entertainment
1.2 Key Market Segments
1.2.1 Blockchain in Media and Entertainment Segment by Type
1.2.2 Blockchain in Media and Entertainment Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Blockchain in Media and Entertainment Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Blockchain in Media and Entertainment Market Competitive Landscape
3.1 Global Blockchain in Media and Entertainment Revenue Market Share by Company (2019-2024)
3.2 Blockchain in Media and Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Blockchain in Media and Entertainment Market Size Sites, Area Served, Product Type
3.4 Blockchain in Media and Entertainment Market Competitive Situation and Trends
3.4.1 Blockchain in Media and Entertainment Market Concentration Rate
3.4.2 Global 5 and 10 Largest Blockchain in Media and Entertainment Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 Blockchain in Media and Entertainment Value Chain Analysis
4.1 Blockchain in Media and Entertainment Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of Blockchain in Media and Entertainment Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 Blockchain in Media and Entertainment Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Blockchain in Media and Entertainment Market Size Market Share by Type (2019-2024)
6.3 Global Blockchain in Media and Entertainment Market Size Growth Rate by Type (2019-2024)
7 Blockchain in Media and Entertainment Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Blockchain in Media and Entertainment Market Size (M USD) by Application (2019-2024)
7.3 Global Blockchain in Media and Entertainment Market Size Growth Rate by Application (2019-2024)
8 Blockchain in Media and Entertainment Market Segmentation by Region
8.1 Global Blockchain in Media and Entertainment Market Size by Region
8.1.1 Global Blockchain in Media and Entertainment Market Size by Region
8.1.2 Global Blockchain in Media and Entertainment Market Size Market Share by Region
8.2 North America
8.2.1 North America Blockchain in Media and Entertainment Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Blockchain in Media and Entertainment Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Blockchain in Media and Entertainment Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Blockchain in Media and Entertainment Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Blockchain in Media and Entertainment Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 IBM Corporation
9.1.1 IBM Corporation Blockchain in Media and Entertainment Basic Information
9.1.2 IBM Corporation Blockchain in Media and Entertainment Product Overview
9.1.3 IBM Corporation Blockchain in Media and Entertainment Product Market Performance
9.1.4 IBM Corporation Blockchain in Media and Entertainment SWOT Analysis
9.1.5 IBM Corporation Business Overview
9.1.6 IBM Corporation Recent Developments
9.2 Microsoft Corporation
9.2.1 Microsoft Corporation Blockchain in Media and Entertainment Basic Information
9.2.2 Microsoft Corporation Blockchain in Media and Entertainment Product Overview
9.2.3 Microsoft Corporation Blockchain in Media and Entertainment Product Market Performance
9.2.4 IBM Corporation Blockchain in Media and Entertainment SWOT Analysis
9.2.5 Microsoft Corporation Business Overview
9.2.6 Microsoft Corporation Recent Developments
9.3 SAP SE
9.3.1 SAP SE Blockchain in Media and Entertainment Basic Information
9.3.2 SAP SE Blockchain in Media and Entertainment Product Overview
9.3.3 SAP SE Blockchain in Media and Entertainment Product Market Performance
9.3.4 IBM Corporation Blockchain in Media and Entertainment SWOT Analysis
9.3.5 SAP SE Business Overview
9.3.6 SAP SE Recent Developments
9.4 Amazon Web Services
9.4.1 Amazon Web Services Blockchain in Media and Entertainment Basic Information
9.4.2 Amazon Web Services Blockchain in Media and Entertainment Product Overview
9.4.3 Amazon Web Services Blockchain in Media and Entertainment Product Market Performance
9.4.4 Amazon Web Services Business Overview
9.4.5 Amazon Web Services Recent Developments
9.5 Accenture PLC
9.5.1 Accenture PLC Blockchain in Media and Entertainment Basic Information
9.5.2 Accenture PLC Blockchain in Media and Entertainment Product Overview
9.5.3 Accenture PLC Blockchain in Media and Entertainment Product Market Performance
9.5.4 Accenture PLC Business Overview
9.5.5 Accenture PLC Recent Developments
9.6 Oracle Corporation
9.6.1 Oracle Corporation Blockchain in Media and Entertainment Basic Information
9.6.2 Oracle Corporation Blockchain in Media and Entertainment Product Overview
9.6.3 Oracle Corporation Blockchain in Media and Entertainment Product Market Performance
9.6.4 Oracle Corporation Business Overview
9.6.5 Oracle Corporation Recent Developments
9.7 Infosys Limited
9.7.1 Infosys Limited Blockchain in Media and Entertainment Basic Information
9.7.2 Infosys Limited Blockchain in Media and Entertainment Product Overview
9.7.3 Infosys Limited Blockchain in Media and Entertainment Product Market Performance
9.7.4 Infosys Limited Business Overview
9.7.5 Infosys Limited Recent Developments
9.8 Bitfury USA Inc.
9.8.1 Bitfury USA Inc. Blockchain in Media and Entertainment Basic Information
9.8.2 Bitfury USA Inc. Blockchain in Media and Entertainment Product Overview
9.8.3 Bitfury USA Inc. Blockchain in Media and Entertainment Product Market Performance
9.8.4 Bitfury USA Inc. Business Overview
9.8.5 Bitfury USA Inc. Recent Developments
9.9 Factom Inc.
9.9.1 Factom Inc. Blockchain in Media and Entertainment Basic Information
9.9.2 Factom Inc. Blockchain in Media and Entertainment Product Overview
9.9.3 Factom Inc. Blockchain in Media and Entertainment Product Market Performance
9.9.4 Factom Inc. Business Overview
9.9.5 Factom Inc. Recent Developments
9.10 GuardTime,AS
9.10.1 GuardTime,AS Blockchain in Media and Entertainment Basic Information
9.10.2 GuardTime,AS Blockchain in Media and Entertainment Product Overview
9.10.3 GuardTime,AS Blockchain in Media and Entertainment Product Market Performance
9.10.4 GuardTime,AS Business Overview
9.10.5 GuardTime,AS Recent Developments
9.11 Auxesis Group
9.11.1 Auxesis Group Blockchain in Media and Entertainment Basic Information
9.11.2 Auxesis Group Blockchain in Media and Entertainment Product Overview
9.11.3 Auxesis Group Blockchain in Media and Entertainment Product Market Performance
9.11.4 Auxesis Group Business Overview
9.11.5 Auxesis Group Recent Developments
9.12 Nyiax Inc.
9.12.1 Nyiax Inc. Blockchain in Media and Entertainment Basic Information
9.12.2 Nyiax Inc. Blockchain in Media and Entertainment Product Overview
9.12.3 Nyiax Inc. Blockchain in Media and Entertainment Product Market Performance
9.12.4 Nyiax Inc. Business Overview
9.12.5 Nyiax Inc. Recent Developments
9.13 MetaX
9.13.1 MetaX Blockchain in Media and Entertainment Basic Information
9.13.2 MetaX Blockchain in Media and Entertainment Product Overview
9.13.3 MetaX Blockchain in Media and Entertainment Product Market Performance
9.13.4 MetaX Business Overview
9.13.5 MetaX Recent Developments
9.14 BTL Group
9.14.1 BTL Group Blockchain in Media and Entertainment Basic Information
9.14.2 BTL Group Blockchain in Media and Entertainment Product Overview
9.14.3 BTL Group Blockchain in Media and Entertainment Product Market Performance
9.14.4 BTL Group Business Overview
9.14.5 BTL Group Recent Developments
10 Blockchain in Media and Entertainment Regional Market Forecast
10.1 Global Blockchain in Media and Entertainment Market Size Forecast
10.2 Global Blockchain in Media and Entertainment Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Blockchain in Media and Entertainment Market Size Forecast by Country
10.2.3 Asia Pacific Blockchain in Media and Entertainment Market Size Forecast by Region
10.2.4 South America Blockchain in Media and Entertainment Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Blockchain in Media and Entertainment by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global Blockchain in Media and Entertainment Market Forecast by Type (2025-2030)
11.2 Global Blockchain in Media and Entertainment Market Forecast by Application (2025-2030)
12 Conclusion and Key Findings
1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Blockchain in Media and Entertainment
1.2 Key Market Segments
1.2.1 Blockchain in Media and Entertainment Segment by Type
1.2.2 Blockchain in Media and Entertainment Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Blockchain in Media and Entertainment Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Blockchain in Media and Entertainment Market Competitive Landscape
3.1 Global Blockchain in Media and Entertainment Revenue Market Share by Company (2019-2024)
3.2 Blockchain in Media and Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Blockchain in Media and Entertainment Market Size Sites, Area Served, Product Type
3.4 Blockchain in Media and Entertainment Market Competitive Situation and Trends
3.4.1 Blockchain in Media and Entertainment Market Concentration Rate
3.4.2 Global 5 and 10 Largest Blockchain in Media and Entertainment Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 Blockchain in Media and Entertainment Value Chain Analysis
4.1 Blockchain in Media and Entertainment Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of Blockchain in Media and Entertainment Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 Blockchain in Media and Entertainment Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Blockchain in Media and Entertainment Market Size Market Share by Type (2019-2024)
6.3 Global Blockchain in Media and Entertainment Market Size Growth Rate by Type (2019-2024)
7 Blockchain in Media and Entertainment Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Blockchain in Media and Entertainment Market Size (M USD) by Application (2019-2024)
7.3 Global Blockchain in Media and Entertainment Market Size Growth Rate by Application (2019-2024)
8 Blockchain in Media and Entertainment Market Segmentation by Region
8.1 Global Blockchain in Media and Entertainment Market Size by Region
8.1.1 Global Blockchain in Media and Entertainment Market Size by Region
8.1.2 Global Blockchain in Media and Entertainment Market Size Market Share by Region
8.2 North America
8.2.1 North America Blockchain in Media and Entertainment Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Blockchain in Media and Entertainment Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Blockchain in Media and Entertainment Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Blockchain in Media and Entertainment Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Blockchain in Media and Entertainment Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 IBM Corporation
9.1.1 IBM Corporation Blockchain in Media and Entertainment Basic Information
9.1.2 IBM Corporation Blockchain in Media and Entertainment Product Overview
9.1.3 IBM Corporation Blockchain in Media and Entertainment Product Market Performance
9.1.4 IBM Corporation Blockchain in Media and Entertainment SWOT Analysis
9.1.5 IBM Corporation Business Overview
9.1.6 IBM Corporation Recent Developments
9.2 Microsoft Corporation
9.2.1 Microsoft Corporation Blockchain in Media and Entertainment Basic Information
9.2.2 Microsoft Corporation Blockchain in Media and Entertainment Product Overview
9.2.3 Microsoft Corporation Blockchain in Media and Entertainment Product Market Performance
9.2.4 IBM Corporation Blockchain in Media and Entertainment SWOT Analysis
9.2.5 Microsoft Corporation Business Overview
9.2.6 Microsoft Corporation Recent Developments
9.3 SAP SE
9.3.1 SAP SE Blockchain in Media and Entertainment Basic Information
9.3.2 SAP SE Blockchain in Media and Entertainment Product Overview
9.3.3 SAP SE Blockchain in Media and Entertainment Product Market Performance
9.3.4 IBM Corporation Blockchain in Media and Entertainment SWOT Analysis
9.3.5 SAP SE Business Overview
9.3.6 SAP SE Recent Developments
9.4 Amazon Web Services
9.4.1 Amazon Web Services Blockchain in Media and Entertainment Basic Information
9.4.2 Amazon Web Services Blockchain in Media and Entertainment Product Overview
9.4.3 Amazon Web Services Blockchain in Media and Entertainment Product Market Performance
9.4.4 Amazon Web Services Business Overview
9.4.5 Amazon Web Services Recent Developments
9.5 Accenture PLC
9.5.1 Accenture PLC Blockchain in Media and Entertainment Basic Information
9.5.2 Accenture PLC Blockchain in Media and Entertainment Product Overview
9.5.3 Accenture PLC Blockchain in Media and Entertainment Product Market Performance
9.5.4 Accenture PLC Business Overview
9.5.5 Accenture PLC Recent Developments
9.6 Oracle Corporation
9.6.1 Oracle Corporation Blockchain in Media and Entertainment Basic Information
9.6.2 Oracle Corporation Blockchain in Media and Entertainment Product Overview
9.6.3 Oracle Corporation Blockchain in Media and Entertainment Product Market Performance
9.6.4 Oracle Corporation Business Overview
9.6.5 Oracle Corporation Recent Developments
9.7 Infosys Limited
9.7.1 Infosys Limited Blockchain in Media and Entertainment Basic Information
9.7.2 Infosys Limited Blockchain in Media and Entertainment Product Overview
9.7.3 Infosys Limited Blockchain in Media and Entertainment Product Market Performance
9.7.4 Infosys Limited Business Overview
9.7.5 Infosys Limited Recent Developments
9.8 Bitfury USA Inc.
9.8.1 Bitfury USA Inc. Blockchain in Media and Entertainment Basic Information
9.8.2 Bitfury USA Inc. Blockchain in Media and Entertainment Product Overview
9.8.3 Bitfury USA Inc. Blockchain in Media and Entertainment Product Market Performance
9.8.4 Bitfury USA Inc. Business Overview
9.8.5 Bitfury USA Inc. Recent Developments
9.9 Factom Inc.
9.9.1 Factom Inc. Blockchain in Media and Entertainment Basic Information
9.9.2 Factom Inc. Blockchain in Media and Entertainment Product Overview
9.9.3 Factom Inc. Blockchain in Media and Entertainment Product Market Performance
9.9.4 Factom Inc. Business Overview
9.9.5 Factom Inc. Recent Developments
9.10 GuardTime,AS
9.10.1 GuardTime,AS Blockchain in Media and Entertainment Basic Information
9.10.2 GuardTime,AS Blockchain in Media and Entertainment Product Overview
9.10.3 GuardTime,AS Blockchain in Media and Entertainment Product Market Performance
9.10.4 GuardTime,AS Business Overview
9.10.5 GuardTime,AS Recent Developments
9.11 Auxesis Group
9.11.1 Auxesis Group Blockchain in Media and Entertainment Basic Information
9.11.2 Auxesis Group Blockchain in Media and Entertainment Product Overview
9.11.3 Auxesis Group Blockchain in Media and Entertainment Product Market Performance
9.11.4 Auxesis Group Business Overview
9.11.5 Auxesis Group Recent Developments
9.12 Nyiax Inc.
9.12.1 Nyiax Inc. Blockchain in Media and Entertainment Basic Information
9.12.2 Nyiax Inc. Blockchain in Media and Entertainment Product Overview
9.12.3 Nyiax Inc. Blockchain in Media and Entertainment Product Market Performance
9.12.4 Nyiax Inc. Business Overview
9.12.5 Nyiax Inc. Recent Developments
9.13 MetaX
9.13.1 MetaX Blockchain in Media and Entertainment Basic Information
9.13.2 MetaX Blockchain in Media and Entertainment Product Overview
9.13.3 MetaX Blockchain in Media and Entertainment Product Market Performance
9.13.4 MetaX Business Overview
9.13.5 MetaX Recent Developments
9.14 BTL Group
9.14.1 BTL Group Blockchain in Media and Entertainment Basic Information
9.14.2 BTL Group Blockchain in Media and Entertainment Product Overview
9.14.3 BTL Group Blockchain in Media and Entertainment Product Market Performance
9.14.4 BTL Group Business Overview
9.14.5 BTL Group Recent Developments
10 Blockchain in Media and Entertainment Regional Market Forecast
10.1 Global Blockchain in Media and Entertainment Market Size Forecast
10.2 Global Blockchain in Media and Entertainment Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Blockchain in Media and Entertainment Market Size Forecast by Country
10.2.3 Asia Pacific Blockchain in Media and Entertainment Market Size Forecast by Region
10.2.4 South America Blockchain in Media and Entertainment Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Blockchain in Media and Entertainment by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global Blockchain in Media and Entertainment Market Forecast by Type (2025-2030)
11.2 Global Blockchain in Media and Entertainment Market Forecast by Application (2025-2030)
12 Conclusion and Key Findings