The global market for Blockchain in Media, Advertising, and Entertainment was estimated to be worth US$ 1563 million in 2024 and is forecast to a readjusted size of US$ 8014 million by 2031 with a CAGR of 27.0% during the forecast period 2025-2031.
Blockchain in Media, Advertising, and Entertainment refers to the use of distributed ledger technology (DLT) to transform how content is created, distributed, protected, and monetized across the media ecosystem. By providing a secure, transparent, and decentralized platform, blockchain addresses long-standing challenges in intellectual property protection, digital rights management, royalty payments, advertising fraud, and audience engagement.
Digital advertising faces persistent challenges like click fraud, fake impressions, and non-transparent middlemen. Blockchain ensures that every ad impression and transaction is recorded on an immutable ledger, enabling advertisers and publishers to verify performance metrics and prevent fraud. This push for accountability and trust is a major driver of blockchain adoption in advertising.
In the traditional entertainment industry, artists and content creators often face delays, underpayments, or disputes regarding royalties. Blockchain-powered smart contracts enable real-time, automated royalty distribution whenever music, films, or digital content is streamed, downloaded, or purchased. This creates fairer ecosystems that attract both independent and established creators to blockchain platforms.
Media piracy costs the global industry billions of dollars annually. Blockchain's digital rights management (DRM) solutions provide secure ownership records and content traceability, making it easier to identify and prevent piracy. As demand for secure content distribution grows, blockchain emerges as a key enabler of copyright protection.
The rise of non-fungible tokens (NFTs) and content tokenization has created new monetization models for artists, filmmakers, musicians, and game developers. Fans can buy, trade, and collect digital ownership rights of exclusive content, merchandise, or experiences. This trend fuels blockchain adoption in media and entertainment as both creators and consumers explore direct, value-driven relationships.
Blockchain enables creators to bypass traditional distributors and intermediaries, reaching audiences directly. With decentralized platforms, artists and media companies can retain a greater share of revenue while offering flexible micropayment models (e.g., pay-per-stream, crypto-based subscriptions). The demand for fairer, creator-first business models is accelerating blockchain use.
This report aims to provide a comprehensive presentation of the global market for Blockchain in Media, Advertising, and Entertainment, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Blockchain in Media, Advertising, and Entertainment by region & country, by Type, and by Platform.
The Blockchain in Media, Advertising, and Entertainment market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Blockchain in Media, Advertising, and Entertainment.
Market Segmentation
By Company
- IBM
- Microsoft
- Amazon Web Services
- Oracle
- SAP
- ConsenSys
- Acceture
- Oracle
- Infosys
- Bitfury
Segment by Type
Segment by Platform
- Ethereum
- Hyperledger
- Quorum
- Others
By Region
- North America
- Asia-Pacific
- China
- Japan
- South Korea
- Southeast Asia
- India
- Australia
- Rest of Asia-Pacific
- Europe
- Germany
- France
- U.K.
- Italy
- Netherlands
- Nordic Countries
- Rest of Europe
- Latin America
- Mexico
- Brazil
- Rest of Latin America
- Middle East & Africa
- Turkey
- Saudi Arabia
- UAE
- Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, 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 2: Detailed analysis of Blockchain in Media, Advertising, and Entertainment company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Platform, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Blockchain in Media, Advertising, and Entertainment in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Blockchain in Media, Advertising, and Entertainment in country level. It provides sigmate data by Type, and by Platform for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Table of Contents
1 Market Overview
- 1.1 Blockchain in Media, Advertising, and Entertainment Product Introduction
- 1.2 Global Blockchain in Media, Advertising, and Entertainment Market Size Forecast (2020-2031)
- 1.3 Blockchain in Media, Advertising, and Entertainment Market Trends & Drivers
- 1.3.1 Blockchain in Media, Advertising, and Entertainment Industry Trends
- 1.3.2 Blockchain in Media, Advertising, and Entertainment Market Drivers & Opportunity
- 1.3.3 Blockchain in Media, Advertising, and Entertainment Market Challenges
- 1.3.4 Blockchain in Media, Advertising, and Entertainment Market Restraints
- 1.4 Assumptions and Limitations
- 1.5 Study Objectives
- 1.6 Years Considered
2 Competitive Analysis by Company
- 2.1 Global Blockchain in Media, Advertising, and Entertainment Players Revenue Ranking (2024)
- 2.2 Global Blockchain in Media, Advertising, and Entertainment Revenue by Company (2020-2025)
- 2.3 Key Companies Blockchain in Media, Advertising, and Entertainment Manufacturing Base Distribution and Headquarters
- 2.4 Key Companies Blockchain in Media, Advertising, and Entertainment Product Offered
- 2.5 Key Companies Time to Begin Mass Production of Blockchain in Media, Advertising, and Entertainment
- 2.6 Blockchain in Media, Advertising, and Entertainment Market Competitive Analysis
- 2.6.1 Blockchain in Media, Advertising, and Entertainment Market Concentration Rate (2020-2025)
- 2.6.2 Global 5 and 10 Largest Companies by Blockchain in Media, Advertising, and Entertainment Revenue in 2024
- 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Blockchain in Media, Advertising, and Entertainment as of 2024)
- 2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
- 3.1 Introduction by Type
- 3.1.1 On-Premise
- 3.1.2 Cloud Based
- 3.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Type
- 3.2.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Type (2020 VS 2024 VS 2031)
- 3.2.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Type (2020-2031)
- 3.2.3 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Type (%) (2020-2031)
4 Segmentation by Platform
- 4.1 Introduction by Platform
- 4.1.1 Ethereum
- 4.1.2 Hyperledger
- 4.1.3 Quorum
- 4.1.4 Others
- 4.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Platform
- 4.2.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Platform (2020 VS 2024 VS 2031)
- 4.2.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Platform (2020-2031)
- 4.2.3 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Platform (%) (2020-2031)
5 Segmentation by Region
- 5.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region
- 5.1.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region: 2020 VS 2024 VS 2031
- 5.1.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region (2020-2025)
- 5.1.3 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region (2026-2031)
- 5.1.4 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region (%), (2020-2031)
- 5.2 North America
- 5.2.1 North America Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 5.2.2 North America Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
- 5.3 Europe
- 5.3.1 Europe Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 5.3.2 Europe Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
- 5.4 Asia Pacific
- 5.4.1 Asia Pacific Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 5.4.2 Asia Pacific Blockchain in Media, Advertising, and Entertainment Sales Value by Region (%), 2024 VS 2031
- 5.5 South America
- 5.5.1 South America Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 5.5.2 South America Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
- 5.6 Middle East & Africa
- 5.6.1 Middle East & Africa Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 5.6.2 Middle East & Africa Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
- 6.1 Key Countries/Regions Blockchain in Media, Advertising, and Entertainment Sales Value Growth Trends, 2020 VS 2024 VS 2031
- 6.2 Key Countries/Regions Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.3 United States
- 6.3.1 United States Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.3.2 United States Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.3.3 United States Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
- 6.4 Europe
- 6.4.1 Europe Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.4.2 Europe Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.4.3 Europe Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
- 6.5 China
- 6.5.1 China Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.5.2 China Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.5.3 China Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
- 6.6 Japan
- 6.6.1 Japan Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.6.2 Japan Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.6.3 Japan Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
- 6.7 South Korea
- 6.7.1 South Korea Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.7.2 South Korea Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.7.3 South Korea Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
- 6.8 Southeast Asia
- 6.8.1 Southeast Asia Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.8.2 Southeast Asia Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.8.3 Southeast Asia Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
- 6.9 India
- 6.9.1 India Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
- 6.9.2 India Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
- 6.9.3 India Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
7 Company Profiles
- 7.1 IBM
- 7.1.1 IBM Profile
- 7.1.2 IBM Main Business
- 7.1.3 IBM Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.1.4 IBM Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.1.5 IBM Recent Developments
- 7.2 Microsoft
- 7.2.1 Microsoft Profile
- 7.2.2 Microsoft Main Business
- 7.2.3 Microsoft Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.2.4 Microsoft Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.2.5 Microsoft Recent Developments
- 7.3 Amazon Web Services
- 7.3.1 Amazon Web Services Profile
- 7.3.2 Amazon Web Services Main Business
- 7.3.3 Amazon Web Services Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.3.4 Amazon Web Services Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.3.5 Amazon Web Services Recent Developments
- 7.4 Oracle
- 7.4.1 Oracle Profile
- 7.4.2 Oracle Main Business
- 7.4.3 Oracle Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.4.4 Oracle Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.4.5 Oracle Recent Developments
- 7.5 SAP
- 7.5.1 SAP Profile
- 7.5.2 SAP Main Business
- 7.5.3 SAP Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.5.4 SAP Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.5.5 SAP Recent Developments
- 7.6 ConsenSys
- 7.6.1 ConsenSys Profile
- 7.6.2 ConsenSys Main Business
- 7.6.3 ConsenSys Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.6.4 ConsenSys Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.6.5 ConsenSys Recent Developments
- 7.7 Acceture
- 7.7.1 Acceture Profile
- 7.7.2 Acceture Main Business
- 7.7.3 Acceture Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.7.4 Acceture Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.7.5 Acceture Recent Developments
- 7.8 Oracle
- 7.8.1 Oracle Profile
- 7.8.2 Oracle Main Business
- 7.8.3 Oracle Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.8.4 Oracle Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.8.5 Oracle Recent Developments
- 7.9 Infosys
- 7.9.1 Infosys Profile
- 7.9.2 Infosys Main Business
- 7.9.3 Infosys Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.9.4 Infosys Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.9.5 Infosys Recent Developments
- 7.10 Bitfury
- 7.10.1 Bitfury Profile
- 7.10.2 Bitfury Main Business
- 7.10.3 Bitfury Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
- 7.10.4 Bitfury Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
- 7.10.5 Bitfury Recent Developments
8 Industry Chain Analysis
- 8.1 Blockchain in Media, Advertising, and Entertainment Industrial Chain
- 8.2 Blockchain in Media, Advertising, and Entertainment Upstream Analysis
- 8.2.1 Key Raw Materials
- 8.2.2 Raw Materials Key Suppliers
- 8.2.3 Manufacturing Cost Structure
- 8.3 Midstream Analysis
- 8.4 Downstream Analysis (Customers Analysis)
- 8.5 Sales Model and Sales Channels
- 8.5.1 Blockchain in Media, Advertising, and Entertainment Sales Model
- 8.5.2 Sales Channel
- 8.5.3 Blockchain in Media, Advertising, and Entertainment Distributors
9 Research Findings and Conclusion
10 Appendix
- 10.1 Research Methodology
- 10.1.1 Methodology/Research Approach
- 10.1.1.1 Research Programs/Design
- 10.1.1.2 Market Size Estimation
- 10.1.1.3 Market Breakdown and Data Triangulation
- 10.1.2 Data Source
- 10.1.2.1 Secondary Sources
- 10.1.2.2 Primary Sources
- 10.2 Author Details
- 10.3 Disclaimer