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市場調查報告書
商品編碼
1830930

媒體、廣告和娛樂市場的區塊鏈

Blockchain in Media, Advertising, and Entertainment Market

出版日期: | 出版商: The Insight Partners | 英文 150 Pages | 商品交期: 1-5個工作天內

價格
簡介目錄

媒體、廣告和娛樂領域的區塊鏈市場預計將從 2024 年的 24 億美元成長到 2031 年的 455 億美元,預計 2025 年至 2031 年期間的複合年成長率為 58.5%。媒體、娛樂和廣告領域資料盜版事件的增加可能會推動這些領域區塊鏈市場的成長。

區塊鏈在媒體、廣告和娛樂市場的分析

媒體和娛樂產業對區塊鏈技術的需求日益成長,這與內容商業化程度的提高以及智慧財產權(IP)侵權現象的普遍聯繫。消除內容創作者和消費者之間的中介機構的迫切需求、對安全快速交易的需求日益成長,以及這些行業資料盜版現象的日益猖獗,是推動市場成長的關鍵因素。

區塊鏈在媒體、廣告和娛樂市場的概述

媒體、廣告和娛樂領域的區塊鏈是指在這些領域運用區塊鏈技術應對各種挑戰並抓住機會。這項技術有助於開發透明、安全、高效的內容分發、消費和貨幣化系統。值得關注的用例包括:支援內容存取的微支付、點對點銷售和分發、高效的版稅支付以及基於使用量的計費模式。區塊鏈技術的優勢在於,它能夠提升整個媒體供應鏈的透明度、信任度、效率、速度、安全性和控制力,進而影響內容交付、消費、支付流程和廣告。

區塊鏈在媒體、廣告和娛樂市場的驅動力和機遇

數據盜版事件增加推動區塊鏈在媒體、廣告和娛樂市場的成長

媒體和娛樂產業資料盜版事件日益頻繁,推動了對區塊鏈解決方案的需求,因為區塊鏈技術能夠增強內容分發和消費的安全性和透明度。區塊鏈技術可以顯著阻止盜版者非法分享媒體內容並從中牟利。它能夠透過分散式帳本技術追蹤非法活動,使個人難以隱瞞其盜版行為。

區塊鏈在媒體、廣告和娛樂市場的細分分析報告

根據區塊鏈類型,市場分為公共區塊鏈和私有區塊鏈。預計到 2024 年,公共區塊鏈將在媒體、廣告和娛樂市場中佔據相當大的佔有率。

在這個市場背景下,公有區塊鏈是指一個去中心化、透明且所有人都可以存取的數位帳本。這類區塊鏈支援各種行業用例,包括小額支付、點對點銷售和內容分發、高效的版稅支付以及基於使用量的計費模式。

區塊鏈在媒體、廣告和娛樂市場佔有率的地理分析

區塊鏈在媒體、廣告和娛樂市場的報告主要分為五個地區:北美、歐洲、亞太、中東和非洲以及南美。北美正經歷快速成長,預計將在媒體、廣告和娛樂市場的區塊鏈領域佔據顯著佔有率。該地區在媒體、娛樂和廣告領域採用區塊鏈技術,應用於各種領域,包括授權和版權管理、數位廣告、智慧合約、內容安全、線上遊戲和支付,是推動其市場成長的主要因素。

區塊鏈在媒體、廣告和娛樂市場的應用範圍報告

「媒體、廣告和娛樂領域區塊鏈市場分析」基於組件、區塊鏈類型、企業規模、應用和地理區域進行。市場按組件細分為解決方案和服務。依區塊鏈類型,市場分為公有鏈和私有鏈。依企業規模,市場分為中小企業和大型企業。按應用,市場包括許可和版權管理、數位廣告、智慧合約、內容安全、線上遊戲和支付。按地理區域,市場細分為北美、歐洲、亞太地區、中東和非洲以及南美。

區塊鏈在媒體、廣告和娛樂市場的最新發展和新聞

企業在市場中既採用無機策略,也採用有機策略,例如併購。對區塊鏈在媒體、廣告和娛樂市場的預測是基於各種二手和一手研究結果,包括主要公司出版物、協會資料和資料庫。近期一些重要的市場發展包括:

2024 年 2 月,Xfinite 和 Eros Now(Eros STX Global Corporation 旗下著名的南亞 OTT 娛樂平台)宣布擴大與 Xfinite 旗下 Mzaalo 平台的合作。 Mzaalo 平台是一項遊戲化視訊串流服務,預計到今年底將擁有 1000 萬用戶。 [來源:Eros Now,公司網站]

區塊鏈在媒體、廣告和娛樂市場的覆蓋範圍和交付成果報告

這份題為《區塊鏈在媒體、廣告和娛樂市場規模和預測(2021-2031)》的市場報告對市場進行了全面的分析,涵蓋以下領域:

範圍內所有關鍵市場領域的全球、區域和國家層面的市場規模和預測。市場動態,例如促進因素、限制因素和關鍵機會。主要未來趨勢。詳細的 PEST 和 SWOT 分析。全球和區域市場分析涵蓋關鍵市場趨勢、主要參與者、法規和最近的市場發展。產業格局和競爭分析,包括市場集中度、熱圖分析、主要參與者和最新發展。深入的公司簡介。

目錄

第1章:引言

第2章:關鍵要點

第3章:研究方法

第4章:區塊鏈在媒體、廣告和娛樂市場的應用

  • 概述
  • 生態系分析
  • 害蟲分析
    • 北美 - PEST 分析
    • 歐洲 - PEST 分析
    • 亞太地區 (APAC) - PEST 分析
    • 中東和非洲 (MEA) - PEST 分析
    • 南美洲 (SAM)- PEST 分析

第5章:媒體、廣告與娛樂市場的區塊鏈-關鍵產業動態

  • 主要市場促進因素
  • 主要市場限制因素
  • 主要市場機會
  • 未來趨勢
  • COVID-19 疫情的促進因素、限制因素及預期影響分析

第6章:媒體、廣告和娛樂市場中的區塊鏈 - 全球市場分析

  • 媒體、廣告和娛樂領域的區塊鏈—全球市場概覽
  • 區塊鏈在媒體、廣告和娛樂領域的應用-全球市場與預測(2028 年)
  • 市場定位/市場佔有率

第6章:區塊鏈在媒體、廣告和娛樂市場的收入和預測 T-2028 - 應用

  • 概述
  • 應用市場預測與分析
  • 授權和權利管理
    • 概述
    • 授權與權利管理市場預測與分析
  • 數位廣告
    • 概述
    • 數位廣告市場預測與分析
  • 智慧合約
    • 概述
    • 智慧合約市場預測與分析
  • 內容安全
    • 概述
    • 內容安全市場預測與分析
  • 線上遊戲
    • 概述
    • 線上遊戲市場預測與分析
  • 付款
    • 概述
    • 支付市場預測與分析
  • 其他
    • 概述
    • 其他市場預測與分析

第7章:區塊鏈在媒體、廣告和娛樂市場的收入和預測 T-2028 - 地理分析

  • 北美洲
    • 北美洲
    • 北美市場預測與分析 - 按應用
    • 北美市場預測與分析 - 按國家
      • 美國市場
      • 加拿大市場
      • 墨西哥市場
  • 歐洲
    • 歐洲
    • 歐洲市場預測與分析 - 按應用
    • 歐洲市場預測與分析 - 按國家
      • 法國市場
      • 德國市場
      • 義大利市場
      • 俄羅斯市場
      • 英國市場
      • 歐洲其他市場
  • 亞太地區(APAC)
    • 亞太地區
    • 亞太市場預測與分析 - 按應用
    • 亞太市場預測與分析 - 按國家
      • 韓國
      • 中國市場
      • 印度市場
      • 日本市場
      • 澳洲市場
      • 亞太其他市場
  • 中東和非洲(MEA)
    • 中東和非洲區塊鏈在媒體、廣告和娛樂市場概覽
    • 中東和非洲區塊鏈在媒體、廣告和娛樂市場的預測和分析
    • 中東和非洲市場預測與分析 - 按應用
    • 中東和非洲市場預測與分析 - 按國家
      • 南非市場
      • 沙烏地阿拉伯市場
      • 阿拉伯聯合大公國市場
      • 中東和非洲其他市場
  • 南美洲(SAM)
    • 南美區塊鏈在媒體、廣告和娛樂市場的概覽
    • 南美區塊鏈在媒體、廣告和娛樂市場的預測與分析
    • 南美市場預測與分析 - 按應用
    • 南美市場預測與分析 - 按國家
      • 巴西市場
      • 阿根廷市場
      • 南美洲其他市場

第8章:產業格局

  • 併購
  • 市場舉措
  • 新發展

第9章:區塊鏈在媒體、廣告和娛樂市場的應用,主要公司簡介

  • IBM CORPORATION
  • MICROSOFT CORPORATION
  • ORACLE CORPORATION
  • SAP SE
  • AMAZON WEB SERVICES
  • FACTOM INC
  • ACCENTURE
  • GUARDTIME
  • AUXESIS GROUP
  • NYIAX, INC.

第 10 章:附錄

簡介目錄
Product Code: TIPRE00002965

The market for blockchain in media, advertising, and entertainment is projected to increase from US$ 2.4 billion in 2024 to US$ 45.5 billion by 2031, with an expected CAGR of 58.5% during the period from 2025 to 2031. The rise in data piracy incidents within the media, entertainment, and advertising sectors is likely to drive the growth of the blockchain market in these areas.

Analysis of Blockchain in Media, Advertising, and Entertainment Market

The growing demand for blockchain technology in the media and entertainment industries is linked to the increasing commercialization of content and the widespread violation of intellectual property (IP) rights. The urgent need to eliminate intermediaries between content creators and consumers, the rising demand for secure and fast transactions, and the growing instances of data piracy in these sectors are key factors fueling market growth.

Overview of Blockchain in Media, Advertising, and Entertainment Market

Blockchain in media, advertising, and entertainment pertains to the use of blockchain technology in these fields to tackle various challenges and seize opportunities. This technology facilitates the development of transparent, secure, and efficient systems for content distribution, consumption, and monetization.Notable use cases include enabling micropayments for content access, peer-to-peer sales and distribution, efficient royalty payments, and usage-based billing models. Blockchain technology provides advantages such as improved transparency, trust, efficiency, speed, security, and control throughout the media supply chain, affecting content delivery, consumption, payment processes, and advertising.

Drivers and Opportunities in the Blockchain in Media, Advertising, and Entertainment Market

Rising Data Piracy Incidents to Propel Blockchain in Media, Advertising, and Entertainment Market Growth

The increasing frequency of data piracy in the media and entertainment sectors is driving the demand for blockchain solutions, as blockchain technology offers enhanced security and transparency in content distribution and consumption.Blockchain technology can significantly hinder pirates from illegally sharing and profiting from media content. It enables the tracking of illicit activities through distributed ledger technology, making it challenging for individuals to conceal their piracy actions.

Segmentation Analysis of Blockchain in Media, Advertising, and Entertainment Market Report

The market is categorized by blockchain type into public and private segments. The public segment is anticipated to capture a significant share of the blockchain in media, advertising, and entertainment market in 2024.

A public blockchain, in the context of this market, refers to a decentralized and transparent digital ledger that is accessible to all. This type of blockchain supports various industry use cases, including micropayments, peer-to-peer sales and content distribution, efficient royalty payments, and usage-based billing models.

Geographical Analysis of Blockchain in Media, Advertising, and Entertainment Market Share

The blockchain in media, advertising, and entertainment market report is primarily segmented into five regions: North America, Europe, Asia Pacific, Middle East & Africa, and South America. North America is witnessing rapid growth and is expected to hold a significant share of the blockchain in media, advertising, and entertainment market. The region's adoption of blockchain technologies across media, entertainment, and advertising for various applications, including licensing and rights management, digital advertising, smart contracts, content security, online gaming, and payments, is a major factor contributing to its market growth.

Scope of the Blockchain in Media, Advertising, and Entertainment Market Report

The "Blockchain in Media, Advertising, and Entertainment Market Analysis" was conducted based on components, blockchain types, enterprise sizes, applications, and geographical regions. The market is segmented by component into solutions and services. By blockchain type, it is divided into public and private. By enterprise size, it is categorized into SMEs and large enterprises. By application, it includes licensing and rights management, digital advertising, smart contracts, content security, online gaming, and payments. Geographically, the market is segmented into North America, Europe, Asia Pacific, the Middle East & Africa, and South America.

Recent Developments and News in the Blockchain in Media, Advertising, and Entertainment Market

Companies are employing both inorganic and organic strategies, such as mergers and acquisitions, within the market. The forecast for the blockchain in media, advertising, and entertainment market is based on various secondary and primary research findings, including key company publications, association data, and databases. Some recent significant market developments include:

In February 2024, Xfinite and Eros Now, a prominent over-the-top (OTT) South Asian entertainment platform owned by Eros STX Global Corporation, announced an expansion of their partnership with Xfinite's Mzaalo platform, a gamified video streaming service projected to reach 10 million users by the end of the year.[Source: Eros Now, Company Website]

Coverage and Deliverables of the Blockchain in Media, Advertising, and Entertainment Market Report

The market report titled "Blockchain in Media, Advertising, and Entertainment Market Size and Forecast (2021-2031)" provides a comprehensive analysis of the market, covering the following areas:

Market size & forecast at global, regional, and country levels for all key market segments included in the scope.Market dynamics such as drivers, restraints, and key opportunities.Key future trends.Detailed PEST & SWOT analysis.Global and regional market analysis covering key market trends, major players, regulations, and recent market developments.Industry landscape and competition analysis, including market concentration, heat map analysis, key players, and recent developments.In-depth company profiles.

Table Of Contents

1. INTRODUCTION

  • 1.1. SCOPE OF THE STUDY
  • 1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
  • 1.3. MARKET SEGMENTATION
  • Blockchain in Media, Advertising, and Entertainment Market - By Application
  • Blockchain in Media, Advertising, and Entertainment Market - By Region
  • By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT MARKET LANDSCAPE

  • 4.1. OVERVIEW
  • 4.2. ECOSYSTEM ANALYSIS
  • 4.3. PEST ANALYSIS
    • 4.3.1. North America - PEST Analysis
    • 4.3.2. Europe - PEST Analysis
    • 4.3.3. Asia Pacific (APAC) - PEST Analysis
    • 4.3.4. Middle East & Africa (MEA) - PEST Analysis
    • 4.3.5. South America (SAM)- PEST Analysis

5. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT MARKET - KEY INDUSTRY DYNAMICS

  • 5.1. KEY MARKET DRIVERS
  • 5.2. KEY MARKET RESTRAINTS
  • 5.3. KEY MARKET OPPORTUNITIES
  • 5.4. FUTURE TRENDS
  • 5.5. IMPACT ANALYSIS OF DRIVERS, RESTRAINTS & EXPECTED INFLUENCE OF COVID-19 PANDEMIC

6. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT MARKET - GLOBAL MARKET ANALYSIS

  • 6.1. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT- GLOBAL MARKET OVERVIEW
  • 6.2. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT- GLOBAL MARKET AND FORECAST T-2028
  • 6.3. MARKET POSITIONING/ MARKET SHARE

6. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT MARKET REVENUE AND FORECASTS T-2028 - APPLICATION

  • 6.4. OVERVIEW
  • 6.5. APPLICATION MARKET FORECASTS AND ANALYSIS
  • 6.6. LICENSING AND RIGHTS MANAGEMENT
    • 6.6.1. Overview
    • 6.6.2. Licensing and Rights Management Market Forecast and Analysis
  • 6.7. DIGITAL ADVERTISING
    • 6.7.1. Overview
    • 6.7.2. Digital Advertising Market Forecast and Analysis
  • 6.8. SMART CONTRACTS
    • 6.8.1. Overview
    • 6.8.2. Smart Contracts Market Forecast and Analysis
  • 6.9. CONTENT SECURITY
    • 6.9.1. Overview
    • 6.9.2. Content Security Market Forecast and Analysis
  • 6.10. ONLINE GAMING
    • 6.10.1. Overview
    • 6.10.2. Online Gaming Market Forecast and Analysis
  • 6.11. PAYMENTS
    • 6.11.1. Overview
    • 6.11.2. Payments Market Forecast and Analysis
  • 6.12. OTHERS
    • 6.12.1. Overview
    • 6.12.2. Others Market Forecast and Analysis

7. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT MARKET REVENUE AND FORECASTS T-2028 - GEOGRAPHICAL ANALYSIS

  • 7.1. NORTH AMERICA
    • 7.1.1. North America Blockchain in Media, Advertising, and Entertainment Market Overview
    • 7.1.2. North America Blockchain in Media, Advertising, and Entertainment Market Forecasts and Analysis
    • 7.1.3. North America Market Forecasts and Analysis - By Application
    • 7.1.4. North America Market Forecasts and Analysis - By Countries
      • 7.1.4.1. US market
        • 7.1.4.1.1. US Market by Application
      • 7.1.4.2. Canada market
        • 7.1.4.2.1. Canada Market by Application
      • 7.1.4.3. Mexic-market
        • 7.1.4.3.1. Mexic-Market by Application
  • 7.2. EUROPE
    • 7.2.1. Europe Blockchain in Media, Advertising, and Entertainment Market Overview
    • 7.2.2. Europe Blockchain in Media, Advertising, and Entertainment Market Forecasts and Analysis
    • 7.2.3. Europe Market Forecasts and Analysis - By Application
    • 7.2.4. Europe Market Forecasts and Analysis - By Countries
      • 7.2.4.1. France market
        • 7.2.4.1.1. France Market by Application
      • 7.2.4.2. Germany market
        • 7.2.4.2.1. Germany Market by Application
      • 7.2.4.3. Italy market
        • 7.2.4.3.1. Italy Market by Application
      • 7.2.4.4. Russia market
        • 7.2.4.4.1. Russia Market by Application
      • 7.2.4.5. UK market
        • 7.2.4.5.1. UK Market by Application
      • 7.2.4.6. Rest of Europe market
        • 7.2.4.6.1. Rest of Europe Market by Application
  • 7.3. ASIA PACIFIC (APAC)
    • 7.3.1. Asia Pacific Blockchain in Media, Advertising, and Entertainment Market Overview
    • 7.3.2. Asia Pacific Blockchain in Media, Advertising, and Entertainment Market Forecasts and Analysis
    • 7.3.3. Asia Pacific Market Forecasts and Analysis - By Application
    • 7.3.4. Asia Pacific Market Forecasts and Analysis - By Countries
      • 7.3.4.1. South Korea
        • 7.3.4.1.1. South Korea Market by Application
      • 7.3.4.2. China market
        • 7.3.4.2.1. China Market by Application
      • 7.3.4.3. India market
        • 7.3.4.3.1. India Market by Application
      • 7.3.4.4. Japan market
        • 7.3.4.4.1. Japan Market by Application
      • 7.3.4.5. Australia market
        • 7.3.4.5.1. Australia Market by Application
      • 7.3.4.6. Rest of APAC market
        • 7.3.4.6.1. Rest of APAC Market by Application
  • 7.4. MIDDLE EAST AND AFRICA (MEA)
    • 7.4.1. Middle East and Africa Blockchain in Media, Advertising, and Entertainment Market Overview
    • 7.4.2. Middle East and Africa Blockchain in Media, Advertising, and Entertainment Market Forecasts and Analysis
    • 7.4.3. Middle East and Africa Market Forecasts and Analysis - By Application
    • 7.4.4. Middle East and Africa Market Forecasts and Analysis - By Countries
      • 7.4.4.1. South Africa market
        • 7.4.4.1.1. South Africa Market by Application
      • 7.4.4.2. Saudi Arabia market
        • 7.4.4.2.1. Saudi Arabia Market by Application
      • 7.4.4.3. UAE market
        • 7.4.4.3.1. UAE Market by Application
      • 7.4.4.4. Rest of MEA market
        • 7.4.4.4.1. Rest of MEA Market by Application
  • 7.5. SOUTH AMERICA (SAM)
    • 7.5.1. South America Blockchain in Media, Advertising, and Entertainment Market Overview
    • 7.5.2. South America Blockchain in Media, Advertising, and Entertainment Market Forecasts and Analysis
    • 7.5.3. South America Market Forecasts and Analysis - By Application
    • 7.5.4. South America Market Forecasts and Analysis - By Countries
      • 7.5.4.1. Brazil market
        • 7.5.4.1.1. Brazil Market by Application
      • 7.5.4.2. Argentina market
        • 7.5.4.2.1. Argentina Market by Application
      • 7.5.4.3. Rest of SAM market
        • 7.5.4.3.1. Rest of SAM Market by Application

8. INDUSTRY LANDSCAPE

  • 8.1. MERGERS & ACQUISITIONS
  • 8.2. MARKET INITIATIVES
  • 8.3. NEW DEVELOPMENTS

9. BLOCKCHAIN IN MEDIA, ADVERTISING, AND ENTERTAINMENT MARKET, KEY COMPANY PROFILES

  • 9.1. IBM CORPORATION
    • 9.1.1. Key Facts
    • 9.1.2. Business Description
    • 9.1.3. Products & Services
    • 9.1.4. Financial Overview
    • 9.1.5. SWOT Analysis
    • 9.1.6. Key Developments
  • 9.2. MICROSOFT CORPORATION
    • 9.2.1. Key Facts
    • 9.2.2. Business Description
    • 9.2.3. Products & Services
    • 9.2.4. Financial Overview
    • 9.2.5. SWOT Analysis
    • 9.2.6. Key Developments
  • 9.3. ORACLE CORPORATION
    • 9.3.1. Key Facts
    • 9.3.2. Business Description
    • 9.3.3. Products & Services
    • 9.3.4. Financial Overview
    • 9.3.5. SWOT Analysis
    • 9.3.6. Key Developments
  • 9.4. SAP SE
    • 9.4.1. Key Facts
    • 9.4.2. Business Description
    • 9.4.3. Products & Services
    • 9.4.4. Financial Overview
    • 9.4.5. SWOT Analysis
    • 9.4.6. Key Developments
  • 9.5. AMAZON WEB SERVICES
    • 9.5.1. Key Facts
    • 9.5.2. Business Description
    • 9.5.3. Products & Services
    • 9.5.4. Financial Overview
    • 9.5.5. SWOT Analysis
    • 9.5.6. Key Developments
  • 9.6. FACTOM INC
    • 9.6.1. Key Facts
    • 9.6.2. Business Description
    • 9.6.3. Products & Services
    • 9.6.4. Financial Overview
    • 9.6.5. SWOT Analysis
    • 9.6.6. Key Developments
  • 9.7. ACCENTURE
    • 9.7.1. Key Facts
    • 9.7.2. Business Description
    • 9.7.3. Products & Services
    • 9.7.4. Financial Overview
    • 9.7.5. SWOT Analysis
    • 9.7.6. Key Developments
  • 9.8. GUARDTIME
    • 9.8.1. Key Facts
    • 9.8.2. Business Description
    • 9.8.3. Products & Services
    • 9.8.4. Financial Overview
    • 9.8.5. SWOT Analysis
    • 9.8.6. Key Developments
  • 9.9. AUXESIS GROUP
    • 9.9.1. Key Facts
    • 9.9.2. Business Description
    • 9.9.3. Products & Services
    • 9.9.4. Financial Overview
    • 9.9.5. SWOT Analysis
    • 9.9.6. Key Developments
  • 9.10. NYIAX, INC.
    • 9.10.1. Key Facts
    • 9.10.2. Business Description
    • 9.10.3. Products & Services
    • 9.10.4. Financial Overview
    • 9.10.5. SWOT Analysis
    • 9.10.6. Key Developments

10. APPENDIX

  • 10.1. ABOUT THE INSIGHT PARTNERS
  • 10.2. GLOSSARY OF TERMS