Blockchain in Media and Entertainment Market

Blockchain in Media and Entertainment Market - Global Growth Opportunities 2024-2030

Global Blockchain in Media and Entertainment Market is segmented by Application (Content Distribution, Copyright Protection, Streaming, Gaming, Advertising), , Type (Content Distribution Networks, Digital Rights Management, Smart Contracts, Decentralized Content Platforms, Blockchain For Copyright Protection) and Geography (North America, LATAM, West Europe, Central & Eastern Europe, Northern Europe, Southern Europe, East Asia, Southeast Asia, South Asia, Central Asia, Oceania, MEA)

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Industry Overview

The Blockchain in Media and Entertainment Market is expected to reach 5Billion by 2030 and is growing at a CAGR of 7.50% between 2019 to 2030. 

Blockchain in Media and Entertainment Market Size in (USD Billion) CAGR Growth Rate 7.50%

Study Period 2024-2030
Market Size (2019): 2Billion
Market Size (2030): 5Billion
CAGR (2019 - 2030): 7.50%
Fastest Growing Region North America
Dominating Region Europe
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The blockchain in media and entertainment market involves the use of blockchain technology to secure digital rights, prevent piracy, and streamline the distribution of content. Blockchain enables decentralized, transparent systems that benefit creators, distributors, and consumers alike.
The consumer goods market consists of various components, including product categories (durable and non-durable goods), distribution channels (retail stores, e-commerce, and wholesalers), and market segmentation based on demographics and consumer behavior. Marketing strategies, such as advertising and branding, play a crucial role in attracting consumers, while trends like sustainability and health consciousness influence purchasing decisions. Additionally, the regulatory environment impacts product development, and effective supply chain management ensures timely delivery. Pricing strategies must consider competition and consumer demand to optimize sales. Together, these elements shape the dynamics of the consumer goods market.

Market Segmentation

Selecting segmentation criteria in IBM, Sony, Universal Music, Warner Bros, Walt Disney, VeChain, Ujo Music, Open Music Initiative, Vevo, MovieBrats, Audius, FilmChain, Eluvio, TRON involves several key steps. Researchers begin by defining their objectives, such as understanding consumer behavior or identifying market opportunities. They then gather relevant data on demographics, psychographics, and buying behavior. Next, they identify segmentation variables like age, location, lifestyle, and purchase patterns. Using analytical tools, they analyze the data to find distinct market segments and evaluate their attractiveness based on size, growth potential, and alignment with business goals. Detailed profiles are created for each segment, and the most promising ones are selected for targeting. Finally, tailored marketing strategies are developed, and the performance of these strategies is monitored and adjusted as needed. This process ensures that segmentation effectively identifies valuable market opportunities and aligns with strategic goals.
The Europe Region holds a dominant market share, primarily driven by growing consumption patterns, a rising population, and robust economic activity that fuels market demand. Meanwhile, the North America Region is experiencing the fastest growth, propelled by increasing infrastructure developments, expanding industrial activities, and a surge in consumer demand, positioning it as a key driver for future market expansion.
Segmentation by Type
  • Content distribution networks
  • Digital rights management
  • Smart contracts
  • Decentralized content platforms


Blockchain in Media and Entertainment Market Segmentation by Type

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Segmentation by Application


  • Content distribution
  • Copyright protection
  • Streaming
  • Gaming
  • Advertising


Blockchain in Media and Entertainment Market Segmentation by Application

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Regional Insight

The Blockchain in Media and Entertainment varies widely by region, reflecting diverse economic conditions and consumer preferences. In North America, the focus is on convenience and premium products, driven by high disposable incomes and a strong e-commerce sector. Europe’s market is fragmented, with Western countries emphasizing luxury and organic goods, while Eastern Europe sees rapid growth. Asia-Pacific is a fast-growing region with high demand for both high-tech and affordable products, driven by urbanization and rising middle-class incomes. Latin America prioritizes affordability amidst economic fluctuations, with Brazil and Mexico leading in market growth. In the Middle East and Africa, market trends are influenced by cultural preferences, with luxury goods prominent in the Gulf States and gradual growth in sub-Saharan Africa. Global trends like sustainability and digital transformation are impacting all regions.
The Europe dominant region currently dominates the market share, fueled by increasing consumption, population growth, and sustained economic progress that collectively enhance market demand. Conversely, the North America is the fastest-growing that is rapidly becoming the fastest-growing region, driven by significant infrastructure investments, industrial expansion, and rising consumer demand.
Regions
  • North America
  • LATAM
  • West Europe
  • Central & Eastern Europe
  • Northern Europe
  • Southern Europe
  • East Asia
  • Southeast Asia
  • South Asia
  • Central Asia
  • Oceania
  • MEA
Fastest Growing Region
North America
North America hold biggest share in Blockchain in Media and Entertainment Market
Dominating Region
Europe
Europe hold biggest share in Blockchain in Media and Entertainment Market


Key Players
The companies highlighted in this profile were selected based on insights from primary experts and an evaluation of their market penetration, product offerings, and geographical reach:
  • IBM
  • Sony
  • Universal Music
  • Warner Bros
  • Walt Disney
  • VeChain
  • Ujo Music
  • Open Music Initiative
  • Vevo
  • MovieBrats
  • Audius
  • FilmChain
  • Eluvio
  • TRON

Blockchain in Media and Entertainment Market Segmentation by Players

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Report Infographics:
Report FeaturesDetails
Base Year2019
Based Year Market Size 20192Billion
Historical Period Market Size 20241.8Billion
CAGR (2019to 2030)7.50%
Forecast Period2024 to 2030
Forecasted Period Market Size 20305Billion
Scope of the ReportContent distribution networks, Digital rights management, Smart contracts, Decentralized content platforms, Content distribution, Copyright protection, Streaming, Gaming, Advertising
Regions CoveredNorth America, Europe, Asia Pacific, South America, and MEA
Year-on-Year Growth8.00%
Companies CoveredIBM, Sony, Universal Music, Warner Bros, Walt Disney, VeChain, Ujo Music, Open Music Initiative, Vevo, MovieBrats, Audius, FilmChain, Eluvio, TRON
Customization Scope15% Free Customization (For EG)
Delivery FormatPDF and Excel through Email


Blockchain in Media and Entertainment Market Dynamics

The Blockchain in Media and Entertainment is driven by factors such as increasing demand in end-use industries, technological advancements, research and development (R&D), economic growth, and increasing global trade.
Influencing Trend:
  • Rise in decentralized content distribution
  • use of smart contracts in licensing

Market Growth Drivers:
  • Opportunities In Content Monetization
  • Demand For Digital Rights Protection

Challenges:
  • Regulatory Challenges
  • Slow Adoption

Opportunities:
  • Opportunities In Content Monetization
  • Demand For Digital Rights Protection

Regulatory Framework

The regulatory framework for the Blockchain in Media and Entertainment ensures product safety, fair competition, and consumer protection. It encompasses setting standards for product quality and safety, enforcing truthful advertising and labeling, and implementing environmental sustainability practices. Regulations include robust procedures for product recalls, data protection, and anti-competitive practices, while also overseeing import/export controls and intellectual property rights. Regulatory bodies enforce these rules through inspections and penalties, and consumer education programs help individuals make informed decisions. This framework aims to protect consumers, promote fair market conditions, and encourage ethical business practices.

Competitive Insights

The key players in the Blockchain in Media and Entertainment are intensifying their focus on research and development (R&D) activities to innovate and stay competitive. Major companies, such as IBM, Sony, Universal Music, Warner Bros, Walt Disney, VeChain, Ujo Music, Open Music Initiative, Vevo, MovieBrats, Audius, FilmChain, Eluvio, TRON are heavily investing in R&D to develop new products and improve existing ones. This strategic emphasis on innovation is driving significant advancements in product formulation and the introduction of sustainable and eco-friendly products.
Moreover, these established industry leaders are actively pursuing acquisitions of smaller companies to expand their regional presence and enhance their market share. These acquisitions not only help in diversifying their product portfolios but also provide access to new technologies and markets. This consolidation trend is a critical factor in the growth of the consumer goods industry, as it enables larger companies to streamline operations, reduce costs, and increase their competitive edge.
In addition to R&D and acquisitions, there is a notable shift towards green investments among key players in the consumer goods industry. Companies are increasingly committing resources to sustainable practices and the development of environmentally friendly products. This green investment is in response to growing consumer demand for sustainable solutions and stringent environmental regulations. By prioritizing sustainability, these companies are not only contributing to environmental protection but also positioning themselves as leaders in the green movement, thereby fueling market growth.
Research Methodology
The research methodology for the consumer goods industry involves several key steps to ensure comprehensive and actionable insights. First, the research objectives are clearly defined, focusing on aspects like consumer behavior, market opportunities, competitive dynamics, or regulatory impacts. A thorough literature review follows, drawing from academic journals, industry reports, government publications, and market analyses to establish a knowledge base and identify research gaps. Data collection encompasses both primary methods, such as surveys, interviews, and focus groups with consumers and industry experts, and secondary methods, including analysis of market reports, government data, and industry publications. Quantitative data is analyzed using statistical tools to identify patterns and market segments, while qualitative data from interviews and focus groups is examined to extract key themes and insights.
The market is then segmented based on demographics, psychographics, geography, and purchasing behavior, and competitive analysis is conducted to evaluate key players' strategies and strengths. Trend analysis identifies current and emerging industry trends. Findings are compiled into a detailed report with data visualizations and strategic recommendations. The research is validated and refined through cross-checking and expert feedback, and a framework for continuous monitoring is established to keep the research current and relevant. 
 


Blockchain in Media and Entertainment - Table of Contents

Chapter 1: Market Preface
  • 1.1 Global Blockchain in Media and Entertainment Market Landscape
  • 1.2 Scope of the Study
  • 1.3 Relevant Findings & Stakeholder Advantages

Chapter 2: Strategic Overview
  • 2.1 Global Blockchain in Media and Entertainment Market Outlook
  • 2.2 Total Addressable Market versus Serviceable Market
  • 2.3 Market Rivalry Projection

Chapter 3 : Global Blockchain in Media and Entertainment Market Business Environment & Changing Dynamics
  • 3.1 Growth Drivers
    • 3.1.1 Opportunities in content monetization
    • 3.1.2 demand for digital rights protection
  • 3.2 Available Opportunities
    • 3.2.1 Opportunities in content monetization
  • 3.3 Influencing Trends
    • 3.3.1 Rise in decentralized content distrib
  • 3.4 Challenges
    • 3.4.1 Regulatory challenges
    • 3.4.2 slow adoption
    • 3.4.3
  • 3.5 Regional Dynamics

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Chapter 4 : Global Blockchain in Media and Entertainment Industry Factors Assessment
  • 4.1 Current Scenario
  • 4.2 PEST Analysis
  • 4.3 Business Environment - PORTER 5-Forces Analysis
    • 4.3.1 Supplier Leverage
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of Substitutes
    • 4.3.4 Threat from New Entrant
    • 4.3.5 Market Competition Level
  • 4.4 Roadmap of Blockchain in Media and Entertainment Market
  • 4.5 Impact of Macro-Economic Factors
  • 4.6 Market Entry Strategies
  • 4.7 Political and Regulatory Landscape
  • 4.8 Supply Chain Analysis
  • 4.9 Impact of Tariff War


Chapter 5: Blockchain in Media and Entertainment : Competition Benchmarking & Performance Evaluation
  • 5.1 Global Blockchain in Media and Entertainment Market Concentration Ratio
    • 5.1.1 CR4, CR8 and HH Index
    • 5.1.2 % Market Share - Top 3
    • 5.1.3 Market Holding by Top 5
  • 5.2 Market Position of Manufacturers by Blockchain in Media and Entertainment Revenue 2019
  • 5.3 Global Blockchain in Media and Entertainment Sales Volume by Manufacturers (2019)
  • 5.4 BCG Matrix
  • 5.4 Market Entropy
  • 5.5 Heat Map Analysis
  • 5.6 Strategic Group Analysis
Chapter 6: Global Blockchain in Media and Entertainment Market: Company Profiles
  • 6.1 IBM
    • 6.1.1 IBM Company Overview
    • 6.1.2 IBM Product/Service Portfolio & Specifications
    • 6.1.3 IBM Key Financial Metrics
    • 6.1.4 IBM SWOT Analysis
    • 6.1.5 IBM Development Activities
  • 6.2 Sony
  • 6.3 Universal Music
  • 6.4 Warner Bros
  • 6.5 Walt Disney
  • 6.6 VeChain
  • 6.7 Ujo Music
  • 6.8 Open Music Initiative
  • 6.9 Vevo
  • 6.10 MovieBrats
  • 6.11 Audius
  • 6.12 FilmChain
  • 6.13 Eluvio
  • 6.14 TRON
  • 6.15 Limewire

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Chapter 7 : Global Blockchain in Media and Entertainment by Type & Application (2024-2030)
  • 7.1 Global Blockchain in Media and Entertainment Market Revenue Analysis (USD Million) by Type (2024-2019)
    • 7.1.1 Content Distribution Networks
    • 7.1.2 Digital Rights Management
    • 7.1.3 Smart Contracts
    • 7.1.4 Decentralized Content Platforms
    • 7.1.5 Blockchain For Copyright Protection
  • 7.2 Global Blockchain in Media and Entertainment Market Revenue Analysis (USD Million) by Application (2024-2019)
    • 7.2.1 Content Distribution
    • 7.2.2 Copyright Protection
    • 7.2.3 Streaming
    • 7.2.4 Gaming
    • 7.2.5 Advertising
  • 7.3 Global Blockchain in Media and Entertainment Market Revenue Analysis (USD Million) by Type (2019-2030)
  • 7.4 Global Blockchain in Media and Entertainment Market Revenue Analysis (USD Million) by Application (2019-2030)

Chapter 8 : North America Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 8.1 North America Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 8.1.1 United States
    • 8.1.2 Canada
  • 8.2 North America Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 8.2.1 Content Distribution Networks
    • 8.2.2 Digital Rights Management
    • 8.2.3 Smart Contracts
    • 8.2.4 Decentralized Content Platforms
    • 8.2.5 Blockchain For Copyright Protection
  • 8.3 North America Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 8.3.1 Content Distribution
    • 8.3.2 Copyright Protection
    • 8.3.3 Streaming
    • 8.3.4 Gaming
    • 8.3.5 Advertising
  • 8.4 North America Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 8.5 North America Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 8.6 North America Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
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Chapter 9 : LATAM Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 9.1 LATAM Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 9.1.1 Brazil
    • 9.1.2 Argentina
    • 9.1.3 Chile
    • 9.1.4 Mexico
    • 9.1.5 Rest of LATAM
  • 9.2 LATAM Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 9.2.1 Content Distribution Networks
    • 9.2.2 Digital Rights Management
    • 9.2.3 Smart Contracts
    • 9.2.4 Decentralized Content Platforms
    • 9.2.5 Blockchain For Copyright Protection
  • 9.3 LATAM Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 9.3.1 Content Distribution
    • 9.3.2 Copyright Protection
    • 9.3.3 Streaming
    • 9.3.4 Gaming
    • 9.3.5 Advertising
  • 9.4 LATAM Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 9.5 LATAM Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 9.6 LATAM Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 10 : West Europe Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 10.1 West Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 10.1.1 Germany
    • 10.1.2 France
    • 10.1.3 Benelux
    • 10.1.4 Switzerland
    • 10.1.5 Rest of West Europe
  • 10.2 West Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 10.2.1 Content Distribution Networks
    • 10.2.2 Digital Rights Management
    • 10.2.3 Smart Contracts
    • 10.2.4 Decentralized Content Platforms
    • 10.2.5 Blockchain For Copyright Protection
  • 10.3 West Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 10.3.1 Content Distribution
    • 10.3.2 Copyright Protection
    • 10.3.3 Streaming
    • 10.3.4 Gaming
    • 10.3.5 Advertising
  • 10.4 West Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 10.5 West Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 10.6 West Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 11 : Central & Eastern Europe Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 11.1 Central & Eastern Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 11.1.1 Bulgaria
    • 11.1.2 Poland
    • 11.1.3 Hungary
    • 11.1.4 Romania
    • 11.1.5 Rest of CEE
  • 11.2 Central & Eastern Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 11.2.1 Content Distribution Networks
    • 11.2.2 Digital Rights Management
    • 11.2.3 Smart Contracts
    • 11.2.4 Decentralized Content Platforms
    • 11.2.5 Blockchain For Copyright Protection
  • 11.3 Central & Eastern Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 11.3.1 Content Distribution
    • 11.3.2 Copyright Protection
    • 11.3.3 Streaming
    • 11.3.4 Gaming
    • 11.3.5 Advertising
  • 11.4 Central & Eastern Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 11.5 Central & Eastern Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 11.6 Central & Eastern Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 12 : Northern Europe Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 12.1 Northern Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 12.1.1 The United Kingdom
    • 12.1.2 Sweden
    • 12.1.3 Norway
    • 12.1.4 Baltics
    • 12.1.5 Ireland
    • 12.1.6 Rest of Northern Europe
  • 12.2 Northern Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 12.2.1 Content Distribution Networks
    • 12.2.2 Digital Rights Management
    • 12.2.3 Smart Contracts
    • 12.2.4 Decentralized Content Platforms
    • 12.2.5 Blockchain For Copyright Protection
  • 12.3 Northern Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 12.3.1 Content Distribution
    • 12.3.2 Copyright Protection
    • 12.3.3 Streaming
    • 12.3.4 Gaming
    • 12.3.5 Advertising
  • 12.4 Northern Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 12.5 Northern Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 12.6 Northern Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 13 : Southern Europe Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 13.1 Southern Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 13.1.1 Spain
    • 13.1.2 Italy
    • 13.1.3 Portugal
    • 13.1.4 Greece
    • 13.1.5 Rest of Southern Europe
  • 13.2 Southern Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 13.2.1 Content Distribution Networks
    • 13.2.2 Digital Rights Management
    • 13.2.3 Smart Contracts
    • 13.2.4 Decentralized Content Platforms
    • 13.2.5 Blockchain For Copyright Protection
  • 13.3 Southern Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 13.3.1 Content Distribution
    • 13.3.2 Copyright Protection
    • 13.3.3 Streaming
    • 13.3.4 Gaming
    • 13.3.5 Advertising
  • 13.4 Southern Europe Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 13.5 Southern Europe Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 13.6 Southern Europe Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 14 : East Asia Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 14.1 East Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 14.1.1 China
    • 14.1.2 Japan
    • 14.1.3 South Korea
    • 14.1.4 Taiwan
    • 14.1.5 Others
  • 14.2 East Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 14.2.1 Content Distribution Networks
    • 14.2.2 Digital Rights Management
    • 14.2.3 Smart Contracts
    • 14.2.4 Decentralized Content Platforms
    • 14.2.5 Blockchain For Copyright Protection
  • 14.3 East Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 14.3.1 Content Distribution
    • 14.3.2 Copyright Protection
    • 14.3.3 Streaming
    • 14.3.4 Gaming
    • 14.3.5 Advertising
  • 14.4 East Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 14.5 East Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 14.6 East Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 15 : Southeast Asia Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 15.1 Southeast Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 15.1.1 Vietnam
    • 15.1.2 Singapore
    • 15.1.3 Thailand
    • 15.1.4 Malaysia
    • 15.1.5 Indonesia
    • 15.1.6 Philippines
    • 15.1.7 Rest of SEA Countries
  • 15.2 Southeast Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 15.2.1 Content Distribution Networks
    • 15.2.2 Digital Rights Management
    • 15.2.3 Smart Contracts
    • 15.2.4 Decentralized Content Platforms
    • 15.2.5 Blockchain For Copyright Protection
  • 15.3 Southeast Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 15.3.1 Content Distribution
    • 15.3.2 Copyright Protection
    • 15.3.3 Streaming
    • 15.3.4 Gaming
    • 15.3.5 Advertising
  • 15.4 Southeast Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 15.5 Southeast Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 15.6 Southeast Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 16 : South Asia Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 16.1 South Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 16.1.1 India
    • 16.1.2 Bangladesh
    • 16.1.3 Others
  • 16.2 South Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 16.2.1 Content Distribution Networks
    • 16.2.2 Digital Rights Management
    • 16.2.3 Smart Contracts
    • 16.2.4 Decentralized Content Platforms
    • 16.2.5 Blockchain For Copyright Protection
  • 16.3 South Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 16.3.1 Content Distribution
    • 16.3.2 Copyright Protection
    • 16.3.3 Streaming
    • 16.3.4 Gaming
    • 16.3.5 Advertising
  • 16.4 South Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 16.5 South Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 16.6 South Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 17 : Central Asia Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 17.1 Central Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 17.1.1 Kazakhstan
    • 17.1.2 Tajikistan
    • 17.1.3 Others
  • 17.2 Central Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 17.2.1 Content Distribution Networks
    • 17.2.2 Digital Rights Management
    • 17.2.3 Smart Contracts
    • 17.2.4 Decentralized Content Platforms
    • 17.2.5 Blockchain For Copyright Protection
  • 17.3 Central Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 17.3.1 Content Distribution
    • 17.3.2 Copyright Protection
    • 17.3.3 Streaming
    • 17.3.4 Gaming
    • 17.3.5 Advertising
  • 17.4 Central Asia Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 17.5 Central Asia Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 17.6 Central Asia Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 18 : Oceania Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 18.1 Oceania Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 18.1.1 Australia
    • 18.1.2 New Zealand
    • 18.1.3 Others
  • 18.2 Oceania Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 18.2.1 Content Distribution Networks
    • 18.2.2 Digital Rights Management
    • 18.2.3 Smart Contracts
    • 18.2.4 Decentralized Content Platforms
    • 18.2.5 Blockchain For Copyright Protection
  • 18.3 Oceania Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 18.3.1 Content Distribution
    • 18.3.2 Copyright Protection
    • 18.3.3 Streaming
    • 18.3.4 Gaming
    • 18.3.5 Advertising
  • 18.4 Oceania Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 18.5 Oceania Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 18.6 Oceania Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 19 : MEA Blockchain in Media and Entertainment Market Breakdown by Country, Type & Application
  • 19.1 MEA Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 19.1.1 Turkey
    • 19.1.2 South Africa
    • 19.1.3 Egypt
    • 19.1.4 UAE
    • 19.1.5 Saudi Arabia
    • 19.1.6 Israel
    • 19.1.7 Rest of MEA
  • 19.2 MEA Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 19.2.1 Content Distribution Networks
    • 19.2.2 Digital Rights Management
    • 19.2.3 Smart Contracts
    • 19.2.4 Decentralized Content Platforms
    • 19.2.5 Blockchain For Copyright Protection
  • 19.3 MEA Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 19.3.1 Content Distribution
    • 19.3.2 Copyright Protection
    • 19.3.3 Streaming
    • 19.3.4 Gaming
    • 19.3.5 Advertising
  • 19.4 MEA Blockchain in Media and Entertainment Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 19.5 MEA Blockchain in Media and Entertainment Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 19.6 MEA Blockchain in Media and Entertainment Market by Application (USD Million) & Sales Volume (Units) [2020-2030]

Chapter 20: Research Findings & Conclusion
  • 20.1 Key Findings
  • 20.2 Conclusion

Chapter 21: Methodology and Data Source
  • 21.1 Research Methodology & Approach
    • 21.1.1 Research Program/Design
    • 21.1.2 Market Size Estimation
    • 21.1.3 Market Breakdown and Data Triangulation
  • 21.2 Data Source
    • 21.2.1 Secondary Sources
    • 21.2.2 Primary Sources

Chapter 22: Appendix & Disclaimer
  • 22.1 Acronyms & bibliography
  • 22.2 Disclaimer

Frequently Asked Questions (FAQ):

The Blockchain in Media and Entertainment market is expected to see value worth 2 Billion in 2019.

The Blockchain in Media and Entertainment Market is growing at a CAGR of 7.50% over the forecasted period 2019 - 2030.

Rise In Decentralized Content Distribution, Use Of Smart Contracts In Licensing, Blockchain In NFTs are seen to make big Impact on Blockchain in Media and Entertainment Market Growth.

  • Opportunities In Content Monetization
  • Demand For Digital Rights Protection
  • Blockchain-based Gaming

Business transformation in Blockchain in Media and Entertainment Market has taken hold due to the confluence of several important triggers, some of them are Regulatory Challenges, Slow Adoption, High Costs Of Technology.

Some of the opportunities that Analyst at HTF MI have identified in Blockchain in Media and Entertainment Market are:
  • Opportunities In Content Monetization
  • Demand For Digital Rights Protection
  • Blockchain-based Gaming

New entrants, including competitors from unrelated industries along with players such as IBM, Sony, Universal Music, Warner Bros, Walt Disney, VeChain, Ujo Music, Open Music Initiative, Vevo, MovieBrats, Audius, FilmChain, Eluvio, TRON, Limewire Instituting a robust process in Global Blockchain in Media and Entertainment Market.

Research paper of Global Blockchain in Media and Entertainment Market shows that companies are making better progress than their supply chain peers –including suppliers, majorly in end-use applications such as Content distribution, Copyright protection, Streaming, Gaming, Advertising.

The Global Blockchain in Media and Entertainment Market Study is segmented by Content distribution networks, Digital rights management, Smart contracts, Decentralized content platforms, Blockchain for copyright protection.

The Global Blockchain in Media and Entertainment Market Study includes regional breakdown as North America, LATAM, West Europe,Central & Eastern Europe, Northern Europe, Southern Europe, East Asia, Southeast Asia, South Asia, Central Asia, Oceania, MEA

Historical Year: 2024 - Base year: 2019. Forecast period**: 2025 to 2030 [** unless otherwise stated]

The blockchain in media and entertainment market involves the use of blockchain technology to secure digital rights, prevent piracy, and streamline the distribution of content. Blockchain enables decentralized, transparent systems that benefit creators, distributors, and consumers alike.
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