Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography – 2019 to 2024

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Published on: May 16, 2019
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OVERVIEW

The global market size for Blockchain in Media, Advertising and Entertainment Market is expected to reach USD 1230.2 million by 2024, growing at a CAGR of 78.3% over the forecast period. The growing acceptance of blockchain technology for various media, marketing, and entertainment applications is expected to drive the blockchain in the media, advertising, and entertainment market.

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 1

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 2

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 3

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 4

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 5

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 6

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 7

Blockchain in Media, Advertising, and Entertainment Market by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Organization Size, Enterprise Size, and Geography - 2019 to 2024 8

TABLE OF CONTENT

1 Global Blockchain in Media, Advertising, and Entertainment Market
1.1 Study Objectives
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope

2 RESEARCH METHODOLOGY
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions

3 Global Blockchain in Media, Advertising, and Entertainment Market – Executive Summary
3.1 Market Revenue, Market Size and Key Trends by Company
3.2 Key Trends by type of Application
3.3 Key Trends segmented by Geography

4 Global Blockchain in Media, Advertising, and Entertainment Market – Comparative Analysis
4.1 Product Benchmarking – Top 10 companies
4.2 Top 5 Financials Analysis
4.3 Market Value split by Top 10 companies
4.4 Patent Analysis – Top 10 companies
4.5 Pricing Analysis

5 Global Blockchain in Media, Advertising, and Entertainment Market – Industry Market Entry
Scenario
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis – Top 10 companies

6 Global Blockchain in Media, Advertising, and Entertainment Market – Market Forces
6.1 Introduction
6.2 Market Dynamics
6.2.1 Drivers
6.2.2 Opportunities
6.2.3 Challenges
6.3 Porters Analysis of Market
6.3.1 Bargaining power of suppliers
6.3.2 Bargaining powers of customers
6.3.3 Threat of new entrants
6.3.4 Rivalry among existing players
6.3.5 Threat of substitutes

7 Global Blockchain in Media, Advertising, and Entertainment Market – Strategic Analysis
7.1 Value Chain analysis
7.2 Product Life Cycle
7.3 Supplier and distributor analysis (Market share and product dealing strategies)

8 Global Blockchain in Media, Advertising, and Entertainment Market – By Providers (Market
Size – & million/billion)
8.1 Application
8.2 Middleware
8.3 Infrastructure

9 Global Blockchain in Media, Advertising, and Entertainment Market – By Organization Size
9.1 SMEs
9.2 Large Enterprises

10 Global Blockchain in Media, Advertising, and Entertainment Market – By Application
10.1 Licensing & Rights Management
10.2 Digital Advertising
10.3 Smart Contracts
10.4 Content Security
10.5 Online Gaming
10.6 Payments

11 Global Blockchain in Media, Advertising, and Entertainment Market – By Geography
(Market Size – & million/billion)
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K
11.3.2 Germany
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia-Pacific
11.4.1 China
11.4.2 Japan
11.4.3 India
11.4.4 South Korea
11.4.5 Rest of APAC
11.5 Rest of the World
11.5.1 South America
11.5.2 Middle East
11.5.3 Africa

12 Global Blockchain in Media, Advertising, and Entertainment Market – Entropy
12.1 New product launches
12.2 M&A’s, collaborations, JVs and partnerships

13 Global Blockchain in Media, Advertising, and Entertainment Market Company Profile (Key
Players)
13.1 Market Share, Company Revenue, Products, M&A, Developments
13.2 IBM
13.3 Microsoft
13.4 Infosys
13.5 SAP
13.6 Oracle
13.7 Bitfury
13.8 AWS
13.9 Factom
13.10 Guardtime
13.11 Accenture
13.12 Company 11 & more

14 Global Blockchain in Media, Advertising, and Entertainment Market – Appendix
14.1 Sources
14.2 Abbreviations