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市场调查报告书
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媒体、广告和娱乐领域的区块链 - 市场份额分析、行业趋势与统计、成长预测(2024 - 2029)

Blockchain in Media, Advertising, and Entertainment - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

媒体、广告和娱乐领域的区块链市场规模预计到 2024 年将达到 15 亿美元,预计到 2029 年将达到 272.9 亿美元,在预测期内(2024-2029 年)CAGR为 78.49%。

媒体、广告和娱乐领域的区块链 - 市场

区块链不仅颠覆了现有的商业模式,而且还促进了新商业模式的发展,尤其是在媒体产业。数位技术正在极大地改变全球媒体和娱乐产业,特别是在内容製作和发行方面,而区块链是最突出的技术颠覆者。

主要亮点

  • 由于内容的商品化和智慧财产权 (IP) 盗版的普遍存在,媒体和娱乐领域对区块链的需求不断增加。消除内容创作者和最终用户之间的中介机构的需求日益增长,对安全和快速交易的需求不断增长,以及媒体和娱乐行业资料盗版事件的增加,这些都是推动市场发展的一些关键因素。
  • 此外,媒体用户习惯免费存取各种内容,因为媒体和娱乐产业是一个基于合约的行业,非常重视保护智慧财产权。此外,所有媒体领域都受到数位化的严重影响,因为内容可以快速复製和分发而不会降低品质。这是因为数位版权管理系统仍然需要减少版权侵权。
  • 随着区块链的出现,这个产业结构可能会发生重大变化。区块链技术可以在很大程度上绕过内容聚合商、平台提供者和版税征收协会。因此,市场力量转移到了版权所有者的手中。区块链技术可以透过针对具有不可变状态和数位身分的资产提供基于消费的即时定价来增加内容创作者和媒体公司的利润。此解决方案可将交易成本降低 40-80%,从而使支付应用成为领先领域。
  • 疫情过后,随着数位化的广泛采用,世界各地的人们都有兴趣参与音乐节、电影节和体育赛事等体育娱乐活动。分析 NFT 渗透率对市场成长率的贡献。
  • 例如,根据 Dapper Labs 建立的数位参与第一层区块链 Flow 的说法,今年 8 月,Live Nation 子公司 Ticketmaster 最近宣布为活动组织者在其区块链上铸造不可替代代币 (NFT) 门票。 NFT 门票的主要用途是其檔案价值。但除了作为纪念品之外,它们还可以用作参加着名音乐会的证据。
  • 此外,透过 Ticketmaster,已经在 Flow 区块链上创建了超过 500 万个 NFT。 Meta 在 8 月透露,Instagram 现已在 100 多个国家支持 NFT。 Instagram 上分享的所有 NFT 收藏品都是在 Flow 区块链上创建的。此外,Meta 透过 Facebook 上用户的数位钱包引入了新的 NFT 连线。
  • 该技术消除了对中介机构的需求,并减少了提供者和付款人的管理成本和时间。然而,缺乏标准化在一定程度上阻碍了市场的成长。此外,实施新技术的过程既昂贵又耗时,这限制了市场的成长。

媒体、广告和娱乐市场趋势中的区块链

支付应用预计将主导市场

  • 如今,媒体用户非常习惯免费存取各种内容。这主要是因为媒体和娱乐产业是一个基于合约的产业,非常重视保护智慧财产权。此外,所有类型的媒体都受到数位化的伤害,因为数位化可以轻鬆快速地复製和分享内容,而不会降低品质。
  • 区块链技术为具有不可变状态和数位身分的资产提供基于消费的即时定价。该解决方案可将交易成本降低 40% 至 80%,具体取决于行业的采用和扩展水平,从而使支付应用成为领先领域。另一种流行的应用程式是加密货币,它促进了向内容提供者的小额支付。例如,公司使用它来使客户能够购买和播放单首歌曲或视频,或购买阅读新闻文章的许可。
  • 此外,由于区块链驱动的小额支付,按使用付费的消费已变得可行。区块链全面记录资料的能力可以更准确地追踪受版权保护的内容的消费时间和方式。
  • 许多内容提供者正在使用技术透过加密货币接受付款。例如,今年11月,总部位于德州奥斯汀的金融科技企业Oveit与瑞士新创企业Utrust合作,提供加密货币支付服务。他们希望为娱乐产业引入一种新的支付机制,以便活动策划者可以更轻鬆地接受和使用加密货币支付,并进入更大的市场。这些企业将充当全球多达 10 亿游客为活动、主题乐园和旅游套餐进行加密货币支付的中介。
  • 今年 10 月,主要 B2B 和 B2C 公司首选的全球支付协调平台 BlueSnap 宣布与比特币和加密货币支付服务的着名供应商 BitPay 建立新的合作关係。此次产品合作支持 BlueSnap 的目标,即帮助世界各地的企业增加收入并降低成本,使他们能够在全球范围内接受多达 15 种不同的加密货币和 7 种法定货币并进行支付。

北美预计将占据最大的市场份额

  • 如今,媒体用户非常习惯免费存取各种内容。这主要是因为媒体和娱乐产业是一个基于合约的产业,非常重视保护智慧财产权。此外,所有类型的媒体都受到数位化的伤害,因为数位化可以轻鬆快速地复製和分享内容,而不会降低品质。
  • 区块链技术为具有不可变状态和数位身分的资产提供基于消费的即时定价。该解决方案可将交易成本降低 40% 至 80%,具体取决于行业的采用和扩展水平,从而使支付应用成为领先领域。另一种流行的应用程式是加密货币,它促进了向内容提供者的小额支付。例如,公司使用它来使客户能够购买和播放单首歌曲或视频,或购买阅读新闻文章的许可。
  • 此外,由于区块链驱动的小额支付,按使用付费的消费已变得可行。区块链全面记录资料的能力可以更准确地追踪受版权保护的内容的消费时间和方式。
  • 许多内容提供者正在使用技术透过加密货币接受付款。例如,今年11月,总部位于德州奥斯汀的金融科技企业Oveit与瑞士新创企业Utrust合作,提供加密货币支付服务。他们希望为娱乐产业引入一种新的支付机制,以便活动策划者可以更轻鬆地接受和使用加密货币支付,并进入更大的市场。这些企业将充当全球多达 10 亿游客为活动、主题乐园和旅游套餐进行加密货币支付的中介。
  • 今年 10 月,主要 B2B 和 B2C 公司首选的全球支付协调平台 BlueSnap 宣布与比特币和加密货币支付服务的着名供应商 BitPay 建立新的合作关係。该产品合作伙伴关係帮助 BlueSnap 实现其目标,即透过让世界各地的企业接受最多 15 种不同的加密货币和 7 种法定货币并接受付款,帮助他们赚更多钱并降低成本。

媒体、广告和娱乐产业的区块链概述

全球区块链在媒体、广告和娱乐产业的竞争格局较为集中,只有少数参与者提供区块链解决方案,特别是在媒体和娱乐产业。供应商采取了不同的策略,例如建立伙伴关係、合作、收购和新产品发布,以扩大其在全球市场的影响力并增加市场份额。

2022 年 10 月,主要区块链生态系统和加密货币基础设施供应商币安宣布与韩国全球顶级娱乐公司之一 YG Entertainment Inc. (YG) 签署谅解备忘录 (MOU),形成策略合作。作为策略合作的一部分,币安和 YG 将致力于各种区块链项目,包括 NFT 领域的项目。 Binance将提供NFT平台和技术基础设施,YG将提供NFT内容和游戏资产。此外,两家公司还计划基于币安智能链打造游戏,共同建立元宇宙,并积极探索其他数位资产机会,为客户打造特色产品和服务。

额外的好处:

  • Excel 格式的市场估算 (ME) 表
  • 3 个月的分析师支持

目录

第 1 章:简介

  • 研究假设
  • 研究范围

第 2 章:研究方法

第 3 章:执行摘要

第 4 章:市场洞察

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 买家/消费者的议价能力
    • 新进入者的威胁
    • 替代产品的威胁
    • 竞争激烈程度
  • COVID-19 对市场影响的评估

第 5 章:市场动态

  • 市场驱动因素
    • 随后的内容商品化和智慧财产权盗版现象普遍存在
    • 消除内容创作者和最终用户之间中介的需求日益增加
    • 安全和更快交易的需求不断增长
  • 市场限制
    • 缺乏标准化
    • 部署昂贵且耗时

第 6 章:市场细分

  • 按区块链类型
    • 民众
    • 私人的
  • 按企业规模
    • 中小企业
    • 大型企业
  • 按应用
    • 授权和权利管理
    • 数位广告
    • 智能合约
    • 付款方式
    • 线上游戏
    • 其他应用
  • 按地理
    • 北美洲
    • 欧洲
    • 亚太
    • 拉丁美洲
    • 中东和非洲

第 7 章:竞争格局

  • 公司简介
    • IBM Corporation
    • Microsoft Corporation
    • Ernst & Young Global Limited
    • Bitfury Group Limited
    • SAP SE
    • Accenture
    • Amazon Web Services, Inc.
    • Oracle Corporation
    • Infosys Limited
    • Ujo Music

第 8 章:投资分析

第 9 章:市场机会与未来趋势

简介目录
Product Code: 66633

The Blockchain in Media, Advertising, and Entertainment Market size is estimated at USD 1.5 billion in 2024, and is expected to reach USD 27.29 billion by 2029, growing at a CAGR of 78.49% during the forecast period (2024-2029).

Blockchain in Media, Advertising, and Entertainment - Market

Blockchain is disrupting not only the existing business models but is also enabling the development of new business models, especially in the media industry. Digital technologies are substantially transforming the global media and entertainment industries, especially in content production and distribution, with blockchain being the most prominent technological disruptor.

Key Highlights

  • The need for blockchain in media and entertainment is increasing owing to the subsequent commoditization of content and widespread piracy of intellectual property (IP). The increasing need for eliminating intermediaries between content creators and end-users, the growing demand for secure and faster transactions, and the growing instances of data piracy in the media and entertainment industries are some key factors driving the market.
  • Further, media users are accustomed to having free access to a wide variety of content, as the media and entertainment industry is a contract-based business that places a premium on protecting intellectual property. Also, all media segments have suffered significantly from digitization since content can be copied and distributed quickly without losing quality. This is because digital rights management systems still need to reduce copyright infringements.
  • With the advent of blockchain, this industry structure could change significantly. Blockchain technology permits bypassing content aggregators, platform providers, and royalty collection associations to a large extent. Thus, market power shifts to the copyright owners. Blockchain technology can increase profits for content creators and media companies by providing real-time consumption-based pricing against assets with an immutable state and digital identity. This solution reduces transaction costs by 40-80%, thus making payment applications the leading segment amongst others.
  • After the pandemic, people across the globe are interested in attending physical entertainment events such as music and movie festivals and sports, along with the significant adoption of digitalization. NFT penetration is analyzed to contribute to the market growth rate.
  • For instance, in August this year, Ticketmaster, a Live Nation subsidiary, recently announced non fungible tokens (NFTs) tickets for event organizers minted on its blockchain, according to Flow, a digital engagement layer-1 blockchain established by Dapper Labs. The NFT tickets' main use will be for their archival value. But in addition to serving as souvenirs, they can be used as evidence of attendance at prominent concerts.
  • Additionally, through Ticketmaster, more than 5 million NFTs have been created on the Flow blockchain. Meta revealed in August that Instagram now supports NFT in more than 100 nations. All NFT collectibles shared on Instagram are created on the Flow blockchain. Additionally, Meta introduced a new NFT connection through users' digital wallets on Facebook.
  • This technology eliminates the need for intermediaries and reduces administrative costs and time for providers and payers. However, lack of standardization hinders the market's growth to a certain extent. Also, the process of implementing new technology is expensive and time-consuming, which restrains market growth.

Blockchain in Media, Advertisement and Entertainment Market Trends

Payments Application is Expected to Dominate the Market

  • Media users are nowadays highly accustomed to having free access to a wide variety of content. This is primarily because the media and entertainment industry is a contract-based business that places a premium on protecting intellectual property. Also, all types of media have been hurt by digitization because it makes it easy to copy and share content quickly without losing quality.
  • Blockchain technology provides real-time consumption-based pricing against assets with an immutable state and digital identity. This solution reduces transaction costs by 40% to 80%, depending upon the level of adoption and extension in the industry, thus making payment applications the leading segment amongst others. Another popular application, cryptocurrency, facilitate micropayments to content providers. Companies use it to enable customers to buy and play single songs or videos, for instance, or to purchase permission to read a news article.
  • Further, pay-per-use consumption has become feasible due to blockchain-powered micropayments. Blockchain's ability to record its data comprehensively could allow for more accurate tracking of when and how copyrighted content is consumed.
  • Many content providers are using technology to accept payments through cryptocurrency. For instance, in November this year, the Austin, Texas-based fintech business Oveit collaborated with the Swiss start-up Utrust to provide cryptocurrency payment services. They want to introduce a new payment mechanism to the entertainment industry so that event planners may more readily accept and use cryptocurrency payments and reach a larger market. The businesses will act as an intermediary for cryptocurrency payments made by up to 1 billion visitors globally to events, theme parks, and travel packages.
  • In October of this year, BlueSnap, the preferred worldwide payment orchestration platform for major B2B and B2C companies, announced a new collaboration with BitPay, the prominent provider of Bitcoin and cryptocurrency payment services. This product collaboration supports BlueSnap's objective to assist businesses all over the world in growing their revenue and decreasing their costs by enabling them to accept and be paid out in up to 15 different cryptocurrencies and seven fiat currencies globally.

North America Expected to Hold the Largest Market Share

  • Media users are nowadays highly accustomed to having free access to a wide variety of content. This is primarily because the media and entertainment industry is a contract-based business that places a premium on protecting intellectual property. Also, all types of media have been hurt by digitization because it makes it easy to copy and share content quickly without losing quality.
  • Blockchain technology provides real-time consumption-based pricing against assets with an immutable state and digital identity. This solution reduces transaction costs by 40% to 80%, depending upon the level of adoption and extension in the industry, thus making payment applications the leading segment amongst others. Another popular application, cryptocurrency, facilitates micropayments to content providers. Companies use it to enable customers to buy and play single songs or videos, for instance, or to purchase permission to read a news article.
  • Further, pay-per-use consumption has become feasible due to blockchain-powered micropayments. Blockchain's ability to record its data comprehensively could allow for more accurate tracking of when and how copyrighted content is consumed.
  • Many content providers are using technology to accept payments through cryptocurrency. For instance, in November this year, the Austin, Texas-based fintech business Oveit collaborated with the Swiss start-up Utrust to provide cryptocurrency payment services. They want to introduce a new payment mechanism to the entertainment industry so that event planners may more readily accept and use cryptocurrency payments and reach a larger market. The businesses will act as an intermediary for cryptocurrency payments made by up to 1 billion visitors globally to events, theme parks, and travel packages.
  • In October of this year, BlueSnap, the preferred worldwide payment orchestration platform for major B2B and B2C companies, announced a new collaboration with BitPay, the prominent provider of Bitcoin and cryptocurrency payment services. This product partnership helps BlueSnap reach its goal of helping businesses around the world make more money and cut costs by letting them accept and be paid in up to 15 different cryptocurrencies and seven fiat currencies.

Blockchain in Media, Advertisement and Entertainment Industry Overview

The competitive landscape of the global blockchain in the media, advertising, and entertainment industries is moderately concentrated, as only a few players offer blockchain solutions, especially in the media and entertainment industries. The vendors have adopted different strategies, such as partnerships, collaborations, acquisitions, and new product launches, to expand their presence in the global market and increase their market share.

In October 2022, Binance, a major blockchain ecosystem and cryptocurrency infrastructure provider, announced signing a Memorandum of Understanding (MOU) to form a strategic cooperation with YG Entertainment Inc. (YG), one of South Korea's top global entertainment businesses. Binance and YG will work on various blockchain projects as part of their strategic cooperation, including projects in the NFT sector. Binance will provide the NFT platform and technological infrastructure, and YG will offer the NFT content and gaming assets. Additionally, the two businesses intend to create games based on the Binance Smart Chain, work together to establish the Metaverse, and actively explore other digital asset opportunities to create distinctive products and services for customers.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Assessment of Impact of COVID-19 on the market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Subsequent Commoditization of Content and Widespread Piracy of Intellectual Property
    • 5.1.2 The Increasing Need for Eliminating Intermediaries Between Content Creators and End-Users
    • 5.1.3 The Growing Demand for Secure and Faster Transactions
  • 5.2 Market Restraints
    • 5.2.1 Lack of Standardization
    • 5.2.2 Expensive and Time Consuming Deployment

6 MARKET SEGMENTATION

  • 6.1 By Type of Blockchain
    • 6.1.1 Public
    • 6.1.2 Private
  • 6.2 By Size of the Enterprise
    • 6.2.1 Small and Medium Enterprises
    • 6.2.2 Large Enterprises
  • 6.3 By Application
    • 6.3.1 Licensing and Rights Management
    • 6.3.2 Digital Advertising
    • 6.3.3 Smart Contracts
    • 6.3.4 Payments
    • 6.3.5 Online Gaming
    • 6.3.6 Other Applications
  • 6.4 By Geography
    • 6.4.1 North America
    • 6.4.2 Europe
    • 6.4.3 Asia-Pacific
    • 6.4.4 Latin America
    • 6.4.5 Middle East & Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 IBM Corporation
    • 7.1.2 Microsoft Corporation
    • 7.1.3 Ernst & Young Global Limited
    • 7.1.4 Bitfury Group Limited
    • 7.1.5 SAP SE
    • 7.1.6 Accenture
    • 7.1.7 Amazon Web Services, Inc.
    • 7.1.8 Oracle Corporation
    • 7.1.9 Infosys Limited
    • 7.1.10 Ujo Music

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS