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1445429

媒體、廣告和娛樂領域的區塊鏈 - 市場佔有率分析、行業趨勢與統計、成長預測(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個工作天內

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簡介目錄

媒體、廣告和娛樂領域的區塊鏈市場規模預計到 2024 年將達到 15 億美元,預計到 2029 年將達到 272.9 億美元,在預測期內(2024-2029 年)CAGR為 78.49%。

媒體、廣告和娛樂領域的區塊鏈 - 市場

區塊鏈不僅顛覆了現有的商業模式,而且還促進了新商業模式的發展,尤其是在媒體產業。數位技術正在極大地改變全球媒體和娛樂產業,特別是在內容製作和發行方面,而區塊鏈是最突出的技術顛覆者。

主要亮點

  • 由於內容的商品化和智慧財產權 (IP) 盜版的普遍存在,媒體和娛樂領域對區塊鏈的需求不斷增加。消除內容創作者和最終用戶之間的中介機構的需求日益成長,對安全和快速交易的需求不斷成長,以及媒體和娛樂行業資料盜版事件的增加,這些都是推動市場發展的一些關鍵因素。
  • 此外,媒體用戶習慣免費存取各種內容,因為媒體和娛樂產業是一個基於合約的行業,非常重視保護智慧財產權。此外,所有媒體領域都受到數位化的嚴重影響,因為內容可以快速複製和分發而不會降低品質。這是因為數位版權管理系統仍然需要減少版權侵權。
  • 隨著區塊鏈的出現,這個產業結構可能會發生重大變化。區塊鏈技術可以在很大程度上繞過內容聚合商、平台提供者和版稅徵收協會。因此,市場力量轉移到了版權所有者的手中。區塊鏈技術可以透過針對具有不可變狀態和數位身分的資產提供基於消費的即時定價來增加內容創作者和媒體公司的利潤。此解決方案可將交易成本降低 40-80%,從而使支付應用成為領先領域。
  • 疫情過後,隨著數位化的廣泛採用,世界各地的人們都有興趣參與音樂節、電影節和體育賽事等體育娛樂活動。分析 NFT 滲透率對市場成長率的貢獻。
  • 例如,根據 Dapper Labs 建立的數位參與第一層區塊鏈 Flow 的說法,今年 8 月,Live Nation 子公司 Ticketmaster 最近宣佈為活動組織者在其區塊鏈上鑄造不可替代代幣 (NFT) 門票。 NFT 門票的主要用途是其檔案價值。但除了作為紀念品之外,它們還可以用作參加著名音樂會的證據。
  • 此外,透過 Ticketmaster,已經在 Flow 區塊鏈上創建了超過 500 萬個 NFT。 Meta 在 8 月透露,Instagram 現已在 100 多個國家支持 NFT。 Instagram 上分享的所有 NFT 收藏品都是在 Flow 區塊鏈上創建的。此外,Meta 透過 Facebook 上用戶的數位錢包引入了新的 NFT 連線。
  • 該技術消除了對中介機構的需求,並減少了提供者和付款人的管理成本和時間。然而,缺乏標準化在一定程度上阻礙了市場的成長。此外,實施新技術的過程既昂貴又耗時,這限制了市場的成長。

媒體、廣告和娛樂市場趨勢中的區塊鏈

支付應用預計將主導市場

  • 如今,媒體用戶非常習慣免費存取各種內容。這主要是因為媒體和娛樂產業是一個基於合約的產業,非常重視保護智慧財產權。此外,所有類型的媒體都受到數位化的傷害,因為數位化可以輕鬆快速地複製和分享內容,而不會降低品質。
  • 區塊鏈技術為具有不可變狀態和數位身分的資產提供基於消費的即時定價。該解決方案可將交易成本降低 40% 至 80%,具體取決於行業的採用和擴展水平,從而使支付應用成為領先領域。另一種流行的應用程式是加密貨幣,它促進了向內容提供者的小額支付。例如,公司使用它來使客戶能夠購買和播放單首歌曲或影片,或購買閱讀新聞文章的許可。
  • 此外,由於區塊鏈驅動的小額支付,依使用付費的消費已變得可行。區塊鏈全面記錄資料的能力可以更準確地追蹤受版權保護的內容的消費時間和方式。
  • 許多內容提供者正在使用技術透過加密貨幣接受付款。例如,今年11月,總部位於德州奧斯汀的金融科技企業Oveit與瑞士新創企業Utrust合作,提供加密貨幣支付服務。他們希望為娛樂產業引入一種新的支付機制,以便活動策劃者可以更輕鬆地接受和使用加密貨幣支付,並進入更大的市場。這些企業將充當全球多達 10 億遊客為活動、主題樂園和旅遊套餐進行加密貨幣支付的中介。
  • 今年 10 月,主要 B2B 和 B2C 公司首選的全球支付協調平台 BlueSnap 宣布與比特幣和加密貨幣支付服務的著名供應商 BitPay 建立新的合作關係。此次產品合作支持 BlueSnap 的目標,即幫助世界各地的企業增加收入並降低成本,使他們能夠在全球範圍內接受多達 15 種不同的加密貨幣和 7 種法定貨幣並進行支付。

北美預計將佔據最大的市場佔有率

  • 如今,媒體用戶非常習慣免費存取各種內容。這主要是因為媒體和娛樂產業是一個基於合約的產業,非常重視保護智慧財產權。此外,所有類型的媒體都受到數位化的傷害,因為數位化可以輕鬆快速地複製和分享內容,而不會降低品質。
  • 區塊鏈技術為具有不可變狀態和數位身分的資產提供基於消費的即時定價。該解決方案可將交易成本降低 40% 至 80%,具體取決於行業的採用和擴展水平,從而使支付應用成為領先領域。另一種流行的應用程式是加密貨幣,它促進了向內容提供者的小額支付。例如,公司使用它來使客戶能夠購買和播放單首歌曲或影片,或購買閱讀新聞文章的許可。
  • 此外,由於區塊鏈驅動的小額支付,依使用付費的消費已變得可行。區塊鏈全面記錄資料的能力可以更準確地追蹤受版權保護的內容的消費時間和方式。
  • 許多內容提供者正在使用技術透過加密貨幣接受付款。例如,今年11月,總部位於德州奧斯汀的金融科技企業Oveit與瑞士新創企業Utrust合作,提供加密貨幣支付服務。他們希望為娛樂產業引入一種新的支付機制,以便活動策劃者可以更輕鬆地接受和使用加密貨幣支付,並進入更大的市場。這些企業將充當全球多達 10 億遊客為活動、主題樂園和旅遊套餐進行加密貨幣支付的中介。
  • 今年 10 月,主要 B2B 和 B2C 公司首選的全球支付協調平台 BlueSnap 宣布與比特幣和加密貨幣支付服務的著名供應商 BitPay 建立新的合作關係。該產品合作夥伴關係幫助 BlueSnap 實現其目標,即透過讓世界各地的企業接受最多 15 種不同的加密貨幣和 7 種法定貨幣並接受付款,幫助他們賺更多錢並降低成本。

媒體、廣告和娛樂產業的區塊鏈概述

全球區塊鏈在媒體、廣告和娛樂產業的競爭格局較為集中,只有少數參與者提供區塊鏈解決方案,特別是在媒體和娛樂產業。供應商採取了不同的策略,例如建立夥伴關係、合作、收購和新產品發布,以擴大其在全球市場的影響力並增加市場佔有率。

2022 年 10 月,主要區塊鏈生態系統和加密貨幣基礎設施供應商幣安宣布與韓國全球頂級娛樂公司之一 YG Entertainment Inc. (YG) 簽署合作備忘錄 (MOU),形成策略合作。作為策略合作的一部分,幣安和 YG 將致力於各種區塊鏈項目,包括 NFT 領域的項目。 Binance將提供NFT平台和技術基礎設施,YG將提供NFT內容和遊戲資產。此外,兩家公司還計劃基於幣安智慧鏈打造遊戲,共同建立元宇宙,並積極探索其他數位資產機會,為客戶打造特色產品和服務。

額外的好處:

  • Excel 格式的市場估算 (ME) 表
  • 3 個月的分析師支持

目錄

第 1 章:簡介

  • 研究假設
  • 研究範圍

第 2 章:研究方法

第 3 章:執行摘要

第 4 章:市場洞察

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 買家/消費者的議價能力
    • 新進入者的威脅
    • 替代產品的威脅
    • 競爭激烈程度
  • COVID-19 對市場影響的評估

第 5 章:市場動態

  • 市場促進因素
    • 隨後的內容商品化和智慧財產權盜版現象普遍存在
    • 消除內容創作者和最終用戶之間中介的需求日益增加
    • 安全和更快交易的需求不斷成長
  • 市場限制
    • 缺乏標準化
    • 部署昂貴且耗時

第 6 章:市場區隔

  • 依區塊鏈類型
    • 民眾
    • 私人的
  • 依企業規模
    • 中小企業
    • 大型企業
  • 依應用
    • 授權和權利管理
    • 數位廣告
    • 智慧合約
    • 付款方式
    • 線上遊戲
    • 其他應用
  • 依地理
    • 北美洲
    • 歐洲
    • 亞太
    • 拉丁美洲
    • 中東和非洲

第 7 章:競爭格局

  • 公司簡介
    • 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:投資分析

第 9 章:市場機會與未來趨勢

簡介目錄
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