시장보고서
상품코드
1861270

세계의 미디어, 광고, 엔터테인먼트용 블록체인 시장 : 시장 점유율과 순위, 전체 판매 및 수요 예측(2025-2031년)

Blockchain in Media, Advertising, and Entertainment - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

세계의 미디어, 광고, 엔터테인먼트용 블록체인 시장 규모는 2024년에 15억 6,300만 달러로 추정되며, 2025년부터 2031년까지 예측 기간 동안 CAGR 27.0%로 확대되어 2031년까지 80억 1,400만 달러에 달할 것으로 예측됩니다.

미디어, 광고, 엔터테인먼트에서 블록체인이란 분산원장기술(DLT)을 활용하여 미디어 생태계 전반의 컨텐츠 제작, 유통, 보호, 수익화 구조를 혁신하는 것을 말합니다. 블록체인은 안전하고 투명하며 탈중앙화된 플랫폼을 제공함으로써 지적재산권 보호, 디지털 저작권 관리, 로열티 지불, 광고 사기, 시청자 참여와 같은 오랜 과제를 해결할 수 있습니다.

디지털 광고 업계에서는 클릭 사기, 허위 노출, 불투명한 중개업체 등의 문제가 지속적으로 발생하고 있습니다. 블록체인은 모든 광고 노출과 거래를 위변조가 불가능한 원장에 기록하기 때문에 광고주와 퍼블리셔는 성과 지표를 검증하고 부정행위를 방지할 수 있습니다. 이러한 책임과 신뢰성의 추구는 광고 분야에서의 블록체인 도입의 주요 촉진요인입니다.

기존 엔터테인먼트 업계에서는 아티스트나 컨텐츠 제작자가 로열티 지연, 저조한 대금 지급 또는 분쟁에 직면하는 경우가 종종 발생합니다. 블록체인을 활용한 스마트 계약을 통해 음악, 영화, 디지털 컨텐츠가 스트리밍, 다운로드, 구매될 때마다 실시간으로 자동화된 로열티 분배가 가능합니다. 이를 통해 독립 크리에이터부터 기성 크리에이터까지 블록체인 플랫폼으로 끌어들여 보다 공정한 생태계를 구축할 수 있습니다.

미디어 불법복제는 전 세계 산업계에 연간 수십억 달러의 손실을 초래하고 있습니다. 블록체인의 디지털 저작권 관리(DRM) 솔루션은 안전한 소유권 기록과 컨텐츠의 추적성을 제공하여 불법복제를 쉽게 식별하고 방지할 수 있도록 합니다. 안전한 컨텐츠 유통에 대한 수요가 증가하면서 블록체인은 저작권 보호의 중요한 기반 기술로 떠오르고 있습니다.

대체 불가능 토큰(NFT)과 컨텐츠 토큰화의 등장은 아티스트, 영화 제작자, 음악가, 게임 개발자들에게 새로운 수익화 모델을 만들어냈습니다. 팬들은 독점 컨텐츠, 상품, 경험의 디지털 소유권을 구매, 거래, 수집할 수 있습니다. 이러한 추세는 크리에이터와 소비자 모두가 직접적이고 가치 중심의 관계를 추구하면서 미디어 엔터테인먼트 분야에서 블록체인의 채택을 촉진하고 있습니다.

블록체인은 크리에이터가 기존 유통업체나 중개업체를 거치지 않고 시청자에게 직접적으로 다가갈 수 있게 해줍니다. 탈중앙화 플랫폼을 통해 아티스트와 미디어 기업은 수익의 더 큰 부분을 유지하면서 유연한 소액결제 모델(예 : 스트리밍 당 과금, 암호화폐 기반 구독 등)을 제공할 수 있습니다. 보다 공정하고 창작자를 우선시하는 비즈니스 모델에 대한 수요가 블록체인의 활용을 가속화하고 있습니다.

이 보고서는 미디어, 광고, 엔터테인먼트 분야의 세계 블록체인 시장에 대해 총 매출액, 주요 기업의 시장 점유율 및 순위를 중심으로 지역/국가별, 유형별, 플랫폼별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

미디어, 광고, 엔터테인먼트 분야의 블록체인 시장 규모 추정 및 예측은 매출액 기준으로 제시되며, 2024년을 기준 연도로 하여 2020년부터 2031년까지 과거 데이터와 예측 데이터를 포함합니다. 정량적, 정성적 분석을 통해 독자들이 비즈니스/성장 전략 수립, 시장 경쟁 평가, 현재 시장에서의 포지셔닝 분석, 미디어, 광고, 엔터테인먼트 분야에서 블록체인에 대한 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

시장 세분화

기업별

  • IBM
  • Microsoft
  • Amazon Web Services
  • Oracle
  • SAP
  • ConsenSys
  • Acceture
  • Oracle
  • Infosys
  • Bitfury

유형별 부문

  • 온프레미스
  • 클라우드 기반

플랫폼별 부문

  • Ethereum
  • Hyperledger
  • Quorum
  • 기타

지역별

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 동남아시아
    • 인도
    • 호주
    • 기타 아시아태평양
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 네덜란드
    • 북유럽 국가
    • 기타 유럽
  • 라틴아메리카
    • 멕시코
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 튀르키예
    • 사우디아라비아
    • 아랍에미리트
    • 기타 중동 및 아프리카
KSM

The global market for Blockchain in Media, Advertising, and Entertainment was estimated to be worth US$ 1563 million in 2024 and is forecast to a readjusted size of US$ 8014 million by 2031 with a CAGR of 27.0% during the forecast period 2025-2031.

Blockchain in Media, Advertising, and Entertainment refers to the use of distributed ledger technology (DLT) to transform how content is created, distributed, protected, and monetized across the media ecosystem. By providing a secure, transparent, and decentralized platform, blockchain addresses long-standing challenges in intellectual property protection, digital rights management, royalty payments, advertising fraud, and audience engagement.

Digital advertising faces persistent challenges like click fraud, fake impressions, and non-transparent middlemen. Blockchain ensures that every ad impression and transaction is recorded on an immutable ledger, enabling advertisers and publishers to verify performance metrics and prevent fraud. This push for accountability and trust is a major driver of blockchain adoption in advertising.

In the traditional entertainment industry, artists and content creators often face delays, underpayments, or disputes regarding royalties. Blockchain-powered smart contracts enable real-time, automated royalty distribution whenever music, films, or digital content is streamed, downloaded, or purchased. This creates fairer ecosystems that attract both independent and established creators to blockchain platforms.

Media piracy costs the global industry billions of dollars annually. Blockchain's digital rights management (DRM) solutions provide secure ownership records and content traceability, making it easier to identify and prevent piracy. As demand for secure content distribution grows, blockchain emerges as a key enabler of copyright protection.

The rise of non-fungible tokens (NFTs) and content tokenization has created new monetization models for artists, filmmakers, musicians, and game developers. Fans can buy, trade, and collect digital ownership rights of exclusive content, merchandise, or experiences. This trend fuels blockchain adoption in media and entertainment as both creators and consumers explore direct, value-driven relationships.

Blockchain enables creators to bypass traditional distributors and intermediaries, reaching audiences directly. With decentralized platforms, artists and media companies can retain a greater share of revenue while offering flexible micropayment models (e.g., pay-per-stream, crypto-based subscriptions). The demand for fairer, creator-first business models is accelerating blockchain use.

This report aims to provide a comprehensive presentation of the global market for Blockchain in Media, Advertising, and Entertainment, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Blockchain in Media, Advertising, and Entertainment by region & country, by Type, and by Platform.

The Blockchain in Media, Advertising, and Entertainment market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Blockchain in Media, Advertising, and Entertainment.

Market Segmentation

By Company

  • IBM
  • Microsoft
  • Amazon Web Services
  • Oracle
  • SAP
  • ConsenSys
  • Acceture
  • Oracle
  • Infosys
  • Bitfury

Segment by Type

  • On-Premise
  • Cloud Based

Segment by Platform

  • Ethereum
  • Hyperledger
  • Quorum
  • Others

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Blockchain in Media, Advertising, and Entertainment company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Platform, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Revenue of Blockchain in Media, Advertising, and Entertainment in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of Blockchain in Media, Advertising, and Entertainment in country level. It provides sigmate data by Type, and by Platform for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Blockchain in Media, Advertising, and Entertainment Product Introduction
  • 1.2 Global Blockchain in Media, Advertising, and Entertainment Market Size Forecast (2020-2031)
  • 1.3 Blockchain in Media, Advertising, and Entertainment Market Trends & Drivers
    • 1.3.1 Blockchain in Media, Advertising, and Entertainment Industry Trends
    • 1.3.2 Blockchain in Media, Advertising, and Entertainment Market Drivers & Opportunity
    • 1.3.3 Blockchain in Media, Advertising, and Entertainment Market Challenges
    • 1.3.4 Blockchain in Media, Advertising, and Entertainment Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Blockchain in Media, Advertising, and Entertainment Players Revenue Ranking (2024)
  • 2.2 Global Blockchain in Media, Advertising, and Entertainment Revenue by Company (2020-2025)
  • 2.3 Key Companies Blockchain in Media, Advertising, and Entertainment Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Blockchain in Media, Advertising, and Entertainment Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Blockchain in Media, Advertising, and Entertainment
  • 2.6 Blockchain in Media, Advertising, and Entertainment Market Competitive Analysis
    • 2.6.1 Blockchain in Media, Advertising, and Entertainment Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Blockchain in Media, Advertising, and Entertainment Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Blockchain in Media, Advertising, and Entertainment as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 On-Premise
    • 3.1.2 Cloud Based
  • 3.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Type
    • 3.2.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Type (2020-2031)
    • 3.2.3 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Type (%) (2020-2031)

4 Segmentation by Platform

  • 4.1 Introduction by Platform
    • 4.1.1 Ethereum
    • 4.1.2 Hyperledger
    • 4.1.3 Quorum
    • 4.1.4 Others
  • 4.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Platform
    • 4.2.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Platform (2020 VS 2024 VS 2031)
    • 4.2.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Platform (2020-2031)
    • 4.2.3 Global Blockchain in Media, Advertising, and Entertainment Sales Value, by Platform (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region
    • 5.1.1 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region (2020-2025)
    • 5.1.3 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region (2026-2031)
    • 5.1.4 Global Blockchain in Media, Advertising, and Entertainment Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 5.2.2 North America Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 5.3.2 Europe Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Blockchain in Media, Advertising, and Entertainment Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 5.5.2 South America Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Blockchain in Media, Advertising, and Entertainment Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Blockchain in Media, Advertising, and Entertainment Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.3.2 United States Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.4.2 Europe Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.5.2 China Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.6.2 Japan Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.7.2 South Korea Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Blockchain in Media, Advertising, and Entertainment Sales Value, 2020-2031
    • 6.9.2 India Blockchain in Media, Advertising, and Entertainment Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Blockchain in Media, Advertising, and Entertainment Sales Value by Platform, 2024 VS 2031

7 Company Profiles

  • 7.1 IBM
    • 7.1.1 IBM Profile
    • 7.1.2 IBM Main Business
    • 7.1.3 IBM Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.1.4 IBM Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.1.5 IBM Recent Developments
  • 7.2 Microsoft
    • 7.2.1 Microsoft Profile
    • 7.2.2 Microsoft Main Business
    • 7.2.3 Microsoft Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.2.4 Microsoft Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Microsoft Recent Developments
  • 7.3 Amazon Web Services
    • 7.3.1 Amazon Web Services Profile
    • 7.3.2 Amazon Web Services Main Business
    • 7.3.3 Amazon Web Services Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.3.4 Amazon Web Services Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Amazon Web Services Recent Developments
  • 7.4 Oracle
    • 7.4.1 Oracle Profile
    • 7.4.2 Oracle Main Business
    • 7.4.3 Oracle Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.4.4 Oracle Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Oracle Recent Developments
  • 7.5 SAP
    • 7.5.1 SAP Profile
    • 7.5.2 SAP Main Business
    • 7.5.3 SAP Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.5.4 SAP Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.5.5 SAP Recent Developments
  • 7.6 ConsenSys
    • 7.6.1 ConsenSys Profile
    • 7.6.2 ConsenSys Main Business
    • 7.6.3 ConsenSys Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.6.4 ConsenSys Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.6.5 ConsenSys Recent Developments
  • 7.7 Acceture
    • 7.7.1 Acceture Profile
    • 7.7.2 Acceture Main Business
    • 7.7.3 Acceture Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.7.4 Acceture Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Acceture Recent Developments
  • 7.8 Oracle
    • 7.8.1 Oracle Profile
    • 7.8.2 Oracle Main Business
    • 7.8.3 Oracle Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.8.4 Oracle Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Oracle Recent Developments
  • 7.9 Infosys
    • 7.9.1 Infosys Profile
    • 7.9.2 Infosys Main Business
    • 7.9.3 Infosys Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.9.4 Infosys Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.9.5 Infosys Recent Developments
  • 7.10 Bitfury
    • 7.10.1 Bitfury Profile
    • 7.10.2 Bitfury Main Business
    • 7.10.3 Bitfury Blockchain in Media, Advertising, and Entertainment Products, Services and Solutions
    • 7.10.4 Bitfury Blockchain in Media, Advertising, and Entertainment Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Bitfury Recent Developments

8 Industry Chain Analysis

  • 8.1 Blockchain in Media, Advertising, and Entertainment Industrial Chain
  • 8.2 Blockchain in Media, Advertising, and Entertainment Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Blockchain in Media, Advertising, and Entertainment Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Blockchain in Media, Advertising, and Entertainment Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer
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