市場調查報告書
商品編碼
956629

媒體&娛樂產業區塊鏈的全球市場:2020-2026年

Blockchain in Media & Entertainment Market - by Providers, by Application, by Enterprise Size, and by Region: Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 - 2026

出版日期: | 出版商: Zion Market Research | 英文 172 Pages | 商品交期: 2-3個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

本報告提供全球媒體&娛樂產業區塊鏈的市場調查,彙整市場定義和概要,市場成長的各種影響因素分析,市場規模的轉變·預測,供應商·用途·企業規模·地區/主要國家等各種區分的明細,競爭環境,主要企業簡介等資訊。

第1章 序文

第2章 摘要整理

第3章 產業分析

  • 產業生態系統分析
  • 引進環境
  • 市場動態
  • 成長推進因素
  • 阻礙成長要素
  • 市場機會
  • 波特的五力分析
  • 市場魅力

第4章 競爭情形

  • 企業佔有率分析
  • 策略性展開
  • 價格趨勢分析

第5章 市場分析·預測:各供應商

  • 應用
  • 中介軟體
  • 基礎設施

第6章 市場分析·預測:各用途

  • 授權·權利管理
  • 數位廣告
  • 智慧契約
  • 內容安全
  • 付款
  • 線上遊戲

第7章 市場分析·預測:不同企業規模

  • 大企業
  • 中小企業

第8章 市場分析·預測:地區·各主要國家

  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東·非洲

第9章 企業簡介

  • IBM Corporation
  • Bitfury USA Inc.
  • Amazon Web Services
  • Microsoft Corporation
  • Infosys Limited
  • SAP SE
  • GuardTime, AS
  • Oracle Corporation
  • Accenture PLC
目錄

Title:
Blockchain in Media & Entertainment Market - by Providers (Application, Middleware, Infrastructure), by Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Payments, Online Gaming), by Enterprise Size (Large Enterprises, SMEs), and by Region: Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 - 2026.

This report analyzes and estimates the blockchain in media & entertainment market at global, regional, and country level. Assessment of the global blockchain in media & entertainment analysis provides detailed insights of the market growth and restraining factors along with their impact analysis at global level from 2020 to 2026.

The report includes in-depth analysis of the strategies adopted by utmost competitors in the global blockchain in media & entertainment market. The research study contains market attractiveness analysis, wherein providers, application, enterprise size, and regional segments are benchmarked on the basis of their market size and growth rate.

The research study provides a decisive view on the global blockchain in media & entertainment market based on providers, application, enterprise size, and Region. All the segments of blockchain in media & entertainment market have been analyzed based on the past, present, and future trends. The market is estimated from 2020-2026. The regional segmentation consists the past, present, and forecasted demand for Middle East & Africa, North America, Asia Pacific, Latin America, and Europe. The regional segment is further divided into the U.S., UK, France, Germany, China, Japan, India, and Brazil among others.

Detailed analysis of major market players in the global blockchain in media & entertainment market includes their financial overview, business strategies, new developments, and the product offered by them in the market. This will help in analyzing the market competition are IBM Corporation, Bitfury USA Inc., Amazon Web Providers, Microsoft Corporation, Infosys Limited, SAP SE, GuardTime, AS, Oracle Corporation, Accenture PLC, Factom Inc. among others.

The report segments global blockchain in media & entertainment market:

Global Blockchain in Media & Entertainment Market: Providers Segment Analysis

  • Application
  • Middleware
  • Infrastructure

Global Blockchain in Media & Entertainment Market: Application Segment Analysis

  • Licensing & Rights Management
  • Digital Advertising
  • Smart Contracts
  • Content Security
  • Payments
  • Online Gaming

Global Blockchain in Media & Entertainment Market: Enterprise Size Segment Analysis

  • Large Enterprises
  • SMEs

Global Blockchain in Media & Entertainment Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Contents

Chapter 1. Preface

  • 1.1. Report Description and Scope
  • 1.2. Research Scope
  • 1.3. Research Methodulogy
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodulogy

Chapter 2. Executive Summary

  • 2.1. Global Blockchain in Media & Entertainment Market, 2016 – 2026 (USD Million)
  • 2.2. Global Blockchain in Media & Entertainment Market: Snapshot

Chapter 3. Global Blockchain in Media & Entertainment Market– Industry Analysis

  • 3.1. Introduction
  • 3.2. Industry ecosystem analysis
  • 3.3. Deployment landscape
  • 3.4. Blockchain in Media & Entertainment Market: Market Dynamics
  • 3.5. Market Drivers
    • 3.5.1. Growing Need for Secure and Faster Transactions
    • 3.5.2. Rising Demand for Eliminating Intermediaries Between Content Creators and End-Users
  • 3.6. Restraints
    • 3.6.1. Lack of Standardization
  • 3.7. Opportunity
    • 3.7.1. Increasing Adoption of the Blockchain Technulogy in Various Application Areas
  • 3.8. Porter’s Five forces Analysis
  • 3.9. Market Attractiveness Analysis
    • 3.9.1. Market Attractiveness Analysis by Providers Segment
    • 3.9.2. Market Attractiveness Analysis by Application Segment
    • 3.9.3. Market Attractiveness Analysis by Enterprise Size Segment
    • 3.9.4. Market Attractiveness Analysis by Region

Chapter 4. Global Blockchain in Media & Entertainment Market–Competitive Landscape

  • 4.1. Company Market Share Analysis
    • 4.1.1. Global Blockchain in Media & Entertainment Market: Company Market Share, 2019
  • 4.2. Strategic Development
    • 4.2.1. Acquisitions & Mergers
    • 4.2.2. New Providers Segment Launches
    • 4.2.3. Agreements, Partnerships, Cullaborations and Joint Ventures
    • 4.2.4. Research and Development and Regional Expansion
  • 4.3. Price Trend Analysis

Chapter 5. Global Blockchain in Media & Entertainment Market–Providers Segment Analysis

  • 5.1. Global Blockchain in Media & Entertainment Market Overview: by Providers Segment
    • 5.1.1. Global Blockchain in Media & Entertainment Market Share, by Providers Segment, 2019 and 2026
  • 5.2. Application
    • 5.2.1. Global Blockchain in Media & Entertainment Market by Application, 2016–2026 (USD Million)
  • 5.3. Middleware
    • 5.3.1. Global Blockchain in Media & Entertainment Market by Middleware, 2016–2026 (USD Million)
  • 5.4. Infrastructure
    • 5.4.1. Global Blockchain in Media & Entertainment Market by Infrastructure, 2016–2026 (USD Million)

Chapter 6. Global Blockchain in Media & Entertainment Market–Application Segment Analysis

  • 6.1. Global Blockchain in Media & Entertainment Market Overview: by Application Segment
    • 6.1.1. Global Blockchain in Media & Entertainment Market Share, by Application Segment, 2019 and 2026
  • 6.2. Licensing & Rights Management
    • 6.2.1. Global Blockchain in Media & Entertainment Market by Licensing & Rights Management, 2016–2026 (USD Million)
  • 6.3. Digital Advertising
    • 6.3.1. Global Blockchain in Media & Entertainment Market by Digital Advertising, 2016–2026 (USD Million)
  • 6.4. Smart Contracts
    • 6.4.1. Global Blockchain in Media & Entertainment Market by Smart Contracts, 2016–2026 (USD Million)
  • 6.5. Content Security
    • 6.5.1. Global Blockchain in Media & Entertainment Market by Content Security, 2016–2026 (USD Million)
  • 6.6. Payments
    • 6.6.1. Global Blockchain in Media & Entertainment Market by Payments, 2016–2026 (USD Million)
  • 6.7. Online Gaming
    • 6.7.1. Global Blockchain in Media & Entertainment Market by Online Gaming, 2016–2026 (USD Million)

Chapter 7. Global Blockchain in Media & Entertainment Market–Enterprise Size Segment Analysis

  • 7.1. Global Blockchain in Media & Entertainment Market Overview: by Enterprise Size Segment
    • 7.1.1. Global Blockchain in Media & Entertainment Market Share, by Enterprise Size Segment, 2019 and 2026
  • 7.2. Large Enterprises
    • 7.2.1. Global Blockchain in Media & Entertainment Market by Large Enterprises, 2016–2026 (USD Million)
  • 7.3. SMEs
    • 7.3.1. Global Blockchain in Media & Entertainment Market by SMEs, 2016–2026 (USD Million)

Chapter 8. Global Blockchain in Media & Entertainment Market–Regional Segment Analysis

  • 8.1. Global Blockchain in Media & Entertainment Market Overview: by Region
    • 8.1.1. Global Blockchain in Media & Entertainment Market share, by Region, 2019 and 2026
  • 8.2. North America
    • 8.2.1. North America Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
    • 8.2.2. North America Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
    • 8.2.3. North America Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
    • 8.2.4. North America Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.2.5. The U.S.
      • 8.2.5.1. The U.S. Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.2.5.2. The U.S. Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.2.5.3. The U.S. Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.2.6. Rest of North America
      • 8.2.6.1. Rest of North America Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.2.6.2. Rest of North America Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.2.6.3. Rest of North America Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
  • 8.3. Europe
    • 8.3.1. Europe Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
    • 8.3.2. Europe Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
    • 8.3.3. Europe Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
    • 8.3.4. Europe Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.3.5. UK
      • 8.3.5.1. UK Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.3.5.2. UK Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.3.5.3. UK Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.3.6. France
      • 8.3.6.1. France Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.3.6.2. France Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.3.6.3. France Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.3.7. Germany
      • 8.3.7.1. Germany Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.3.7.2. Germany Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.3.7.3. Germany Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.3.8. Rest of Europe
      • 8.3.8.1. Rest of Europe Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.3.8.2. Rest of Europe Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.3.8.3. Rest of Europe Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
  • 8.4. Asia Pacific
    • 8.4.1. Asia Pacific Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
    • 8.4.2. Asia Pacific Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
    • 8.4.3. Asia Pacific Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
    • 8.4.4. Asia Pacific Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.4.5. China
      • 8.4.5.1. China Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.4.5.2. China Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.4.5.3. China Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.4.6. Japan
      • 8.4.6.1. Japan Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
      • 8.4.6.2. Japan Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.4.6.3. Japan Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.4.6.4. Japan Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.4.7. India
      • 8.4.7.1. India Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
      • 8.4.7.2. India Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.4.7.3. India Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.4.7.4. India Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.4.8. Rest of Asia Pacific
      • 8.4.8.1. Rest of Asia Pacific Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
      • 8.4.8.2. Rest of Asia Pacific Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.4.8.3. Rest of Asia Pacific Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.4.8.4. Rest of Asia Pacific Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
  • 8.5. Latin America
    • 8.5.1. Latin America Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
    • 8.5.2. Latin America Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
    • 8.5.3. Latin America Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
    • 8.5.4. Latin America Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.5.5. Brazil
      • 8.5.5.1. Brazil Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
      • 8.5.5.2. Brazil Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.5.5.3. Brazil Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.5.5.4. Brazil Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
    • 8.5.6. Rest of Latin America
      • 8.5.3.1. Rest of Latin America Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
      • 8.5.3.2. Rest of Latin America Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
      • 8.5.3.3. Rest of Latin America Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
      • 8.5.3.4. Rest of Latin America Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)
  • 8.6. The Middle East and Africa
    • 8.6.1. The Middle East and Africa Blockchain in Media & Entertainment Market, 2016–2026 (USD Million)
    • 8.6.2. The Middle East and Africa Blockchain in Media & Entertainment Market Revenue, by Providers Segment, 2016–2026 (USD Million)
    • 8.6.3. The Middle East and Africa Blockchain in Media & Entertainment Market Revenue, by Application Segment, 2016–2026 (USD Million)
    • 8.6.4. The Middle East and Africa Blockchain in Media & Entertainment Market Revenue, by Enterprise Size Segment, 2016–2026 (USD Million)

Chapter 9. Company Profiles

  • 9.1. IBM Corporation
    • 9.1.1. Overview
    • 9.1.2. Financials
    • 9.1.3. Providers Portfulio
    • 9.1.4. Business Strategy
    • 9.1.5. Recent Developments
  • 9.2. Bitfury USA Inc.
    • 9.2.1. Overview
    • 9.2.2. Financials
    • 9.2.3. Providers Portfulio
    • 9.2.4. Business Strategy
    • 9.2.5. Recent Developments
  • 9.3. Amazon Web Services
    • 9.3.1. Overview
    • 9.3.2. Financials
    • 9.3.3. Providers Portfulio
    • 9.3.4. Business Strategy
    • 9.3.5. Recent Developments
  • 9.4. Microsoft Corporation
    • 9.4.1. Overview
    • 9.4.2. Financials
    • 9.4.3. Providers Portfulio
    • 9.4.4. Business Strategy
    • 9.4.5. Recent Developments
  • 9.5. Infosys Limited
    • 9.5.1. Overview
    • 9.5.2. Financials
    • 9.5.3. Providers Portfulio
    • 9.5.4. Business Strategy
    • 9.5.5. Recent Development
  • 9.6. SAP SE
    • 9.6.1. Overview
    • 9.6.2. Financials
    • 9.6.3. Providers Portfulio
    • 9.6.4. Business Strategy
    • 9.6.5. Recent Development
  • 9.7. GuardTime, AS
    • 9.7.1. Overview
    • 9.7.2. Financials
    • 9.7.3. Providers Portfulio
    • 9.7.4. Business Strategy
    • 9.7.5. Recent Developments
  • 9.8. Oracle Corporation
    • 9.8.1. Overview
    • 9.8.2. Financials
    • 9.8.3. Providers Portfulio
    • 9.8.4. Business Strategy
    • 9.8.5. Recent Developments
  • 9.9. Accenture PLC
    • 9.9.1. Overview
    • 9.9.2. Financials
    • 9.9.3. Providers Portfulio
    • 9.9.4. Business Strategy
    • 9.9.5. Recent Developments