Research Summary
Blockchain technology is making its way into the media, advertising, and entertainment industries, offering potential solutions to long-standing challenges. In media, blockchain can be used to establish transparent and decentralized platforms for content distribution, enabling artists and creators to directly connect with their audience and receive fair compensation for their work. It also enhances copyright protection by providing immutable records of ownership and rights management. In advertising, blockchain can address issues of ad fraud, lack of transparency, and inefficient intermediaries by creating a decentralized and auditable system for ad transactions, ensuring that advertisers get accurate data and fair value for their investments. Additionally, blockchain can revolutionize the entertainment industry by enabling secure and traceable digital rights management, tokenization of assets, and seamless micropayments for content consumption. It offers the potential to disrupt traditional models, empower creators and consumers, and reshape how media, advertising, and entertainment are produced, distributed, and monetized. However, widespread adoption and overcoming technical and regulatory challenges are still necessary for blockchain to fully realize its potential in these industries.
According to DIResearch's in-depth investigation and research, the global Blockchain in Media, Advertising, and Entertainment market size was valued at XX Million USD in 2024 and is projected to reach XX Million USD by 2032, with a CAGR of XX% (2025-2032). Notably, the China market has changed rapidly in the past few years. By 2024, China's market size is expected to be XX Million USD, representing approximately XX% of the global market share. By 2032, it is anticipated to grow further to XX Million USD, contributing XX% to the worldwide market share.
The major global manufacturers of Blockchain in Media, Advertising, and Entertainment include IBM, Amazon Web Services (AWS), Microsoft, Oracle, SAP, ConsenSys, Accenture etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Blockchain in Media, Advertising, and Entertainment. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global Blockchain in Media, Advertising, and Entertainment market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the Blockchain in Media, Advertising, and Entertainment market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Blockchain in Media, Advertising, and Entertainment industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of Blockchain in Media, Advertising, and Entertainment Include:
IBM
Amazon Web Services (AWS)
Microsoft
Oracle
SAP
ConsenSys
Accenture
Blockchain in Media, Advertising, and Entertainment Product Segment Include:
On-Premise
Cloud Based
Blockchain in Media, Advertising, and Entertainment Product Application Include:
Ethereum
Hyperledger
Quorum
Others
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global Blockchain in Media, Advertising, and Entertainment Industry PESTEL Analysis
Chapter 3: Global Blockchain in Media, Advertising, and Entertainment Industry Porter’s Five Forces Analysis
Chapter 4: Global Blockchain in Media, Advertising, and Entertainment Major Regional Market Size and Forecast Analysis
Chapter 5: Global Blockchain in Media, Advertising, and Entertainment Market Size and Forecast by Type and Application Analysis
Chapter 6: North America Passenger Blockchain in Media, Advertising, and Entertainment Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe Blockchain in Media, Advertising, and Entertainment Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China Blockchain in Media, Advertising, and Entertainment Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) Blockchain in Media, Advertising, and Entertainment Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America Blockchain in Media, Advertising, and Entertainment Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa Blockchain in Media, Advertising, and Entertainment Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global Blockchain in Media, Advertising, and Entertainment Competitive Analysis of Key Manufacturers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
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