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956629

メディア&エンターテインメント産業向けブロックチェーンの世界市場: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: | 発行: Zion Market Research | ページ情報: 英文 172 Pages | 納期: 2-3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=105.81円
メディア&エンターテインメント産業向けブロックチェーンの世界市場:2020-2026年
出版日: 2020年08月24日
発行: Zion Market Research
ページ情報: 英文 172 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 目次
概要

当レポートでは、世界のメディア&エンターテインメント産業向けブロックチェーンの市場を調査し、市場の定義と概要、市場成長への各種影響因子の分析、市場規模の推移・予測、プロバイダー・用途・企業規模・地域/主要国など各種区分別の内訳、競合環境、主要企業のプロファイルなどをまとめています。

第1章 序文

第2章 エグゼクティブサマリー

第3章 産業分析

  • 産業エコシステムの分析
  • 導入環境
  • 市場力学
  • 成長推進因子
  • 成長抑制因子
  • 市場機会
  • ポーターのファイブフォース分析
  • 市場の魅力

第4章 競合情勢

  • 企業シェア分析
  • 戦略的展開
  • 価格動向の分析

第5章 市場分析・予測:プロバイダー別

  • アプリケーション
  • ミドルウェア
  • インフラ

第6章 市場分析・予測:用途別

  • ライセンシング・権利管理
  • デジタル広告
  • スマートコントラクト
  • コンテンツセキュリティ
  • 決済
  • オンラインゲーム

第7章 市場分析・予測:企業規模別

  • 大企業
  • 中小企業

第8章 市場分析・予測:地域・主要国別

  • 北米
  • 欧州
  • アジア太平洋
  • ラテンアメリカ
  • 中東・アフリカ

第9章 企業プロファイル

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

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
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