Report Detail

Service & Software Global Blockchain in Media, Advertising, and Entertainment Supply, Demand and Key Producers, 2026-2032

  • RnM4663524
  • |
  • 19 January, 2026
  • |
  • Global
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  • 103 Pages
  • |
  • GIR
  • |
  • Service & Software

The global Blockchain in Media, Advertising, and Entertainment market size is expected to reach $ 9945 million by 2032, rising at a market growth of 26.3% CAGR during the forecast period (2026-2032).
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 studies the global Blockchain in Media, Advertising, and Entertainment demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for Blockchain in Media, Advertising, and Entertainment, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of Blockchain in Media, Advertising, and Entertainment that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global Blockchain in Media, Advertising, and Entertainment total market, 2021-2032, (USD Million)
Global Blockchain in Media, Advertising, and Entertainment total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: Blockchain in Media, Advertising, and Entertainment total market, key domestic companies, and share, (USD Million)
Global Blockchain in Media, Advertising, and Entertainment revenue by player, revenue and market share 2021-2026, (USD Million)
Global Blockchain in Media, Advertising, and Entertainment total market by Type, CAGR, 2021-2032, (USD Million)
Global Blockchain in Media, Advertising, and Entertainment total market by Platform, CAGR, 2021-2032, (USD Million)
This report profiles major players in the global Blockchain in Media, Advertising, and Entertainment market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include IBM, Microsoft, Amazon Web Services, Oracle, SAP, ConsenSys, Acceture, Oracle, Infosys, Bitfury, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world Blockchain in Media, Advertising, and Entertainment market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Platform. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.
Global Blockchain in Media, Advertising, and Entertainment Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global Blockchain in Media, Advertising, and Entertainment Market, Segmentation by Type:
On-Premise
Cloud Based
Global Blockchain in Media, Advertising, and Entertainment Market, Segmentation by Platform:
Ethereum
Hyperledger
Quorum
Others
Companies Profiled:
IBM
Microsoft
Amazon Web Services
Oracle
SAP
ConsenSys
Acceture
Oracle
Infosys
Bitfury
Key Questions Answered
1. How big is the global Blockchain in Media, Advertising, and Entertainment market?
2. What is the demand of the global Blockchain in Media, Advertising, and Entertainment market?
3. What is the year over year growth of the global Blockchain in Media, Advertising, and Entertainment market?
4. What is the total value of the global Blockchain in Media, Advertising, and Entertainment market?
5. Who are the Major Players in the global Blockchain in Media, Advertising, and Entertainment market?
6. What are the growth factors driving the market demand?


1 Supply Summary

  • 1.1 Blockchain in Media, Advertising, and Entertainment Introduction
  • 1.2 World Blockchain in Media, Advertising, and Entertainment Market Size & Forecast (2021 & 2025 & 2032)
  • 1.3 World Blockchain in Media, Advertising, and Entertainment Total Market by Region (by Headquarter Location)
    • 1.3.1 World Blockchain in Media, Advertising, and Entertainment Market Size by Region (2021-2032), (by Headquarter Location)
    • 1.3.2 United States Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
    • 1.3.3 China Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
    • 1.3.4 Europe Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
    • 1.3.5 Japan Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
    • 1.3.6 South Korea Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
    • 1.3.7 ASEAN Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
    • 1.3.8 India Based Company Blockchain in Media, Advertising, and Entertainment Revenue (2021-2032)
  • 1.4 Market Drivers, Restraints and Trends
    • 1.4.1 Blockchain in Media, Advertising, and Entertainment Market Drivers
    • 1.4.2 Factors Affecting Demand
    • 1.4.3 Major Market Trends

2 Demand Summary

  • 2.1 World Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.2 World Blockchain in Media, Advertising, and Entertainment Consumption Value by Region
    • 2.2.1 World Blockchain in Media, Advertising, and Entertainment Consumption Value by Region (2021-2026)
    • 2.2.2 World Blockchain in Media, Advertising, and Entertainment Consumption Value Forecast by Region (2027-2032)
  • 2.3 United States Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.4 China Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.5 Europe Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.6 Japan Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.7 South Korea Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.8 ASEAN Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)
  • 2.9 India Blockchain in Media, Advertising, and Entertainment Consumption Value (2021-2032)

3 World Blockchain in Media, Advertising, and Entertainment Companies Competitive Analysis

  • 3.1 World Blockchain in Media, Advertising, and Entertainment Revenue by Player (2021-2026)
  • 3.2 Industry Rank and Concentration Rate (CR)
    • 3.2.1 Global Blockchain in Media, Advertising, and Entertainment Industry Rank of Major Players
    • 3.2.2 Global Concentration Ratios (CR4) for Blockchain in Media, Advertising, and Entertainment in 2025
    • 3.2.3 Global Concentration Ratios (CR8) for Blockchain in Media, Advertising, and Entertainment in 2025
  • 3.3 Blockchain in Media, Advertising, and Entertainment Company Evaluation Quadrant
  • 3.4 Blockchain in Media, Advertising, and Entertainment Market: Overall Company Footprint Analysis
    • 3.4.1 Blockchain in Media, Advertising, and Entertainment Market: Region Footprint
    • 3.4.2 Blockchain in Media, Advertising, and Entertainment Market: Company Product Type Footprint
    • 3.4.3 Blockchain in Media, Advertising, and Entertainment Market: Company Product Application Footprint
  • 3.5 Competitive Environment
    • 3.5.1 Historical Structure of the Industry
    • 3.5.2 Barriers of Market Entry
    • 3.5.3 Factors of Competition
  • 3.6 Mergers & Acquisitions Activity

4 United States VS China VS Rest of World (by Headquarter Location)

  • 4.1 United States VS China: Blockchain in Media, Advertising, and Entertainment Revenue Comparison (by Headquarter Location)
    • 4.1.1 United States VS China: Blockchain in Media, Advertising, and Entertainment Revenue Comparison (2021 & 2025 & 2032) (by Headquarter Location)
    • 4.1.2 United States VS China: Blockchain in Media, Advertising, and Entertainment Revenue Market Share Comparison (2021 & 2025 & 2032)
  • 4.2 United States Based Companies VS China Based Companies: Blockchain in Media, Advertising, and Entertainment Consumption Value Comparison
    • 4.2.1 United States VS China: Blockchain in Media, Advertising, and Entertainment Consumption Value Comparison (2021 & 2025 & 2032)
    • 4.2.2 United States VS China: Blockchain in Media, Advertising, and Entertainment Consumption Value Market Share Comparison (2021 & 2025 & 2032)
  • 4.3 United States Based Blockchain in Media, Advertising, and Entertainment Companies and Market Share, 2021-2026
    • 4.3.1 United States Based Blockchain in Media, Advertising, and Entertainment Companies, Headquarters (States, Country)
    • 4.3.2 United States Based Companies Blockchain in Media, Advertising, and Entertainment Revenue, (2021-2026)
  • 4.4 China Based Companies Blockchain in Media, Advertising, and Entertainment Revenue and Market Share, 2021-2026
    • 4.4.1 China Based Blockchain in Media, Advertising, and Entertainment Companies, Company Headquarters (Province, Country)
    • 4.4.2 China Based Companies Blockchain in Media, Advertising, and Entertainment Revenue, (2021-2026)
  • 4.5 Rest of World Based Blockchain in Media, Advertising, and Entertainment Companies and Market Share, 2021-2026
    • 4.5.1 Rest of World Based Blockchain in Media, Advertising, and Entertainment Companies, Headquarters (Province, Country)
    • 4.5.2 Rest of World Based Companies Blockchain in Media, Advertising, and Entertainment Revenue (2021-2026)

5 Market Analysis by Type

  • 5.1 World Blockchain in Media, Advertising, and Entertainment Market Size Overview by Type: 2021 VS 2025 VS 2032
  • 5.2 Segment Introduction by Type
    • 5.2.1 On-Premise
    • 5.2.2 Cloud Based
  • 5.3 Market Segment by Type
    • 5.3.1 World Blockchain in Media, Advertising, and Entertainment Market Size by Type (2021-2026)
    • 5.3.2 World Blockchain in Media, Advertising, and Entertainment Market Size by Type (2027-2032)
    • 5.3.3 World Blockchain in Media, Advertising, and Entertainment Market Size Market Share by Type (2027-2032)

6 Market Analysis by Platform

  • 6.1 World Blockchain in Media, Advertising, and Entertainment Market Size Overview by Platform: 2021 VS 2025 VS 2032
  • 6.2 Segment Introduction by Platform
    • 6.2.1 Ethereum
    • 6.2.2 Hyperledger
    • 6.2.3 Quorum
    • 6.2.4 Others
  • 6.3 Market Segment by Platform
    • 6.3.1 World Blockchain in Media, Advertising, and Entertainment Market Size by Platform (2021-2026)
    • 6.3.2 World Blockchain in Media, Advertising, and Entertainment Market Size by Platform (2027-2032)
    • 6.3.3 World Blockchain in Media, Advertising, and Entertainment Market Size Market Share by Platform (2021-2032)

7 Company Profiles

  • 7.1 IBM
    • 7.1.1 IBM Details
    • 7.1.2 IBM Major Business
    • 7.1.3 IBM Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.1.4 IBM Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.1.5 IBM Recent Developments/Updates
    • 7.1.6 IBM Competitive Strengths & Weaknesses
  • 7.2 Microsoft
    • 7.2.1 Microsoft Details
    • 7.2.2 Microsoft Major Business
    • 7.2.3 Microsoft Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.2.4 Microsoft Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.2.5 Microsoft Recent Developments/Updates
    • 7.2.6 Microsoft Competitive Strengths & Weaknesses
  • 7.3 Amazon Web Services
    • 7.3.1 Amazon Web Services Details
    • 7.3.2 Amazon Web Services Major Business
    • 7.3.3 Amazon Web Services Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.3.4 Amazon Web Services Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.3.5 Amazon Web Services Recent Developments/Updates
    • 7.3.6 Amazon Web Services Competitive Strengths & Weaknesses
  • 7.4 Oracle
    • 7.4.1 Oracle Details
    • 7.4.2 Oracle Major Business
    • 7.4.3 Oracle Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.4.4 Oracle Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.4.5 Oracle Recent Developments/Updates
    • 7.4.6 Oracle Competitive Strengths & Weaknesses
  • 7.5 SAP
    • 7.5.1 SAP Details
    • 7.5.2 SAP Major Business
    • 7.5.3 SAP Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.5.4 SAP Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.5.5 SAP Recent Developments/Updates
    • 7.5.6 SAP Competitive Strengths & Weaknesses
  • 7.6 ConsenSys
    • 7.6.1 ConsenSys Details
    • 7.6.2 ConsenSys Major Business
    • 7.6.3 ConsenSys Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.6.4 ConsenSys Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.6.5 ConsenSys Recent Developments/Updates
    • 7.6.6 ConsenSys Competitive Strengths & Weaknesses
  • 7.7 Acceture
    • 7.7.1 Acceture Details
    • 7.7.2 Acceture Major Business
    • 7.7.3 Acceture Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.7.4 Acceture Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.7.5 Acceture Recent Developments/Updates
    • 7.7.6 Acceture Competitive Strengths & Weaknesses
  • 7.8 Oracle
    • 7.8.1 Oracle Details
    • 7.8.2 Oracle Major Business
    • 7.8.3 Oracle Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.8.4 Oracle Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.8.5 Oracle Recent Developments/Updates
    • 7.8.6 Oracle Competitive Strengths & Weaknesses
  • 7.9 Infosys
    • 7.9.1 Infosys Details
    • 7.9.2 Infosys Major Business
    • 7.9.3 Infosys Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.9.4 Infosys Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.9.5 Infosys Recent Developments/Updates
    • 7.9.6 Infosys Competitive Strengths & Weaknesses
  • 7.10 Bitfury
    • 7.10.1 Bitfury Details
    • 7.10.2 Bitfury Major Business
    • 7.10.3 Bitfury Blockchain in Media, Advertising, and Entertainment Product and Services
    • 7.10.4 Bitfury Blockchain in Media, Advertising, and Entertainment Revenue, Gross Margin and Market Share (2021-2026)
    • 7.10.5 Bitfury Recent Developments/Updates
    • 7.10.6 Bitfury Competitive Strengths & Weaknesses

8 Industry Chain Analysis

  • 8.1 Blockchain in Media, Advertising, and Entertainment Industry Chain
  • 8.2 Blockchain in Media, Advertising, and Entertainment Upstream Analysis
  • 8.3 Blockchain in Media, Advertising, and Entertainment Midstream Analysis
  • 8.4 Blockchain in Media, Advertising, and Entertainment Downstream Analysis

9 Research Findings and Conclusion

    10 Appendix

    • 10.1 Methodology
    • 10.2 Research Process and Data Source

    Summary:
    Get latest Market Research Reports on Blockchain in Media, Advertising, and Entertainment. Industry analysis & Market Report on Blockchain in Media, Advertising, and Entertainment is a syndicated market report, published as Global Blockchain in Media, Advertising, and Entertainment Supply, Demand and Key Producers, 2026-2032. It is complete Research Study and Industry Analysis of Blockchain in Media, Advertising, and Entertainment market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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