By 2035, the blockchain market size in the media and entertainment sector is expected to reach $3.33 billion, with growing demand for content traceability.
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According to Credence Research, the value of the blockchain market in the global media and entertainment sector is expected to reach $748 million in 2025, $868.5 million in 2026, and $3.33 billion by 2035, with a compound annual growth rate of 16.11%. The report indicates that digital collectibles and gaming assets remain the largest application areas, while content traceability and authentication are set to be the fastest-growing sectors.
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London, October 23rd / PRNewswire / -- Credence Research Inc. A new report titled " Blockchain in Media and Entertainment Market - Growth Share Opportunities & Competitive Analysis , 2025-2035" has been added.

According to Credence Research, the value of the blockchain market in the global media and entertainment sector is expected to reach $748 million in 2025, and it is projected to grow to $868.5 million in 2026. The institution forecasts that by 2035, this market will have reached $3.33 billion, with a compound annual growth rate of 16.11%.

What this market measures is the expenditure on blockchain infrastructure and services used for digital media assets, licensed collectibles, in-game items, fan interactions, content distribution, rights management, and content traceability. The report does not include the prices of secondary market tokens or the volume of speculative transactions in service revenue. There is a trend shifting towards verifiable content ownership and licensing.

Key Points

  • Digital collectibles and gaming assets will account for 42.5% of the application value in 2025.
  • North America accounts for 35.2% of the market, followed closely by the Asia-Pacific region, which accounts for 33.8%.
  • Content traceability and authentication are the fastest-growing applications, with Credence Research expecting an annual growth rate of 25.50%.
  • Sony's Soneium network announced its support for a IP authorization standard in October 2026, while its collaboration with DayOneDream in September focused on the tokenization of K-pop intellectual property rights.
  • The adoption depends on user experience, intellectual property rights, regulation, and proven commercial value, rather than token speculation.

Report Scope and Segmentation - Blockchain Market in the Media and Entertainment Sector

The study covers blockchain technology expenditures related to media and entertainment applications, evaluating public chains, private chains, and consortium chains; fan and gaming ecosystems; rights and royalty tools; as well as content traceability services. The analysis does not include the face value of crypto assets or unrelated blockchain deployments.

The applications include digital collectibles and game assets, ticketing and fan interaction, content distribution and advertising, royalty payments and rights management, as well as content traceability and authentication. The study compared North America, the Asia-Pacific region, Europe, Latin America, as well as the Middle East and Africa.

Why is this report important?

  • Distinguish between revenue from paid technologies and services and the speculative value of NFT transactions, the latter of which may distort market comparisons.
  • Explaining how film and television companies, publishers, sports organizations, and game developers use accounting books for rights management, fan relationship maintenance, and verification.
  • Help investors and media operators assess authorization standards, user adoption rates, and regulatory risk exposures in various regions.

Market Overview

Blockchain applications in the media and entertainment sector have shifted from the sale of collectibles to practical uses such as ownership recording, content verification, and programmable rights. Gaming platforms utilize blockchain and wallets to support persistent digital items, while publishers explore records that can prove the origin of content and licensing terms.

The market includes platform fees, infrastructure, software, and related services. Media companies generally prefer that blockchain functions operate behind a familiar user interface, thereby reducing the need for fan management tokens or private keys. Interoperability, rights enforcement, and audience trust remain decisive business factors.

Market Insights

Digital collectibles and gaming assets will account for 42.5% of the application value in 2025. Content traceability and authentication are expected to grow at the fastest rate, with an annual growth of 25.50%, reflecting the demand for identifying authentic media and managing rights in the era of AI generated content.

North America has the largest number of existing projects, concentrated in the fields of film and television, sports, and news; the Asia-Pacific region possesses a wealth of intellectual property in gaming and entertainment. Investments in media and sports in the Gulf region have driven faster percentage growth in the Middle East and Africa, despite their smaller bases.

Key Attributes

Subdivision

By blockchain type: public chain; private chain; consortium chain

By application: digital collectibles and gaming assets; ticketing and fan interaction; content distribution and advertising; royalty payments and rights management; content traceability and authentication

Regional Analysis

Credence Research It is estimated that in 2025, North America will account for 35.2% of the market value, the Asia-Pacific region for 33.8%, Europe for 21.8%, Latin America for 4.8%, and the Middle East and Africa for 4.4%. The Middle East and Africa region is expected to have the highest annual growth rate, at 18.70%, although its revenue base is smaller. Japan and South Korea are promoting adoption in the Asia-Pacific region through intellectual property rights in gaming, music, and film and television, while American companies are in a leading position in several content verification and sports collectibles projects.

Market Challenges

Many media buyers remain cautious despite experiencing speculative NFT cycles and uncertain returns from early projects. Blockchain fees, wallet complexity, and the fragmentation of standards may all limit mainstream adoption. Smart contracts alone cannot resolve all copyright or royalty disputes in the real world.

Platforms must comply with the constantly evolving regulations regarding digital assets and protect user privacy. Commercial value also depends on verified source data; however, unalterable records do not guarantee that the information entered into them is accurate in itself.

Future Prospects

By 2035, as publishers seek auditable content records, the importance of traceability, rights management, and authorization services is expected to rise. If media-led blockchain platforms can provide low-cost transactions and a "seamless" wallet experience, their growth could be even faster.

Growth will depend on the adoption of standards, interoperability, and successful business collaborations. Digital collectibles should still be an important use case, but a broader range of services may reduce reliance on speculative cycles.

Competitive Landscape

Sony supports the Soneium ecosystem, while Fox Company operates Verify for content authenticity and authorization. Immutable, Dapper Labs, Sky Mavis, and Animoca Brands focus on gaming, collectibles, and ecological infrastructure. Polygon Labs and Chiliz provide blockchain networks and tools for fan interaction.

Competition is based on media rights collaboration, transaction costs, developer support, identity verification, and compliance. Some companies are holders of media rights or platform customers, rather than independent infrastructure providers; reports make a distinction between these roles.

Key Participants

  • Sony / Sony Block Solutions Labs
  • Fox Corporation
  • Immutable
  • Dapper Labs
  • Sky Mavis
  • Animoca Brands
  • Polygon Labs
  • Chiliz

Recent Progress

September 28, 2026: Soneium announced a partnership with DayOneDream to tokenize the intellectual property of K-pop as IP, in order to demonstrate authorization and fan interaction led by film and television companies. Source: Official Update from Soneium

October 6, 2026: Soneium announced its support for ERC-8432, which is an intellectual property licensing standard designed to ensure that both humans and AI agents can understand the terms. Source: Official Update from Soneium

Report Coverage

The report covers the historical background, the baseline year of 2025, and forecasts up to 2035. It examines the aforementioned segments and geographic markets, growth drivers, technological trends, risks, corporate roles, and strategic opportunities. Market sizes, segment shares, and regional proportions are all estimated as Credence Research; regulatory and corporate developments are attributed to the linked original sources. Unless explicitly stated in the report, there is no implied ranking of market share among the listed companies.

View the full report and apply for a sample: Blockchain in Media and Entertainment Market

Related reports

  • Blockchain in Oil and Gas Market
  • Alternative Data Market
  • Fog Computing Market
  • Neuromorphic Computing Systems Market
  • 2D Gesture Recognition Market

About Us

Credence Research Inc is a global market intelligence and consulting firm that provides industry research, quantitative market estimates, and strategic analysis for enterprises, investors, and institutions. Its reports cover market size, segmentation, growth drivers, regional dynamics, and competitive developments. The company also offers custom research and consulting services.

Contact Us

Credence Research Inc. | Tower C -1105, S 25, Akash Tower, Vishal Nagar, Pimple Nilakh, Haveli, Pune 411027, India | USA : +1-888-600-6441 | Email : [ email protected ]

Website: www.credenceresearch.com

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