Blockchain in media and entertainment: a promising future with challenges along the way

Blockchain in media and entertainment: a promising future with challenges along the way
This Report is locked

This report is available to those subscribed to the Fixed, TV and Convergence module.

Learn more about our packages

Discussions in the media and entertainment sector have recently turned to blockchain, with the technology riding on the coattails of the metaverse and regarded as a key enabler. The precursor to blockchain in the metaverse is blockchain in gaming, with gaming worlds such as The Sandbox some of the most advanced quasi-metaverse environments around today.

We consider the current position of blockchain in media and entertainment and how it is set to evolve.

Authors

How to access this report

Annual subscription: Subscribe to our research modules for comprehensive access to more than 200 reports per year.

Enquire about subscription

Contact our research team

Get in touch with us to find out more about our research topics and analysis.

Contact our research team

Media

To cite our research, please see our citation policy in our Terms of Use, or contact our Media team for more information.

Learn more

Related research

Pay-TV Markets, Q1 2025: developments and outlook

Pay TV
Fixed, TV and Convergence

Pay-TV markets are seeing an unprecedented evolution, driven by technology investments, shifting consumer behaviour and competition (including from OTT players). This quarterly series outlines the latest market developments and the key trends to watch, charting the period to 2030. The report also provides comprehensive cross-country comparisons at your fingertips, allowing you to identify which markets or technologies will grow the most or how OTT competition will impact the adoption of traditional pay TV.

This report is locked

Capitalising on smartphones as the leading digital playground: five priority areas for OEMs

Devices
Digital consumer services
Digital Consumer

Today, smartphones are the leading digital playground. According to our consumer survey, almost 80% of smartphone users consume digital entertainment services, including video, music and games, on a weekly basis. How can smartphone OEMs capitalise on the prime position that their devices have in digital services consumption? In this report we lay out the five key areas here that smartphone OEMs should focus on. These include implementing bundling strategies, leveraging tech and network advances, and identifying the prime consumer segments for digital services.

This report is locked

Extended reality: developing a successful B2C strategy requires work in five important areas

Devices
Digital consumer services
Digital Consumer

Extended reality (XR) technology, which comprises augmented reality, mixed reality and virtual reality, has been around for a while, but it still suffers from a low adoption rate. Only 5% of consumers on average own an XR headset, according to the latest GSMA Intelligence consumer survey, conducted across 12 major mobile markets worldwide. In this report, we discuss the five key areas that XR companies need to focus on for developing a successful consumer strategy, which include identifying the prime consumer segments to target and widening consumer access to XR experiences.

This report is locked
Full access
Get full access to our research now, get in touch with us to find out more about our research topics and analysis
  • 200 reports a year
  • 50 million data points
  • Over 350 metrics