Digital Rights Management in Media & Entertainment Market (By Application: Mobile Content, Video on Demand (VoD), Mobile Gaming and Apps, eBook, Others; By Enterprise Size: SMEs, Large Enterprises) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook 20212030

The global digital rights management in media & entertainment market size is expected to be worth around US$ 12.2 billion by 2030, according to a new report by Vision Research Reports.

The global digital rights management in media & entertainment market size was valued at US$ 2.74 billion in 2020 and is anticipated to grow at a CAGR of 20.5% during forecast period 2021 to 2030.

Digital Rights Management in Media & Entertainment Market Size 2021 to 2030

Report Coverage

Report Scope Details
Market Size USD 12.2 billion by 2030
Growth Rate CAGR of 20.5% From 2021 to 2030
Base Year 2020
Historic Data 2017 to 2020
Forecast Period 2021 to 2030
Segments Covered Application, Enterprise size
Regional Scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Mentioned Apple Inc.; Bitmovin Inc; Bynder; EditionGuard LLC; Google (Widevine); Intertrust Technologies Corporation; Irdeto; Microsoft; Verimatrix; Vitrium; Kudel SKI SA (Nagra); BuyDRM Inc; EZDRM

Growth Factors

Rapid growth in digital media and internet connectivity globally have created immense opportunities for content publishers and content distribution partners to grow their creative media content. However, with the boost in digital technologies, digital piracy and illegal distribution of content have significantly increased, negatively affecting the monetization opportunities for content distributors and content owners. To reduce the illegal distribution of media content, several content publishers and distributors adopt Digital Rights Management (DRM) technologies. DRM technologies protect content using license keys or templates and allowing only the authorized users to view or use the contents even if it is distributed or duplicated illegally.  

Impact of Covid19

The COVID-19 pandemic had a substantial impact on the DRM in the media and entertainment market. As consumers were compelled to follow government guidelines and stay indoors for longer durations, the demand for mobile content, video on demand (VOD), and mobile gaming content consumption increased. Streaming partners, content developers, and content distributors increased their investment in DRM technologies to restrict and curb the piracy of premium content. For instance, in May 2020, Intertrust Technologies Corporation revealed that Sony Pictures Networks India Pvt Ltd., a subsidiary of Sony Corporation, selected ExpressPlay DRM to secure content streaming of its Indian digital OTT platform, SonyLIV.

Report Highlights

The video on demand application segment dominated in 2020 and is expected to expand at the fastest CAGR of over 21% over the forecast period. Factors such as increased internet connectivity and the growing number of smartphones users globally, who can easily download and view high premium video content online, attribute to the segment growth. 

The mobile content segment is expected to witness promising growth opportunities. The soaring number of mobile device users and increase in consumers browsing content on various mobile apps are contributing to the segment growth.

Large enterprises dominated the market in 2020, accounting for around 80% revenue share of the overall market. The segment growth is attributed to the increased investments in DRM technologies among large enterprises ranging from streaming service providers, OTT channels, Pay TV service providers and large production organizations. As large enterprises continue to expand their service across regions and countries, the demand for multiple DRM technologies continues increasing. 

Small-scale enterprises or content producers have limited resources to integrate and deploy DRM solutions and continuously monitor the DRM process. Thus, the required investment in the implementation and adoption of DRM technologies is not at par among SMEs as compared to large enterprises. 

North America dominated the global market in 2020, accounting for more than 35% of the overall revenue share. The increased spending on video-on-demand solutions, video streaming content, games, and distribution of eBooks across the U.S. and Canada have contributed to the region’s dominant position in the market. the presence of large content developers and distributors such as Netflix, Inc.; Amazon.com, Inc.’s Prime; and Hulu, LLC; which are aggressively opting for DRM solutions, has also contributed to the growth of the regional market.

The demand for DRM solutions in Asia Pacific is expected to expand at a CAGR of around 22.0% over the forecast period. High population density, an increasing number of smartphone users, and growing internet bandwidth are encouraging users to browse mobile content, video on demand, and ebooks over the internet. 

Key Players

  • Google (Widevine)

  • Microsoft

  • Irdeto

  • Apple Inc.

  • Vitrium

  • Intertrust Technologies Corporation

  • Bitmovin Inc.

  • Kudel SKI SA (Nagra) 

Market Segmentation

  • Application

    • Mobile Content

    • Video on Demand (VoD)

    • Mobile Gaming and Apps

    • eBook

    • Others

  • Enterprise Size

    • SMEs

    • Large Enterprises

  • Regional

    • North America

      • U.S.

      • Canada

    • Europe

      • U.K.

      • Germany

    • Asia Pacific

      • China

      • India

      • Japan

    • Latin America

      • Brazil

      • Mexico

    • MEA

The Digital Rights Management in Media & Entertainment market research report covers definition, classification, product classification, product application, development trend, product technology, competitive landscape, industrial chain structure, industry overview, national policy and planning analysis of the industry, the latest dynamic analysis, etc., and also includes major. The study includes drivers and restraints of the global market. It covers the impact of these drivers and restraints on the demand during the forecast period. The report also highlights opportunities in the market at the global level.

The report provides size (in terms of volume and value) of Digital Rights Management in Media & Entertainment market for the base year 2020 and the forecast between 2021 and 2030. Market numbers have been estimated based on form and application. Market size and forecast for each application segment have been provided for the global and regional market.

This report focuses on the global Digital Rights Management in Media & Entertainment market status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Digital Rights Management in Media & Entertainment market development in United States, Europe and China.

It is pertinent to consider that in a volatile global economy, we haven’t just conducted Digital Rights Management in Media & Entertainment market forecasts in terms of CAGR, but also studied the market based on key parameters, including Year-on-Year (Y-o-Y) growth, to comprehend the certainty of the market and to find and present the lucrative opportunities in market.

In terms of production side, this report researches the Digital Rights Management in Media & Entertainment capacity, production, value, ex-factory price, growth rate, market share for major manufacturers, regions (or countries) and type.

In terms of consumption side, this report focuses on the consumption of Digital Rights Management in Media & Entertainment by regions (countries) and application.

Buyers of the report will have access to verified market figures, including global market size in terms of revenue and volume. As part of production analysis, the authors of the report have provided reliable estimations and calculations for global revenue and volume by Type segment of the global Digital Rights Management in Media & Entertainment market. These figures have been provided in terms of both revenue and volume for the period 2017 to 2030. Additionally, the report provides accurate figures for production by region in terms of revenue as well as volume for the same period. The report also includes production capacity statistics for the same period.

With regard to production bases and technologies, the research in this report covers the production time, base distribution, technical parameters, research and development trends, technology sources, and sources of raw materials of major Digital Rights Management in Media & Entertainment market companies.

Regarding the analysis of the industry chain, the research of this report covers the raw materials and equipment of Digital Rights Management in Media & Entertainment market upstream, downstream customers, marketing channels, industry development trends and investment strategy recommendations. The more specific analysis also includes the main application areas of market and consumption, major regions and Consumption, major Chinese producers, distributors, raw material suppliers, equipment providers and their contact information, industry chain relationship analysis.

The research in this report also includes product parameters, production process, cost structure, and data information classified by region, technology and application. Finally, the paper model new project SWOT analysis and investment feasibility study of the case model.

Overall, this is an in-depth research report specifically for the Digital Rights Management in Media & Entertainment industry. The research center uses an objective and fair way to conduct an in-depth analysis of the development trend of the industry, providing support and evidence for customer competition analysis, development planning, and investment decision-making. In the course of operation, the project has received support and assistance from technicians and marketing personnel in various links of the industry chain.

Digital Rights Management in Media & Entertainment market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to Digital Rights Management in Media & Entertainment market.

Prominent players in the market are predicted to face tough competition from the new entrants. However, some of the key players are targeting to acquire the startup companies in order to maintain their dominance in the global market. For a detailed analysis of key companies, their strengths, weaknesses, threats, and opportunities are measured in the report by using industry-standard tools such as the SWOT analysis. Regional coverage of key companies is covered in the report to measure their dominance. Key manufacturers of Digital Rights Management in Media & Entertainment market are focusing on introducing new products to meet the needs of the patrons. The feasibility of new products is also measured by using industry-standard tools.

Key companies are increasing their investments in research and development activities for the discovery of new products. There has also been a rise in the government funding for the introduction of new Digital Rights Management in Media & Entertainment market. These factors have benefited the growth of the global market for Digital Rights Management in Media & Entertainment. Going forward, key companies are predicted to benefit from the new product launches and the adoption of technological advancements. Technical advancements have benefited many industries and the global industry is not an exception.

New product launches and the expansion of already existing business are predicted to benefit the key players in maintaining their dominance in the global market for Digital Rights Management in Media & Entertainment. The global market is segmented on the basis of region, application, en-users and product type. Based on region, the market is divided into North America, Europe, Asia-Pacific, Latin America and Middle East and Africa (MEA).

In this study, the years considered to estimate the market size of Digital Rights Management in Media & Entertainment are as follows:

  • History Year: 2017-2020
  • Base Year: 2021
  • Forecast Year 2021 to 2030

Reasons to Purchase this Report:


- Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
- Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
- Market value USD Million and volume Units Million data for each segment and sub-segment
- Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
- Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players

Research Methodology:

In-depth interviews and discussions were conducted with several key market participants and opinion leaders to compile the research report.

This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.

Market Size Estimation

Top-down and bottom-up approaches are used to estimate and validate the global market size for company, regional division, product type and application (end users).

The market estimations in this report are based on the selling price (excluding any discounts provided by the manufacturer, distributor, wholesaler or traders). Market share analysis, assigned to each of the segments and regions are achieved through product utilization rate and average selling price.

Major manufacturers & their revenues, percentage splits, market shares, growth rates and breakdowns of the product markets are determined through secondary sources and verified through the primary sources.

All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or others factors are accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Vision Research Reports and presented in this report.

Market Breakdown and Data Triangulation

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation. Extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report.

Secondary Sources

Secondary Sources occupies approximately 25% of data sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on. This research study includes secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; investor presentations; and SEC filings of companies.

Primary Sources

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.

The study objectives of this report are:

  • To analyze and study the global market capacity, production, value, consumption, status (2017-2020) and forecast (2021-2030);
  • Focuses on the key manufacturers, to study the capacity, production, value, market share and development plans in future.
  • Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
  • To define, describe and forecast the market by type, application and region.
  • To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
  • To identify significant trends and factors driving or inhibiting the market growth.
  • To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
  • To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
  • To strategically profile the key players and comprehensively analyze their growth strategies.

Chapter 1.  Introduction

1.1.  Research Objective

1.2.  Scope of the Study

1.3.  Definition

Chapter 2.  Research Methodology

2.1.  Research Approach

2.2.  Data Sources

2.3.  Assumptions & Limitations

Chapter 3.  Executive Summary

3.1.  Market Snapshot

Chapter 4.  Market Variables and Scope

4.1.  Introduction

4.2.  Market Classification and Scope

4.3.  Industry Value Chain Analysis

4.3.1.    Raw Material Procurement Analysis

4.3.2.    Sales and Distribution Channel Analysis

4.3.3.    Downstream Buyer Analysis

Chapter 5.  Market Dynamics Analysis and Trends

5.1.  Market Dynamics

5.1.1.    Market Drivers

5.1.2.    Market Restraints

5.1.3.    Market Opportunities

5.2.  Porter’s Five Forces Analysis

5.2.1.    Bargaining power of suppliers

5.2.2.    Bargaining power of buyers

5.2.3.    Threat of substitute

5.2.4.    Threat of new entrants

5.2.5.    Degree of competition

Chapter 6.  Competitive Landscape

6.1.1.    Company Market Share/Positioning Analysis

6.1.2.    Key Strategies Adopted by Players

6.1.3.    Vendor Landscape

6.1.3.1.        List of Suppliers

6.1.3.2.        List of Buyers

Chapter 7.  Global Digital Rights Management in Media & Entertainment Market, By Enterprise Size

7.1.  Digital Rights Management in Media & Entertainment Market, by Enterprise Size, 2021-2030

7.1.1.    Mobile Content

7.1.1.1.        Market Revenue and Forecast (2017-2030)

7.1.2.    Video on Demand (VoD)

7.1.2.1.        Market Revenue and Forecast (2017-2030)

7.1.3.    Mobile Gaming and Apps

7.1.3.1.        Market Revenue and Forecast (2017-2030)

7.1.4.    eBook

7.1.4.1.        Market Revenue and Forecast (2017-2030)

7.1.5.    Others

7.1.5.1.        Market Revenue and Forecast (2017-2030)

Chapter 8.  Global Digital Rights Management in Media & Entertainment Market, By Enterprise Size

8.1.  Digital Rights Management in Media & Entertainment Market, by Enterprise Size, 2021-2030

8.1.1.    SMEs

8.1.1.1.        Market Revenue and Forecast (2017-2030)

8.1.2.    Large Enterprises

8.1.2.1.        Market Revenue and Forecast (2017-2030)

Chapter 9.  Global Digital Rights Management in Media & Entertainment Market, Regional Estimates and Trend Forecast

9.1.  North America

9.1.1.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.1.2.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.1.3.    U.S.

9.1.3.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.1.3.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.1.4.    Rest of North America

9.1.4.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.1.4.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.  Europe

9.2.1.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.2.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.3.    UK

9.2.3.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.3.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.4.    Germany

9.2.4.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.4.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.5.    France

9.2.5.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.5.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.6.    Rest of Europe

9.2.6.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.2.6.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.  APAC

9.3.1.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.2.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.3.    India

9.3.3.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.3.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.4.    China

9.3.4.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.4.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.5.    Japan

9.3.5.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.5.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.6.    Rest of APAC

9.3.6.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.3.6.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.  MEA

9.4.1.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.2.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.3.    GCC

9.4.3.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.3.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.4.    North Africa

9.4.4.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.4.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.5.    South Africa

9.4.5.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.5.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.6.    Rest of MEA

9.4.6.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.4.6.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.5.  Latin America

9.5.1.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.5.2.    Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.5.3.    Brazil

9.5.3.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.5.3.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.5.4.    Rest of LATAM

9.5.4.1.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

9.5.4.2.        Market Revenue and Forecast, by Enterprise Size (2017-2030)

Chapter 10.  Company Profiles

10.1.              Google (Widevine)

10.1.1.  Company Overview

10.1.2.  Enterprise Size Offerings

10.1.3.  Financial Performance

10.1.4.  Recent Initiatives

10.2.              Microsoft

10.2.1.  Company Overview

10.2.2.  Enterprise Size Offerings

10.2.3.  Financial Performance

10.2.4.  Recent Initiatives

10.3.              Irdeto

10.3.1.  Company Overview

10.3.2.  Enterprise Size Offerings

10.3.3.  Financial Performance

10.3.4.  Recent Initiatives

10.4.              Apple Inc.

10.4.1.  Company Overview

10.4.2.  Enterprise Size Offerings

10.4.3.  Financial Performance

10.4.4.  Recent Initiatives

10.5.              Vitrium

10.5.1.  Company Overview

10.5.2.  Enterprise Size Offerings

10.5.3.  Financial Performance

10.5.4.  Recent Initiatives

10.6.              Intertrust Technologies Corporation

10.6.1.  Company Overview

10.6.2.  Enterprise Size Offerings

10.6.3.  Financial Performance

10.6.4.  Recent Initiatives

10.7.              Bitmovin Inc.

10.7.1.  Company Overview

10.7.2.  Enterprise Size Offerings

10.7.3.  Financial Performance

10.7.4.  Recent Initiatives

10.8.              Kudel SKI SA (Nagra)

10.8.1.  Company Overview

10.8.2.  Enterprise Size Offerings

10.8.3.  Financial Performance

10.8.4.  Recent Initiatives

Chapter 11.  Research Methodology

11.1.              Primary Research

11.2.              Secondary Research

11.3.              Assumptions

Chapter 12.  Appendix

12.1.              About Us

12.2.              Glossary of Terms

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