Report Content
Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast calculation
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 3600 synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Vendor matrix
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news and initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Rising incidence of digital piracy and unauthorized distribution
3.8.1.2 Growing adoption of cloud-based services and digital media consumption
3.8.1.3 Stringent government regulations and compliance requirements
3.8.1.4 Proliferation of digital platforms and devices
3.8.1.5 Advancements in technology
3.8.2 Industry pitfalls & challenges
3.8.2.1 High implementation and maintenance costs
3.8.2.2 User experience and compatibility issues
3.9 Growth potential analysis
3.10 Porter’s analysis
3.10.1 Supplier power
3.10.2 Buyer power
3.10.3 Threat of new entrants
3.10.4 Threat of substitutes
3.10.5 Industry rivalry
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Content Type, 2021 - 2032 (USD million)
5.1 Key trends
5.2 Video
5.3 Audio
5.4 Text/Documents
5.5 Images
5.6 Software/Applications
5.7 Games
Chapter 6 Market Estimates & Forecast, By DRM Technologies, 2021 - 2032 (USD million)
6.1 Key trends
6.2 Encryption
6.3 Digital Watermarking
6.4 Access control
6.5 Copy control
6.6 Secure key management
Chapter 7 Market Estimates & Forecast, By Industry Verticals, 2021 - 2032 (USD million)
7.1 Key trends
7.2 Media & entertainment
7.3 Education
7.4 Healthcare
7.5 IT & telecom
7.6 Retail & eCommerce
7.7 Banking & finance
7.8 Government
Chapter 8 Market Estimates & Forecast, By Deployment Models, 2021 - 2032 (USD million)
8.1 Key trends
8.2 On-Premises
8.3 Cloud-based
8.4 Hybrid
Chapter 9 Market Estimates & Forecast, By Device Types, 2021 - 2032 (USD million)
9.1 Key trends
9.2 Desktop/Laptop
9.3 Mobile devices
9.4 Smart TVs
9.5 Gaming consoles
9.6 E-readers
Chapter 10 Market Estimates & Forecast, By Organization Size, 2021 - 2032 (USD million)
10.1 Key trends
10.2 Small & medium enterprises (SME)
10.3 Large enterprises
Chapter 11 Market Estimates & Forecast, By Functionalities, 2021 - 2032 (USD million)
11.1 Key trends
11.2 Access control
11.3 Usage control
11.4 Copy protection
11.5 Expiration management
11.6 License management
Chapter 12 Market Estimates & Forecast, By Pricing Models, 2021 - 2032 (USD million)
12.1 Key trends
12.2 Subscription-based
12.3 Pay-per-use
12.4 Perpetual license
Chapter 13 Market Estimates & Forecast, By End-Users, 2021 - 2032 (USD million)
13.1 Key trends
13.2 Content creators
13.3 Publishers
13.4 Distributors
13.5 Consumers
Chapter 14 Market Estimates & Forecast, By Region, 2021 - 2032 (USD million)
14.1 Key trends
14.2 North America
14.2.1 U.S.
14.2.2 Canada
14.3 Europe
14.3.1 UK
14.3.2 Germany
14.3.3 France
14.3.4 Italy
14.3.5 Spain
14.3.6 Rest of Europe
14.4 Asia Pacific
14.4.1 China
14.4.2 India
14.4.3 Japan
14.4.4 South Korea
14.4.5 ANZ
14.4.6 Rest of Asia Pacific
14.5 Latin America
14.5.1 Brazil
14.5.2 Mexico
14.5.3 Rest of Latin America
14.6 MEA
14.6.1 UAE
14.6.2 South Africa
14.6.3 Saudi Arabia
14.6.4 Rest of MEA
Chapter 15 Company Profiles
15.1 Adobe Systems Incorporated
15.2 Apple Inc.
15.3 Microsoft Corporation
15.4 Google LLC
15.5 Oracle Corporation
15.6 IBM Corporation
15.7 Sony Corporation
15.8 Verimatrix
15.9 Irdeto
15.10 Kudelski Group
15.11 Zentek Technology Group
15.12 Intertrust Technologies Corporation
15.13 LockLizard Limited
15.14 Seclore
15.15 Vitrium Systems Inc.
15.16 NAGRA
15.17 CSG Systems International
15.18 ExpressPlay (Intertrust Technologies)
15.19 Avid Technology
15.20 Enseo
15.21 Axinom
15.22 BuyDRM
15.23 EZDRM
15.24 Vualto
15.25 castLabs