According to the latest report by IMARC Group, titled “Digital Rights Management (DRM) Market by Component (Solutions, Services), Deployment Mode (On-premises, Cloud-based), Enterprise Size (Large Enterprises, Small and Medium-sized Enterprises), Application (Video-on-demand, Mobile Content, Mobile Gaming, and Others), End Use Industry (Media and Entertainment, IT and Telecommunication, BFSI, Healthcare, Education, and Others), and Region 2023-2028,” the global digital rights management (DRM) market size reached US$ 4.47 Billion in 2022. Digital rights management (DRM) is a technology-based system designed to protect the copyrights of digital media, including software, e-books, music, and video. Its primary aim is to control the distribution, modification, and usage of copyrighted digital content by enforcing specific restrictions. These restrictions may include limiting the number of devices on which a product can be accessed, specifying a period during which the content is available, or restricting functionalities like copying, pasting, or printing. DRM is often employed by content providers and publishers to safeguard their intellectual property and preserve revenue streams. It is implemented through a range of software technologies that can be integrated into the digital product or its delivery platform.
Global Digital Rights Management (DRM) Market Trends:
The rise in popularity of streaming platforms for music, video, and gaming represents one of the key factors driving the growth of the market across the globe. These services require DRM to control access to content and prevent illegal sharing and copying. The market is also driven by the increasing need for robust DRM solutions to protect against piracy and unauthorized distribution. This is primarily attributed to digital content continuously generating revenue sources for media and entertainment industries, which is driving the market growth. Content creators and distributors rely on DRM to safeguard their intellectual property, which is contributing to the growth of the market. The digital transformation of the publishing industry is leading to a greater reliance on DRM to protect digital books and publications. Publishers use DRM to manage access and prevent unauthorized copying or distribution. In line with this, software developers employ DRM to combat software piracy which is acting as a major growth-inducing factor. DRM helps ensure that only legitimate users have access to software, which reduces revenue loss due to unauthorized copying, thus propelling the growth of the market. The video game industry relies on DRM to protect game software and prevent piracy, which is further driving the adoption of DRM. Advances in DRM technology, such as watermarking, adaptive streaming, and secure hardware modules, improve the effectiveness and user experience of DRM solutions, which is facilitating the market growth. The growth of e-learning and remote work is increasing the demand for DRM in educational and corporate environments to protect sensitive content and intellectual property, which is creating a positive outlook for the market across the globe. Looking forward, the market value is projected to reach US$ 10.45 Billion by 2028, expanding at a CAGR of 15.30 % during 2023-2028.
- Based on the component, the market has been bifurcated into solutions and services (consulting, integration, and operation and maintenance). Currently, solutions hold the largest market share.
- On the basis of the deployment mode, the market has been classified as on-premises and cloud-based. Presently, on-premises dominate the market across the globe.
- Based on the enterprise size, the market has been categorized as large enterprises and small and medium-sized enterprises. At present, large enterprises account for the majority of the market share.
- On the basis of the application, the market has been classified into video-on-demand, mobile content, mobile gaming, and others. Among these, video-on-demand is the largest market segment.
- Based on the end use industry, the market has been segmented into media and entertainment, IT and telecommunication, BFSI, healthcare, education, and others. Currently, media and entertainment represents the leading end use industry.
- Based on the region, the market has been divided into North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. Presently, North America exhibits a clear dominance in the market.
- The competitive landscape of the market has been studied in the report with the detailed profiles of the key players operating in the market. Some of the key players include Adobe Inc., CapLinked Inc., DivX LLC, EZDRM Inc., Fasoo Inc., Google LLC (Alphabet Inc.), LockLizard Limited, NextLabs Inc., OVH Groupe SAS, Seclore, Vitrium Systems Inc., Vobile Group Limited, etc.
|Base Year of the Analysis
- Services: Consulting, Integration, Operation and Maintenance
|Deployment Modes Covered
|Enterprise Sizes Covered
||Large Enterprises, Small and Medium-sized Enterprises
||Video-on-demand, Mobile Content, Mobile Gaming, Others
|End Use Industries Covered
||Media and Entertainment, IT and Telecommunication, BFSI, Healthcare, Education, Others
|| Asia Pacific, Europe, North America, Latin America, Middle East and Africa
||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
||Adobe Inc., CapLinked Inc., DivX LLC, EZDRM Inc., Fasoo Inc., Google LLC (Alphabet Inc.), LockLizard Limited, NextLabs Inc., OVH Groupe SAS, Seclore, Vitrium Systems Inc., Vobile Group Limited, etc.
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