CHICAGO, March 8, 2023 /PRNewswire/ -- According to Arizton's latest research report, the stock music market will grow at a CAGR of 8.65% from 2022-2028.
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BROWSE IN-DEPTH TOC ON THE STOCK MUSIC MARKET
285 - Pages
43 - Tables
99 - Charts
The rising demand for improving video and movie experience creates large avenues for the stock music market. The rapid shift towards digital advertising is driving the market for sound effects.
TRENDS AND SUCCESS FACTORS IN THE STOCK MUSIC MARKET:
Datamining:
Platforms such as YouTube, Facebook, Shazam, and Spotify have digital footprints that are increasingly being analyzed to help businesses learn about the demographics of music listeners. This can inform brands what, where, and when stock music and genres work to impact and increase revenues.
Technological Advances
Technology has advanced and is giving sound engineers mediums to create an experience where the story revolves around the audience. The Dolby Atmos sound system, for instance, has enabled sound designers to typically 'heighten' experiences by creating a 3D audio atmosphere that can realistically depict objects moving around the audience in a cinematic setting.
Emerging sound technologies such as 3D atmosphere are rendering the creation of new listening experiences. Stock music companies that pay close attention to the type of music/sound effects that will maximize the experience using the technology expected to create demand.
Rise of Independent Content Creators
A good count of creators is earning significant income from their channels, pages, and profiles, acting as influencers or content creators, all translating to high demand for paid stock music used largely as background music or with sound effects. Currently, demand is being spurred by royalty-free and licensed music owing to the growth in independent content creation. However, stock music market vendors have also responded and designed their products and services around the trend of independent content creation, further fueling their uptake in the industry. For instance, AudioJungle introduced new licensing terms, away from the one-size-fits-all concept that allows audio files to be used in the different ways content creators would use them.
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STOCK MUSIC MARKET REPORT SCOPE
Report Attributes |
Details |
Market Size (2028) |
USD 2.03 Billion |
Market Size (2022) |
USD 1.23 Billion |
CAGR (2022-2028) |
8.65 % |
Base Year |
2022 |
Forecast Year |
2023-2028 |
Market Segments |
Product, End-User, License, and Geography |
Geographic Analysis |
North America, Europe, APAC, Latin America, and Middle East & Africa |
Countries Covered |
The US, Canada, China, Japan, India, South Korea, Australia, Indonesia, Philippines, Taiwan, the UK, Germany, France, Italy, Russia, Spain, Sweden, Switzerland, Brazil, Mexico, Argentina, the UAE, South Africa, and Saudi Arabia |
Key Players |
Envato, Entertainment One, Getty Images, Musicbed, Shutterstock, Tribe of Noise, Media Music Now, SoundCloud, 123RF, Artlist, Audiosocket, Bensound, Dreamstime, FyrFly, Jamendo, Motion Array, Music Vine, Videvo, Storyblocks, Soundsnap, Earmotion Audio Creation, Epidemic Sound, Pond5, MusicRevolution, Marmoset, Soundstripe, Neosounds, and The Music Case |
Market Dynamics |
· Rise of Independent Content Creators · The Podcast Renaissance · Audio-based User Experience Gaining Traction · Growing Popularity of Sound Design-first Approach · Growth of TV Style Programming |
Largest Market |
North America |
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Platform integration is one such approach that is increasingly being witnessed across the stock music market. It is becoming an important tool that provides an intuitive search experience, facilitating easier and faster utilization of stock music by integrating music libraries across applications. Providing them in-program helps users from the hassle of leaving their workspace, enabling them to generate products by seamlessly utilizing their resources.
These unified locations value creators' workflow by making their creative processes a lot more structured. It also puts the control in the hands of the creator, helping reduce the costs of having to source content from outside and ridding users of the trouble resulting from coming to a grinding halt due to dependency and delays. Such moves create more opportunities to expand the distribution base while increasing the affinity in the market.
The market demand is being spurred by royalty-free and licensed music owing to the growth in independent content creation. However, market vendors have also responded and designed their products and services around the trend of independent content creation, further fuelling their uptake in the market. For instance, AudioJungle introduced new licensing terms, away from the one-size-fits-all concept that allows audio files to be used in the different ways content creators would use them. These benefits both sellers and buyers of stock music as they are priced well enough to facilitate use by the independent content creator who may not have the budget of a TV commercial/show producer while simultaneously giving access to a large volume of customers to sellers. Musicbed developed a tool called SyncID that automatically clears copyright claims for monetization on YouTube.
COMPETITIVE LANDSCAPE
Several vendors in this market have a global presence, creating strong brand images for their products. Also, several small and large vendors are altering the stock music business with new approaches and models, such as subscription-only. These all-you-can-eat subscriptions are meant to drive volume and, consequently, revenue growth. While some players offer only royalty-free stock music, others offer royalty-free music and custom services. However, many players do not operate in a specific niche. In the future, growth in the stock music market can mostly come from specialization. Focusing on certain pockets of the market, such as video game sound effects or curation of in-store stock music over and above, offering a huge database of music and sound effects can help brands acquire a unique position in the market.
KEY COMPANY PROFILES
- Envato
- Entertainment One
- Getty Images
- Musicbed
- Shutterstock
- Tribe of Noise
- Media Music Now
- SoundCloud
- 123RF
- Artlist
- Audiosocket
- Bensound
- Dreamstime
- FyrFly
- Jamendo
- Motion Array
- Music Vine
- Videvo
- Storyblocks
- Soundsnap
- Earmotion Audio Creation
- Epidemic Sound
- Pond5
- MusicRevolution
- Marmoset
- Soundstripe
- Neosounds
- The Music Case
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MARKET SEGMENTATION
Product
- Track
- Sound Effect
End-User
- Large Businesses
- SMEs
- Individual Content Creators
License
- Licensed Music
- Royalty-Free
Geography
- North America
- The US
- Canada
- APAC
- China
- Japan
- India
- South Korea
- Australia
- Indonesia
- Philippines
- Taiwan
- Europe
- The UK
- Germany
- France
- Italy
- Russia
- Spain
- Sweden
- Switzerland
- Latin America
- Brazil
- Mexico
- Argentina
- Middle East & Africa
- The UAE
- South Africa
- Saudi Arabia
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TABLE OF CONTENT
1 RESEARCH METHODOLOGY
2 RESEARCH OBJECTIVES
3 RESEARCH PROCESS
4 SCOPE & COVERAGE
4.1 MARKET DEFINITION
4.1.1 Inclusions
4.1.2 Exclusions
4.1.3 Market Estimation Caveats
4.2 BASE YEAR
4.3 SCOPE OF THE STUDY
4.3.1 Market Segmentation by Product
4.3.2 Market Segmentation by License
4.3.3 Market Segmentation by End-User
4.3.4 Market Segmentation by Geography
5 REPORT ASSUMPTIONS & CAVEATS
5.1 KEY CAVEATS
5.2 CURRENCY CONVERSION
5.3 MARKET DERIVATION
6 MARKET AT A GLANCE
7 PREMIUM INSIGHTS
7.1 MARKET OVERVIEW
7.2 MARKET DYNAMICS: KEY TRENDS, DRIVERS, AND RESTRAINTS
7.2.1 Market Trends
7.2.2 Market Drivers
7.2.3 Market Restraints
7.3 SEGMENT ANALYSIS
7.4 GEOGRAPHICAL ANALYSIS
7.5 COMPETITIVE LANDSCAPE
8 INTRODUCTION
8.1 OVERVIEW
8.1.1 Digital Globalization
8.1.2 Trends and Success Factors in the Stock Music Market
9 MARKET OPPORTUNITIES & TRENDS
9.1 SIMPLIFYING LICENSING
9.2 INCREASING INTUITIVENESS OF FILTERS
9.3 GROWTH OF PLATFORM INTEGRATIONS
9.4 RISING NEED FOR AUTHENTICITY
9.5 IMMERSIVE SOUND DESIGN GAINING GROUND
10 MARKET GROWTH ENABLERS
10.1 RISE OF INDEPENDENT CONTENT CREATORS
10.2 THE PODCAST RENAISSANCE
10.3 AUDIO-BASED USER EXPERIENCES GAINING TRACTION
10.4 GROWING POPULARITY OF A SOUND DESIGN-FIRST APPROACH
10.5 GROWTH OF TV-STYLE PROGRAMMING
11 MARKET RESTRAINTS
11.1 STORIES WITHOUT SOUND
11.2 MASSIVE PROFUSION OF CHOICE
11.3 GENERIC MUSIC SWEEPING THE MARKET
11.4 INCREASING INTEREST IN CUSTOM MUSIC
12 MARKET LANDSCAPE
12.1 MARKET OVERVIEW
12.2 MARKET SIZE & FORECAST
12.3 FIVE FORCES ANALYSIS
12.3.1 Threat of New Entrants
12.3.2 Bargaining Power of Suppliers
12.3.3 Bargaining Power of Buyers
12.3.4 Threat of Substitutes
12.3.5 Competitive Rivalry
13 PRODUCT
13.1 MARKET SNAPSHOT & GROWTH ENGINE
13.2 MARKET OVERVIEW
13.3 TRACK
13.3.1 Market Size & Forecast
13.3.2 Market by Geography
13.4 SOUND EFFECT
13.4.1 Market Size & Forecast
13.4.2 Market by Geography
14 END-USER
14.1 MARKET SNAPSHOT & GROWTH ENGINE
14.2 MARKET OVERVIEW
14.3 LARGE BUSINESSES
14.3.1 Market Size & Forecast
14.3.2 Market by Geography
14.4 SME
14.4.1 Market Size & Forecast
14.4.2 Market by Geography
14.5 INDIVIDUAL CONTENT CREATORS
14.5.1 Market Size & Forecast
14.5.2 Market by Geography
15 LICENSE
15.1 MARKET SNAPSHOT & GROWTH ENGINE
15.2 MARKET OVERVIEW
15.3 LICENSED MUSIC
15.3.1 Market Size & Forecast
15.3.2 Market by Geography
15.4 ROYALTY-FREE
15.4.1 Market Size & Forecast
15.4.2 Market by Geography
16 GEOGRAPHY
16.1 MARKET SNAPSHOT & GROWTH ENGINE
16.2 GEOGRAPHIC OVERVIEW
17 NORTH AMERICA
17.1 KEY HIGHLIGHTS
17.2 MARKET SIZE & FORECAST
17.3 PRODUCT
17.3.1 Market Size & Forecast
17.4 END-USER
17.4.1 Market Size & Forecast
17.5 LICENSE
17.5.1 Market Size & Forecast
17.6 KEY COUNTRIES
17.6.1 US: Market Size & Forecast
17.6.2 Canada: Market Size & Forecast
18 APAC
18.1 KEY HIGHLIGHTS
18.2 MARKET SIZE & FORECAST
18.3 PRODUCT
18.3.1 Market Size & Forecast
18.4 END-USER
18.4.1 Market Size & Forecast
18.5 LICENSE
18.5.1 Market Size & Forecast
18.6 KEY COUNTRIES
18.6.1 China: Market Size & Forecast
18.6.2 Japan: Market Size & Forecast
18.6.3 India: Market Size & Forecast
18.6.4 South Korea: Market Size & Forecast
18.6.5 Australia: Market Size & Forecast
18.6.6 Indonesia: Market Size & Forecast
18.6.7 Philippines: Market Size & Forecast
18.6.8 Taiwan: Market Size & Forecast
19 EUROPE
19.1 KEY HIGHLIGHTS
19.2 MARKET SIZE & FORECAST
19.3 PRODUCT
19.3.1 Market Size & Forecast
19.4 END-USER
19.4.1 Market Size & Forecast
19.5 LICENSE
19.5.1 Market Size & Forecast
19.6 KEY COUNTRIES
19.6.1 UK: Market Size & Forecast
19.6.2 Germany: Market Size & Forecast
19.6.3 France: Market Size & Forecast
19.6.4 Italy: Market Size & Forecast
19.6.5 Russia: Market Size & Forecast
19.6.6 Spain: Market Size & Forecast
19.6.7 Sweden: Market Size & Forecast
19.6.8 Switzerland: Market Size & Forecast
20 LATIN AMERICA
20.1 KEY HIGHLIGHTS
20.2 MARKET SIZE & FORECAST
20.3 PRODUCT
20.3.1 Market Size & Forecast
20.4 END-USER
20.4.1 Market Size & Forecast
20.5 LICENSE
20.5.1 Market Size & Forecast
20.6 KEY COUNTRIES
20.6.1 Brazil: Market Size & Forecast
20.6.2 Mexico: Market Size & Forecast
20.6.3 Argentina: Market Size & Forecast
21 MIDDLE EAST & AFRICA
21.1 KEY HIGHLIGHTS
21.2 MARKET SIZE & FORECAST
21.3 PRODUCT
21.3.1 Market Size & Forecast
21.4 END-USER
21.4.1 Market Size & Forecast
21.5 LICENSE
21.5.1 Market Size & Forecast
21.6 KEY COUNTRIES
21.6.1 UAE: Market Size & Forecast
21.6.2 South Africa: Market Size & Forecast
21.6.3 Saudi Arabia: Market Size & Forecast
22 COMPETITIVE LANDSCAPE
22.1 COMPETITION OVERVIEW
23 KEY COMPANY PROFILES
23.1 ENVATO
23.1.1 Business Overview
23.1.2 Product Offerings
23.1.3 Key Strategies
23.1.4 Key Strengths
23.1.5 Key Opportunities
23.2 ENTERTAINMENT ONE
23.3 GETTY IMAGES
23.4 MUSICBED
23.5 SHUTTERSTOCK
24 OTHER PROMINENT VENDORS
24.1 TRIBE OF NOISE
24.1.1 Business Overview
24.1.2 Product Offerings
24.2 MEDIA MUSIC NOW
24.3 SOUNDCLOUD
24.4 123RF
24.5 ARTLIST
24.6 AUDIOSOCKET
24.7 BENSOUND
24.8 DREAMSTIME
24.9 FYRFLY
24.1 JAMENDO
24.11 MOTION ARRAY
24.12 MUSIC VINE
24.13 VIDEVO
24.14 STORYBLOCKS
24.14.1 Business Overview
24.14.2 Product Offerings
24.15 SOUNDSNAP
24.16 EARMOTION AUDIO CREATION
24.17 EPIDEMIC SOUND
24.18 POND5
24.19 MUSICREVOLUTION
24.2 MARMOSET
24.21 SOUNDSTRIPE
24.22 NEOSOUNDS
24.23 THE MUSIC CASE
25 REPORT SUMMARY
25.1 KEY TAKEAWAYS
25.2 STRATEGIC RECOMMENDATIONS
26 QUANTITATIVE SUMMARY
26.1 MARKET BY GEOGRAPHY
26.2 NORTH AMERICA
26.2.1 Product
26.2.2 End-User
26.2.3 License
26.3 APAC
26.3.1 Product
26.3.2 End-User
26.3.3 License
26.4 EUROPE
26.4.1 Product
26.4.2 End-User
26.4.3 License
26.5 LATIN AMERICA
26.5.1 Product
26.5.2 End-User
26.5.3 License
26.6 MIDDLE EAST & AFRICA
26.6.1 Product
26.6.2 End-User
26.6.3 License
26.7 PRODUCT
26.7.1 Track
26.7.2 Sound Effect
26.8 END-USER
26.8.1 Large Businesses
26.8.2 SMEs
26.8.3 Individual Content Creators
26.9 LICENSE
26.9.1 Licensed
26.9.2 Royalty-Free
27 APPENDIX
27.1 ABBREVIATIONS
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