Stock Music Market - Global Outlook and Forecast 2021-2026

Stock Music Market - Global Outlook and Forecast 2021-2026

In-depth Analysis and Data-driven Insights on the Impact of COVID-19 Included in this Global Stock Music Market Report

The global stock music market by revenue is expected to grow at a CAGR of over 10% during 2020–2026.

The stock music market is observing a flurry of approaches. Platform integration is one such approach that is increasingly being witnessed across the market. It puts all the control in the hands of the creator, helping in reducing 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. Platform integration is becoming an important tool that provides an intuitive search experience, facilitating easier and faster utilization of stock music through the integration of music libraries across applications. Simply by providing them in-program, users are saved from the added hassle of leaving their workspace, thereby enabling them to generate products through seamless utilization of their resources.

The following factors are likely to contribute to the growth of the stock music market during the forecast period:

  • Simplification of License Models
  • Increased Intuitiveness of Filters
  • Growth of Platform Integrations
  • Increased in Authenticity Demand
The study considers the stock music market's present scenario and its market dynamics for the period 2020−2026. It covers a detailed overview of several market growth enablers, restraints, and trends. The report offers both the demand and supply aspects of the market. It profiles and examines leading companies and other prominent ones operating in the market.

Global Stock Music Market Segmentation

The global stock music market research report provides a detailed segmentation by product type, license, end-user, geography. The growing demand for podcasts and the rise in the audio-based user experience are expected to boost the track-based stock music market growth. The market is expected to grow higher in North America and APAC with projected incremental revenue of over USD 348 million and USD 135 million respectively by 2026. As emerging business models harmonize quality and price, genuine composers are re-entering the field and raising the standard of the industry, thereby driving the demand for stock tracks.

Consistency, in terms of standards, has driven the demand for licensed music and is expected to continue over the next few years. High curation standards have led to the music that is largely cinematic and emotion-based as opposed to flat, thereby driving the market at a rapid pace. There is a shift in the focus from royalty-free to licensed music as the latter’s quality, appeal, feel, and authenticity is objectively better than the former. Further, there has been some progress and innovation in the music licensing segment.

The growing demand for improving movie experience is expected to boost the market for large business stock music, which is likely to grow at a CAGR of over 10% between 2020 and 2026. There is a shift in the consumption preference of digital content from passive, video-based to audio-based content. This has resulted a change from “look and feel” to “listen and feel,” which has fostered the use of audio branding where consumers can easily identify with the brand. Directional audio is becoming a trend driving the demand for sound effects as major retailers bank on audio to improve time spent in-store and drive preference over e-commerce.

Product
  • Tracks
  • Sound Effects
License
  • Royalty Free
  • Licensed Music
End-user
  • Large Businesses
  • SMEs
  • Individual Content Creators
INSIGHTS BY GEOGRAPHY

North America is expected to witness absolute growth of over 80% for the individual content creator segment from 2020 to 2026. North America’s abandonment of print channels is the fastest, with social platforms coming to the forefront, leading to the creation of dynamic content that appeals to more than the sense of sight. North America is the second-largest market for games across the globe. It, however, has the largest concentration of game development companies, with the US leading and Canada leading the place. The advent of digital technology, specifically plugins that have helped ease out the processing of Foley. Hence, the market is expected to witness competition for sound effects. On the contrary, there is a higher likelihood of these sounds being packaged and offered via a library, increasing the availability of inventory in the market.

Geography
  • North America
  • US
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • APAC
  • China
  • Japan
  • South Korea
  • India
  • Latin America
  • Brazil
  • Mexico
  • Argentina
  • Middle East & Africa
  • UAE
  • South Africa
INSIGHTS BY VENDORS

Envato, Entertainment One (eOne), Getty Images, Musicbed, and Shutterstock are the five key vendors that dominate the market. Several vendors have a global presence and have, therefore, created strong brand images for their products. Also, there are several small and large vendors that are altering the stock music business by new approaches and models such as subscription-only. All-you-can-eat subscriptions are meant to drive volume and consequently, revenue growth. While some players offer only royalty-free stock music, others are offering both royalty-free and custom services.

Prominent Vendors
  • Envato
  • Entertainment One (eOne)
  • Getty Images
  • Musicbed
  • Shutterstock
Other Prominent Vendors
  • Tribe of Noise
  • Media Music Now
  • SoundCloud
  • 123rf
  • Art-list
  • 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
KEY QUESTIONS ANSWERED

1. What is the impact of the COVID-19 pandemic on the stock music market?

2. What are some of the trends and drivers influencing the the stock music market growth?

3. What is the CAGR of the stock music market during the forecast period?

4. Which segments are likely to generate the largest revenues during the forecast period?

5. Who are the major players in the stock music industry?


1 Research Methodology
2 Research Objectives
3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.2 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 Introduction
7.1 Overview
7.1.1 Digital Globalization
7.1.2 Trends and Success Factors in the Stock Music Market
7.2 COVID-19 Impact
8 Market Opportunities & Trends
8.1 Simplifying Licensing
8.2 Increasing Intuitiveness of Filters
8.3 Growth of Platform Integrations
8.4 Rising Need For Authenticity
8.5 Immersive Sound Design Gains Ground
9 Market Growth Enablers
9.1 Rise of Independent Content Creators
9.2 The Podcast Renaissance
9.3 Audio-Based User Experience Gaining Traction
9.4 Growing Popularity of Sound Design-First Approach
9.5 Growth of TV Style Programming
10 Market Restraints
10.1 Stories Without Sound
10.2 Massive Profusion of Choice
10.3 Generic Music Sweeps Market
10.4 Increasing Interest in Custom Music
11 Market Landscape
11.1 Market Overview
11.2 Market Size & Forecast
11.3 Five Forces Analysis
11.3.1 Threat of New Entrants
11.3.2 Bargaining Power of Suppliers
11.3.3 Bargaining Power of Buyers
11.3.4 Threat of Substitutes
11.3.5 Competitive Rivalry
12 Product
12.1 Market Snapshot & Growth Engine
12.2 Market Overview
12.2.1 Market by Product
12.3 Track
12.3.1 Market Size & Forecast
12.3.2 Market by Geography
12.4 Sound-Effect
12.4.1 Market Size & Forecast
13 End-User
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.2.1 Market By End-User
13.3 Large Businesses
13.3.1 Market Overview
13.3.2 Market by Geography
13.4 SME
13.4.1 Market Size & Forecast
13.4.2 Market by Geography
13.5 Individual Content Creators
13.5.1 Market Size & Forecast
13.5.2 Market By Geography
14 License
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.2.1 Market By License
14.3 Licensed Music
14.3.1 Market Size & Forecast
14.3.2 Market By Geography
14.4 Royalty Free
14.4.1 Market Size & Forecast
14.4.2 Market by Geography
15 Geography
15.1 Market Snapshot & Growth Engine
15.2 Geographic Overview
16 North America
16.1 Key Highlights
16.2 Market Overview
16.3 Product
16.3.1 Market Size & Forecast
16.4 End-User
16.4.1 Market Size & Forecast
16.5 License
16.5.1 Market Size & Forecast
16.6 Key Countries
16.7 United States
16.7.1 Market Size & Forecast
16.8 Canada
16.8.1 Market Size & Forecast
17 APAC
17.1 Key Highlights
17.2 Market Overview
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
17.7 China
17.7.1 Market Size & Forecast
17.8 Japan
17.8.1 Market Size & Forecast
17.9 India
17.9.1 Market Size & Forecast
17.10 South Korea
17.10.1 Market Size & Forecast
18 Europe
18.1 Key Highlights
18.2 Market Overview
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
18.7 UK
18.7.1 Market Size & Forecast
18.8 Germany
18.8.1 Market Size & Forecast
18.9 France
18.9.1 Market Size & Forecast
18.1 Italy
18.10.1 Market Size & Forecast
18.11 Spain
18.11.1 Market Size & Forecast
19 Latin America
19.1 Key Highlights
19.2 Market Overview
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
19.7 Brazil
19.7.1 Market Size & Forecast
19.8 Mexico
19.8.1 Market Size & Forecast
19.9 Argentina
19.9.1 Market Size & Forecast
20 Middle East & Africa
20.1 Key Highlights
20.2 Market Overview
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
20.7 UAE
20.7.1 Market Size & Forecast
20.8 South Africa
20.8.1 Market Size & Forecast
21 Competitive Landscape
21.1 Competition Overview
22 Key Company Profiles
22.1 Envato
22.1.1 Business Overview
22.1.2 Product Offerings
22.1.3 Key Strategies
22.1.4 Key Strengths
22.1.5 Key Opportunities
22.2 Entertainment One
22.2.1 Business Overview
22.2.2 Product Offerings
22.2.3 Key Strategies
22.2.4 Key Strengths
22.2.5 Key Opportunities
22.3 Getty Images
22.3.1 Business Overview
22.3.2 Product Offerings
22.3.3 Key Strategies
22.3.4 Key Strengths
22.3.5 Key Opportunities
22.4 Musicbed
22.4.1 Business Overview
22.4.2 Product Offerings
22.4.3 Key Strategies
22.4.4 Key Strengths
22.4.5 Key Opportunities
22.5 Shutterstock
22.5.1 Business Overview
22.5.2 Product Offerings
22.5.3 Key Strategies
22.5.4 Key Strengths
22.5.5 Key Opportunities
23 Other Prominent Vendors
23.1 Tribe of Noise
23.1.1 Business Overview
23.1.2 Product Offerings
23.2 Media Music Now
23.2.1 Business Overview
23.2.2 Product Offerings
23.3 Sound Cloud
23.3.1 Business Overview
23.3.2 Product Offerings
23.4 123RF
23.4.1 Business Overview
23.4.2 Product Offerings
23.5 Art-List
23.5.1 Business Overview
23.5.2 Product Offerings
23.6 Audiosocket
23.6.1 Business Overview
23.6.2 Product Offerings
23.7 Bensound
23.7.1 Business Overview
23.7.2 Product Offerings
23.8 Dreamstime
23.8.1 Business Overview
23.8.2 Product Offerings
23.9 Fyrfly
23.9.1 Business Overview
23.9.2 Product Offerings
23.10 Jamendo
23.10.1 Business Overview
23.10.2 Product Offerings
23.11 Motion Array
23.11.1 Business Overview
23.11.2 Product Offerings
23.12 Music Vine
23.12.1 Business Overview
23.12.2 Product Offerings
23.13 Videvo
23.13.1 Business Overview
23.13.2 Product Offerings
23.14 Storyblocks
23.14.1 Business Overview
23.14.2 Product Offerings
23.15 Soundsnap
23.15.1 Business Overview
23.15.2 Product Offerings
23.16 Earmotion Audio Creation
23.16.1 Business Overview
23.16.2 Product Offerings
23.17 Epidemic Sound
23.17.1 Business Overview
23.17.2 Product Offerings
23.18 Pond5
23.18.1 Business Overview
23.18.2 Product Offerings
23.19 Musicrevolution
23.19.1 Business Overview
23.19.2 Product Offerings
23.20 Marmoset
23.20.1 Business Overview
23.20.2 Product Offerings
23.21 Soundstripe
23.21.1 Business Overview
23.21.2 Product Offerings
23.22 Neosounds
23.22.1 Business Overview
23.22.2 Product Offerings
23.23 The Music Case
23.23.1 Business Overview
23.23.2 Product Offerings
24 Report Summary
24.1 Key Takeaways
24.2 Strategic Recommendations
25 Quantitative Summary
25.1 Market by Geography
25.2 North America
25.2.1 Product: Market Size & Forecast
25.2.2 End-User: Market Size & Forecast
25.2.3 License: Market Size & Forecast
25.3 APAC
25.3.1 Product: Market Size & Forecast
25.3.2 End-User: Market Size & Forecast
25.3.3 License: Market Size & Forecast
25.4 Europe
25.4.1 Product: Market Size & Forecast
25.4.2 End-User: Market Size & Forecast
25.4.3 License: Market Size & Forecast
25.5 Latin America
25.5.1 Market Size & Forecast
25.5.2 End-User: Market Size & Forecast
25.5.3 License: Market Size & Forecast
25.6 Middle East & Africa
25.6.1 Product: Market Size & Forecast
25.6.2 End-user: Market Size & Forecast
25.6.3 License: Market Size & Forecast
25.7 Product
25.7.1 Market Size & Forecast
25.7.2 Track: Market By Geography
25.7.3 Sound Effect: Market By Geography
25.8 End-User
25.8.1 Market Size & Forecast
25.8.2 Large Businesses: Market by Geography
25.8.3 SMEs: Market by Geography
25.8.4 Individual Content Creators: Market By Geography
25.9 License
25.9.1 Market Size & Forecast
25.9.2 Licensed Music: Market by Geography
25.9.3 Royalty Free: Market By Geography
26 Appendix
26.1 Abbreviations

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