市场调查报告书
商品编码
1468377
按设备类型(游戏机、媒体串流、智慧电视)、应用程式(电子学习、网路浏览、游戏、即时娱乐、社交网路)、最终用途(商业、住宅)和地区 2024-2032Streaming Media Devices Market Report by Device Type (Game Consoles, Media Streamers, Smart TVs), Application (E-Learning, Web-Browsing, Gaming, Real-Time Entertainment, Social Networking), End-Use (Commercial, Residential), and Region 2024-2032 |
IMARC Group年全球串流媒体设备市场规模达139亿美元。
串流媒体设备有助于浏览和查看 Hulu、Netflix、YouTube 和 Prime Video 等影片共享入口网站上的内容。它们允许透过通讯通道按需或即时呈现和传播音讯、视讯和多媒体内容。此外,这些设备为用户提供了在流中暂停、倒回或前进的完全控制,而无需下载整个文件。随着很大一部分人出于娱乐目的从有线电视 (TV) 转向串流媒体服务,全球对串流媒体设备的需求正在增加。
推动串流媒体设备市场成长的重要因素之一是全球范围内对线上串流媒体服务的日益偏好。这可以归因于互联网普及率的提高和高速通讯基础设施的发展,特别是在新兴经济体。此外,不断增长的线上串流媒体服务库,以及有线和卫星付费电视费率的上涨,正在增加全球对串流媒体设备的需求。除此之外,由于全球的小型和大型公司都在使用线上会议服务,这进一步支持了这些设备的销售。这些服务有助于创造一个具有成本效益且灵活的工作环境,从而最大限度地减少整体资本支出以及进行面对面会议所涉及的差旅费用。此外,製造商正在资助研发活动,以推出具有更高分辨率(如 8K)的升级串流媒体设备。
The global streaming media devices market size reached US$ 13.9 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 42.2 Billion by 2032, exhibiting a growth rate (CAGR) of 12.7% during 2024-2032.
Streaming media devices help in browsing and viewing content on video-sharing portals such as Hulu, Netflix, YouTube and Prime Video. They allow on-demand or real-time presentation and dispersal of audio, video and multimedia content over a communication channel. Moreover, these devices offer users complete control to pause, rewind, or move forward in the stream without downloading the entire file. As a significant part of the population is shifting from cable television (TV) toward streaming services for entertainment purposes, the demand for streaming media devices is increasing around the world.
One of the significant factors which are strengthening the streaming media devices market growth is the growing preference for online streaming services across the globe. This can be accredited to increasing internet penetration and the development of high-speed communication infrastructure, particularly in emerging economies. Additionally, the growing library of online streaming services, along with the inflating rates of cable and satellite pay TV, is escalating the demand for streaming media devices worldwide. Apart from this, as both small and large companies across the globe are utilizing online meeting services, it is further supporting the sales of these devices. These services help in creating a cost-effective and flexible working environment, thereby minimizing the overall capital expenditure as well as travel expenses involved in conducting face-to-face meetings. Further, manufacturers are financing research and development activities to introduce upgraded streaming devices with higher resolutions like 8K.
IMARC Group provides an analysis of the key trends in each sub-segment of the global streaming media devices market report, along with forecasts at the global and regional level from 2024-2032. Our report has categorized the market based on device type, application and end-use.
Game Consoles
Media Streamers
Smart TVs
E-Learning
Web-Browsing
Gaming
Real-Time Entertainment
Social Networking
Commercial
Residential
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
The report has also analysed the competitive landscape of the market with some of the key players being Google LLC, Microsoft Corporation, Sony Corporation, Roku, Inc., Samsung Electronics Co. Ltd., AsusTek Computer Inc., LG Electronics Inc., Apple, Inc., Koninklijke Philips N.V., Amazon.com, Inc., Huawei Technologies Co., Ltd., HiMedia Technology Limited, ARRIS International Limited and D-Link Corporation.