直播市场 - 2018-2028 年全球行业规模、份额、趋势、机会和预测,按流媒体类型(音频、视频)、按应用(媒体和娱乐、电子竞技、活动、教育)按地区细分
市场调查报告书
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直播市场 - 2018-2028 年全球行业规模、份额、趋势、机会和预测,按流媒体类型(音频、视频)、按应用(媒体和娱乐、电子竞技、活动、教育)按地区细分

Live Streaming Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2018-2028F Segmented By Streaming Type (Audio, Video), By Application (Media & Entertainment, Esports, Events, Education) By Region

出版日期: | 出版商: TechSci Research | 英文 111 Pages | 商品交期: 2-3个工作天内

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简介目录

由于不同国家的智能手机用户数量不断增加,全球直播市场在预测期内将出现显着增长。此外,通过快速宽带连接的互联网渗透率不断提高,以及无需任何实体存在的连接不断增长,正在推动全球直播市场需求。

电子竞技和视频游戏的扩张推动市场扩张

预计在预测期内推动直播市场增长的主要因素包括视频游戏的日益普及、儿童对电子竞技意识的提高、大规模投资以及先进游戏技术的采用,这要归功于越来越多的人游戏玩家。美国大约有 22,987 名电子竞技选手,2022 年每月观看人数为 2960 万。因此,随着选手、比赛和观看人数的增加,直播市场预计将在未来几年大幅增长。

不断上升的宽带渗透率正在推动市场增长

根据经济合作与发展组织(OECD)提供的数据,2021年12月,光纤用户增长了18.6%,超过了电缆,目前电缆占经合组织国家固定宽带连接的32.4%。此外,根据《2020年美国电信行业指标与趋势》报告,美国约85%的家庭拥有固定宽带连接。因此,提供高速互联网的宽带连接在不同国家的日益普及将显着推动其他国家的直播市场。

直播流媒体对社交帖子的偏好上升,推动市场增长

由于大多数人更喜欢观看直播视频而不是阅读博客或社交媒体帖子,因此直播吸引了大量观众。由于 COVID-19 爆发,许多国家实施了封锁。结果,一些活动和电视节目被推迟,全球直播活动的数量显着增加。 YouTube 和 Facebook 游戏等多个 OTT 频道的直播收视率在全球范围内急剧增加。

各个行业用户日益增长的视频流习惯推动了市场的扩张。此外,由于对更重要的品牌互动和通过直播视频进行影响力的需求不断增加,市场正在扩大。随着互联网和智能手机用户数量的不断增加,预计影响直播市场增长的其他因素包括 OTT 平台和直播内容的观看人数增加。

可用的定制

根据给定的市场数据,TechSci Research 可根据公司的具体需求提供定制服务。该报告可以使用以下自定义选项:

公司信息

  • 其他市场参与者(最多五个)的详细分析和概况分析。

目录

第 1 章:简介

  • 市场概况
  • 报告的主要亮点
  • 市场覆盖范围
  • 涵盖的细分市场
  • 考虑研究任期

第 2 章:研究方法

  • 研究目的
  • 基线方法
  • 主要行业合作伙伴
  • 主要协会和二手资料来源
  • 预测方法
  • 数据三角测量和验证
  • 假设和限制

第 3 章:执行摘要

  • 市场概况
  • 市场预测
  • 重点地区
  • 关键环节

第 4 章:客户之声分析(B2C 模型分析)

  • 样本量确定
  • 受访者人口统计
    • 按性别
    • 按年龄
    • 按职业
  • 影响订阅购买决策的因素
  • 面临的挑战

第 5 章:全球直播市场展望

  • 市场规模及预测
    • 按价值
  • 市场份额及预测
    • 按流媒体类型市场份额分析(音频、视频)
    • 按应用市场份额分析(媒体与娱乐、电子竞技、活动、教育)
    • 按地区市场份额分析
    • 按公司市场份额分析
  • 全球直播市场地图与机会评估
    • 按流媒体类型市场测绘和机会评估
    • 按应用市场测绘和机会评估
    • 按区域市场测绘和机会评估

第 6 章:北美直播市场展望

  • 市场规模及预测
    • 按价值
  • 市场份额及预测
    • 按流媒体类型市场份额分析
    • 按应用市场份额分析
    • 按国家市场份额分析

第 7 章:欧洲直播市场展望

  • 市场规模及预测
    • 按价值
  • 市场份额及预测
    • 按流媒体类型市场份额分析
    • 按应用市场份额分析
    • 按国家市场份额分析

第 8 章:亚太地区直播市场展望

  • 市场规模及预测
    • 按价值
  • 市场份额及预测
    • 按流媒体类型市场份额分析
    • 按应用市场份额分析
    • 按国家市场份额分析

第 9 章:中东和非洲直播市场展望

  • 市场规模及预测
    • 按价值
  • 市场份额及预测
    • 按流媒体类型市场份额分析
    • 按应用市场份额分析
    • 按国家市场份额分析

第10章:南美直播市场展望

  • 市场规模及预测
    • 按价值
  • 市场份额及预测
    • 按流媒体类型市场份额分析
    • 按应用市场份额分析
    • 按国家市场份额分析

第 11 章:市场动态

  • 司机
    • 智能手机用户数量不断增加
    • 电子竞技和视频游戏的扩张
  • 挑战
    • 成本高
    • 网络连接问题

第 12 章:COVID-19 对全球直播市场的影响

  • 影响评估模型
    • 受影响的关键领域
    • 受影响的主要地区
    • 受影响的主要国家
    • 受影响的主要分销渠道

第 13 章:市场趋势与发展

  • 在千禧一代中越来越受欢迎
  • 增加品牌促销的使用
  • 教育目的的高需求
  • 人工智能的运用

第 14 章:波特的五力模型

  • 竞争竞争
  • 买家的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁

第 15 章:SWOT 分析

  • 优势
  • 弱点
  • 机会
  • 威胁

第16章:竞争格局

  • 公司简介
    • Google LLC
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Meta Platforms, Inc.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Twitch Interactive, Inc.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Discord Inc.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Vimeo, Inc.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • International Business Machines Corp.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Empire Video Productions, LLC
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Huya Inc.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • Vidizmo LLC
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员
    • AfreecaTV Co., Ltd.
      • 公司详情
      • 产品与服务
      • 财务(据报导)
      • 主要市场焦点和地域分布
      • 最近的发展
      • 主要管理人员

第 17 章:战略建议/行动计划

  • 重点关注领域
  • 目标地区
  • 目标流媒体平台

第 18 章:关于我们和免责声明

(注:公司名单可根据客户要求定制。)

简介目录
Product Code: 14597

The global live-streaming market is witnessing significant growth during the forecasted period, owing to the increasing number of smartphone users in different countries. Moreover, the rising penetration of the internet through a fast broadband connection and the growing connectivity without any physical presence is driving the global live streaming market demand.

As per the data provided by Data Report, there are approximately 5.31 billion smartphone users, which is about 67.1% of the total global population. Moreover, there are about 4.95 billion internet users with 4.62 billion active social media users. Thus, the rise in the increasing number of smartphone users and the internet is significantly boosting the demand for live streaming in several countries.

Live streaming is a social media tool that allows businesses and consumers to post unedited, live videos in real-time on websites such as Facebook and Instagram. Live streaming can teach an online lesson, launch and market new goods and services, and share important company news. Through live streaming, brands can connect with and engage with millions of people worldwide.

Live streams can help brands and influencers reach a large audience base on social media platforms and are more similar to crowd-pullers. These live broadcasts allow viewers to witness the event in its authentic setting, which obtains additional interest.

Previously due to lockdown, this video format has also become an essential component of brand social media marketing. People now prefer to watch live sessions online from the comfort of their homes instead of going on outings. Brands now have the chance to experiment with their content strategy. Nowadays, brands engage experts and influencers for live video since it improves the quality of the content and attracts more viewers. Moreover, live streaming is being utilized for various ranges, including tutorials and Q&A sessions.

Expansion of E-Sports and Video Games Propelling the Market's Expansion

The main factors anticipated to drive the growth of the live streaming market during the forecast period include the rising popularity of video games, increasing awareness of eSports among children, large-scale investments, and adoption of advanced gaming technologies, thanks to the growing number of gamers. There have been around 22,987 e-sports players in the United States, with a 29.6 million monthly viewership in 2022. Thus, with the increase in players, tournaments, and viewership, the live-streaming market is expected to grow significantly in the forecasted years.

Rising Broadband Penetration is Driving the Market Growth

As per the data provided by Organization for Economic Co-operation and Development (OECD), in the year December 2021, fiber subscriptions grew by 18.6%, surpassing cable, which currently accounts for 32.4% of fixed broadband connections in OECD countries. Moreover, according to the report "US Telecom Industry Metrics & Trends 2020," around 85% of households in the United States have a fixed broadband connection. Thus, the increasing penetration of broadband connections in different countries that provide high-speed internet will significantly drive the live streaming market in other countries.

Rise in Live Streaming Preference Over Social Posts to Fuel Market Growth

Since most people prefer watching a live video over reading blogs or social media posts, live streaming draws enormous viewers. Lockdowns were imposed in numerous nations because of the COVID-19 outbreak. As a result, several events and television programs were postponed, significantly increasing the amount of live-streaming activity worldwide. Live viewership on several OTT channels, including YouTube and Facebook games, has increased dramatically on a global scale.

Users' increasing video streaming habits across all industries fuel market expansion. Additionally, the market is expanding due to the increased demand for more significant brand interaction and reach through live videos. Along with the rising numbers of Internet and smartphone users, other factors anticipated to impact the growth of the live-streaming market include increased viewership of OTT platforms and live-streaming content.

Market Segmentation

The live streaming market is segmented into streaming types, streaming platforms, and applications. Based on streaming type, the market is divided into audio and video. Further, based on application, the market is fragmented into media & entertainment, esports, events, and education. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia-Pacific, South America, and Middle East & Africa.

Company Profiles

Google LLC, Meta Platforms, Inc., Twitch Interactive, Inc., Discord Inc., Vimeo, Inc., International Business Machines Corp., Empire Video Productions, LLC, Huya Inc., Vidizmo LLC, AfreecaTV Co., Ltd. are among the major market players in the global platform that lead the market growth of the global live streaming market.

Report Scope

In this report, the global live-streaming market has been segmented into the following categories, in addition to the industry trends, which have also been detailed below:

Global Live Streaming Market, By Streaming Type:

  • Audio
  • Video

Global Live Streaming Market, By Application:

  • Media & Entertainment
  • Esports
  • Events
  • Education

Global Live Streaming Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • Germany
    • Spain
    • Netherlands
    • United Kingdom
  • Asia-Pacific
    • China
    • India
    • Japan
    • Vietnam
    • South Korea
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • UAE
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the global live-streaming market.

Available Customizations

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Introduction

  • 1.1. Market Overview
  • 1.2. Key Highlights of the Report
  • 1.3. Market Coverage
  • 1.4. Market Segments Covered
  • 1.5. Research Tenure Considered

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Market Overview
  • 3.2. Market Forecast
  • 3.3. Key Regions
  • 3.4. Key Segments

4. Voice of Customer Analysis (B2C Model Analysis)

  • 4.1. Sample Size Determination
  • 4.2. Respondent Demographics
    • 4.2.1. By Gender
    • 4.2.2. By Age
    • 4.2.3. By Occupation
  • 4.3. Factors Influencing Subscription Purchase Decision
  • 4.4. Challenges Faced

5. Global Live Streaming Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Streaming Type Market Share Analysis (Audio, Video)
    • 5.2.2. By Application Market Share Analysis (Media & Entertainment, Esports, Events, Education)
    • 5.2.3. By Region Market Share Analysis
      • 5.2.3.1. North America Market Share Analysis
      • 5.2.3.2. South America Market Share Analysis
      • 5.2.3.3. Middle East & Africa Market Share Analysis
      • 5.2.3.4. Europe Market Share Analysis
      • 5.2.3.5. Asia-Pacific Market Share Analysis
    • 5.2.4. By Company Market Share Analysis
  • 5.3. Global Live Streaming Market Mapping & Opportunity Assessment
    • 5.3.1. By Streaming Type Market Mapping & Opportunity Assessment
    • 5.3.2. By Application Market Mapping & Opportunity Assessment
    • 5.3.3. By Region Market Mapping & Opportunity Assessment

6. North America Live Streaming Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Streaming Type Market Share Analysis
    • 6.2.2. By Application Market Share Analysis
    • 6.2.3. By Country Market Share Analysis
      • 6.2.3.1. United States Live Streaming Market Outlook
        • 6.2.3.1.1. Market Size & Forecast
        • 6.2.3.1.1.1. By Value
        • 6.2.3.1.2. Market Share & Forecast
        • 6.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 6.2.3.1.2.2. By Application Market Share Analysis
      • 6.2.3.2. Canada Live Streaming Market Outlook
        • 6.2.3.2.1. Market Size & Forecast
        • 6.2.3.2.1.1. By Value
        • 6.2.3.2.2. Market Share & Forecast
        • 6.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 6.2.3.2.2.2. By Application Market Share Analysis
      • 6.2.3.3. Mexico Live Streaming Market Outlook
        • 6.2.3.3.1. Market Size & Forecast
        • 6.2.3.3.1.1. By Value
        • 6.2.3.3.2. Market Share & Forecast
        • 6.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 6.2.3.3.2.2. By Application Market Share Analysis

7. Europe Live Streaming Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Streaming Type Market Share Analysis
    • 7.2.2. By Application Market Share Analysis
    • 7.2.3. By Country Market Share Analysis
      • 7.2.3.1. France Live Streaming Market Outlook
        • 7.2.3.1.1. Market Size & Forecast
        • 7.2.3.1.1.1. By Value
        • 7.2.3.1.2. Market Share & Forecast
        • 7.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.1.2.2. By Application Market Share Analysis
      • 7.2.3.2. Germany Live Streaming Market Outlook
        • 7.2.3.2.1. Market Size & Forecast
        • 7.2.3.2.1.1. By Value
        • 7.2.3.2.2. Market Share & Forecast
        • 7.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.2.2.2. By Application Market Share Analysis
      • 7.2.3.3. Spain Live Streaming Market Outlook
        • 7.2.3.3.1. Market Size & Forecast
        • 7.2.3.3.1.1. By Value
        • 7.2.3.3.2. Market Share & Forecast
        • 7.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.3.2.2. By Application Market Share Analysis
      • 7.2.3.4. Netherlands Live Streaming Market Outlook
        • 7.2.3.4.1. Market Size & Forecast
        • 7.2.3.4.1.1. By Value
        • 7.2.3.4.2. Market Share & Forecast
        • 7.2.3.4.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.4.2.2. By Application Market Share Analysis
      • 7.2.3.5. United Kingdom Live Streaming Market Outlook
        • 7.2.3.5.1. Market Size & Forecast
        • 7.2.3.5.1.1. By Value
        • 7.2.3.5.2. Market Share & Forecast
        • 7.2.3.5.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.5.2.2. By Application Market Share Analysis

8. Asia-Pacific Live Streaming Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Streaming Type Market Share Analysis
    • 8.2.2. By Application Market Share Analysis
    • 8.2.3. By Country Market Share Analysis
      • 8.2.3.1. China Live Streaming Market Outlook
        • 8.2.3.1.1. Market Size & Forecast
        • 8.2.3.1.1.1. By Value
        • 8.2.3.1.2. Market Share & Forecast
        • 8.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.1.2.2. By Application Market Share Analysis
      • 8.2.3.2. Japan Live Streaming Market Outlook
        • 8.2.3.2.1. Market Size & Forecast
        • 8.2.3.2.1.1. By Value
        • 8.2.3.2.2. Market Share & Forecast
        • 8.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.2.2.2. By Application Market Share Analysis
      • 8.2.3.3. India Live Streaming Market Outlook
        • 8.2.3.3.1. Market Size & Forecast
        • 8.2.3.3.1.1. By Value
        • 8.2.3.3.2. Market Share & Forecast
        • 8.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.3.2.2. By Application Market Share Analysis
      • 8.2.3.4. Vietnam Live Streaming Market Outlook
        • 8.2.3.4.1. Market Size & Forecast
        • 8.2.3.4.1.1. By Value
        • 8.2.3.4.2. Market Share & Forecast
        • 8.2.3.4.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.4.2.2. By Application Market Share Analysis
      • 8.2.3.5. South Korea Live Streaming Market Outlook
        • 8.2.3.5.1. Market Size & Forecast
        • 8.2.3.5.1.1. By Value
        • 8.2.3.5.2. Market Share & Forecast
        • 8.2.3.5.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.5.2.2. By Application Market Share Analysis

9. Middle East & Africa Live Streaming Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Streaming Type Market Share Analysis
    • 9.2.2. By Application Market Share Analysis
    • 9.2.3. By Country Market Share Analysis
      • 9.2.3.1. South Africa Live Streaming Market Outlook
        • 9.2.3.1.1. Market Size & Forecast
        • 9.2.3.1.1.1. By Value
        • 9.2.3.1.2. Market Share & Forecast
        • 9.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.1.2.2. By Application Market Share Analysis
      • 9.2.3.2. Saudi Arabia Live Streaming Market Outlook
        • 9.2.3.2.1. Market Size & Forecast
        • 9.2.3.2.1.1. By Value
        • 9.2.3.2.2. Market Share & Forecast
        • 9.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.2.2.2. By Application Market Share Analysis
      • 9.2.3.3. UAE Live Streaming Market Outlook
        • 9.2.3.3.1. Market Size & Forecast
        • 9.2.3.3.1.1. By Value
        • 9.2.3.3.2. Market Share & Forecast
        • 9.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.3.2.2. By Application Market Share Analysis
      • 9.2.3.4. Turkey Live Streaming Market Outlook
        • 9.2.3.4.1. Market Size & Forecast
        • 9.2.3.4.1.1. By Value
        • 9.2.3.4.2. Market Share & Forecast
        • 9.2.3.4.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.4.2.2. By Application Market Share Analysis

10. South America Live Streaming Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Streaming Type Market Share Analysis
    • 10.2.2. By Application Market Share Analysis
    • 10.2.3. By Country Market Share Analysis
      • 10.2.3.1. Argentina Live Streaming Market Outlook
        • 10.2.3.1.1. Market Size & Forecast
        • 10.2.3.1.1.1. By Value
        • 10.2.3.1.2. Market Share & Forecast
        • 10.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 10.2.3.1.2.2. By Application Market Share Analysis
      • 10.2.3.2. Colombia Live Streaming Market Outlook
        • 10.2.3.2.1. Market Size & Forecast
        • 10.2.3.2.1.1. By Value
        • 10.2.3.2.2. Market Share & Forecast
        • 10.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 10.2.3.2.2.2. By Application Market Share Analysis
      • 10.2.3.3. Brazil Live Streaming Market Outlook
        • 10.2.3.3.1. Market Size & Forecast
        • 10.2.3.3.1.1. By Value
        • 10.2.3.3.2. Market Share & Forecast
        • 10.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 10.2.3.3.2.2. By Application Market Share Analysis

11. Market Dynamics

  • 11.1. Drivers
    • 11.1.1. Increasing number of smartphones users
    • 11.1.2. Expansion of Esports and video games
  • 11.2. Challenges
    • 11.2.1. High cost
    • 11.2.2. Network Connectivity Issue

12. Impact of COVID-19 on Global Live Streaming Market

  • 12.1. Impact Assessment Model
    • 12.1.1. Key Segments Impacted
    • 12.1.2. Key Regions Impacted
    • 12.1.3. Key Countries Impacted
    • 12.1.4. Key Distribution Channel Impacted

13. Market Trends & Developments

  • 13.1. Rising popularity among millennials
  • 13.2. Increasing usage for brand promotions
  • 13.3. High demand for educational purposes
  • 13.4. Usage of artificial intelligence

14. Porter's Five Forces Model

  • 14.1. Competitive Rivalry
  • 14.2. Bargaining Power of Buyers
  • 14.3. Bargaining Power of Suppliers
  • 14.4. Threat of New Entrants
  • 14.5. Threat of Substitutes

15. SWOT Analysis

  • 15.1. Strengths
  • 15.2. Weaknesses
  • 15.3. Opportunities
  • 15.4. Threats

16. Competitive Landscape

  • 16.1. Company Profiles
    • 16.1.1. Google LLC
      • 16.1.1.1. Company Details
      • 16.1.1.2. Product & Services
      • 16.1.1.3. Financials (As Reported)
      • 16.1.1.4. Key Market Focus & Geographical Presence
      • 16.1.1.5. Recent Developments
      • 16.1.1.6. Key Management Personnel
    • 16.1.2. Meta Platforms, Inc.
      • 16.1.2.1. Company Details
      • 16.1.2.2. Product & Services
      • 16.1.2.3. Financials (As Reported)
      • 16.1.2.4. Key Market Focus & Geographical Presence
      • 16.1.2.5. Recent Developments
      • 16.1.2.6. Key Management Personnel
    • 16.1.3. Twitch Interactive, Inc.
      • 16.1.3.1. Company Details
      • 16.1.3.2. Product & Services
      • 16.1.3.3. Financials (As Reported)
      • 16.1.3.4. Key Market Focus & Geographical Presence
      • 16.1.3.5. Recent Developments
      • 16.1.3.6. Key Management Personnel
    • 16.1.4. Discord Inc.
      • 16.1.4.1. Company Details
      • 16.1.4.2. Product & Services
      • 16.1.4.3. Financials (As Reported)
      • 16.1.4.4. Key Market Focus & Geographical Presence
      • 16.1.4.5. Recent Developments
      • 16.1.4.6. Key Management Personnel
    • 16.1.5. Vimeo, Inc.
      • 16.1.5.1. Company Details
      • 16.1.5.2. Product & Services
      • 16.1.5.3. Financials (As Reported)
      • 16.1.5.4. Key Market Focus & Geographical Presence
      • 16.1.5.5. Recent Developments
      • 16.1.5.6. Key Management Personnel
    • 16.1.6. International Business Machines Corp.
      • 16.1.6.1. Company Details
      • 16.1.6.2. Product & Services
      • 16.1.6.3. Financials (As Reported)
      • 16.1.6.4. Key Market Focus & Geographical Presence
      • 16.1.6.5. Recent Developments
      • 16.1.6.6. Key Management Personnel
    • 16.1.7. Empire Video Productions, LLC
      • 16.1.7.1. Company Details
      • 16.1.7.2. Product & Services
      • 16.1.7.3. Financials (As Reported)
      • 16.1.7.4. Key Market Focus & Geographical Presence
      • 16.1.7.5. Recent Developments
      • 16.1.7.6. Key Management Personnel
    • 16.1.8. Huya Inc.
      • 16.1.8.1. Company Details
      • 16.1.8.2. Product & Services
      • 16.1.8.3. Financials (As Reported)
      • 16.1.8.4. Key Market Focus & Geographical Presence
      • 16.1.8.5. Recent Developments
      • 16.1.8.6. Key Management Personnel
    • 16.1.9. Vidizmo LLC
      • 16.1.9.1. Company Details
      • 16.1.9.2. Product & Services
      • 16.1.9.3. Financials (As Reported)
      • 16.1.9.4. Key Market Focus & Geographical Presence
      • 16.1.9.5. Recent Developments
      • 16.1.9.6. Key Management Personnel
    • 16.1.10. AfreecaTV Co., Ltd.
      • 16.1.10.1. Company Details
      • 16.1.10.2. Product & Services
      • 16.1.10.3. Financials (As Reported)
      • 16.1.10.4. Key Market Focus & Geographical Presence
      • 16.1.10.5. Recent Developments
      • 16.1.10.6. Key Management Personnel

17. Strategic Recommendations/Action Plan

  • 17.1. Key Focus Areas
  • 17.2. Target Regions
  • 17.3. Target Streaming Platform

18. About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements.)