Product Code: VMR11218325
The global demand for Live Streaming Market is presumed to reach the market size of nearly USD 628.78 Billion by 2032 from USD 93.13 Billion in 2023 with a CAGR of 23.64% under the study period 2024-2032.
Live streaming is the process through which a video is delivered over the Internet in real-time rather than being captured and saved first. Live streaming is now possible for social networking content, video game streams, and TV broadcasts. One-to-many connections send data to several users at the same time. Real-time communication (RTC) protocols are utilized by videoconferencing systems like Google Hangouts Meet, FaceTime, and Skype rather than the protocols used by one-to-many live stream broadcasts.
MARKET DYNAMICS
The growth of the live streaming market is likely to augment because of the increased preference for live streaming over social posts and the expanding popularity of live streaming technologies for improved brand interaction and access to consumers. The increased requirement to optimize network bandwidth and expand the user base for live streaming content also helps industry expansion. Fake traffic on live streaming services, on the other hand, is posing new difficulties to the entire live streaming market growth. Additionally, connection and production challenges may limit the market's growth in the next few years to some extent. Nonetheless, new trends like incorporating modern technologies into the digital media industry would provide several opportunities for market players to grow.
The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of Live Streaming. The growth and trends of Live Streaming industry provide a holistic approach to this study.
MARKET SEGMENTATION
This section of the Live Streaming market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.
By Component
By Type
- Audio Streaming
- Video Streaming
By Revenue Model
- Ad-Supported
- Subscription-Based
- Pay-Per-View
By End-use
- Gaming
- Media & Entertainment
- Education & Professional & Professional
- Sports
- News & Events
- Others
- Regional Analysis
This section covers the regional outlook, which accentuates current and future demand for the Live Streaming market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.
The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Live Streaming market include Dacast Inc., Empire Video Productions LLC, Flux Broadcast Ltd., Huya Inc., International Business Machines Corporation, Meta, Pluto Inc., TikTok Inc., Twitch Interactive Inc., Vimeo Inc. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
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TABLE OF CONTENTS
1. PREFACE
- 1.1. Report Description
- 1.1.1 Objective
- 1.1.2 Target Audience
- 1.1.3 Unique Selling Proposition (USP) & offerings
- 1.2. Research Scope
- 1.3. Research Methodology
- 1.3.1 Market Research Process
- 1.3.2 Market Research Methodology
2. EXECUTIVE SUMMARY
- 2.1. Highlights of Market
- 2.2. Global Market Snapshot
3. LIVE STREAMING - INDUSTRY ANALYSIS
- 3.1. Introduction - Market Dynamics
- 3.2. Market Drivers
- 3.3. Market Restraints
- 3.4. Opportunities
- 3.5. Industry Trends
- 3.6. Porter's Five Force Analysis
- 3.7. Market Attractiveness Analysis
- 3.7.1 Market Attractiveness Analysis By Component
- 3.7.2 Market Attractiveness Analysis By Type
- 3.7.3 Market Attractiveness Analysis By Revenue Model
- 3.7.4 Market Attractiveness Analysis By End-use
- 3.7.5 Market Attractiveness Analysis By Region
4. VALUE CHAIN ANALYSIS
- 4.1. Value Chain Analysis
- 4.2. Raw Material Analysis
- 4.2.1 List of Raw Materials
- 4.2.2 Raw Material Manufactures List
- 4.2.3 Price Trend of Key Raw Materials
- 4.3. List of Potential Buyers
- 4.4. Marketing Channel
- 4.4.1 Direct Marketing
- 4.4.2 Indirect Marketing
- 4.4.3 Marketing Channel Development Trend
5. GLOBAL LIVE STREAMING MARKET ANALYSIS BY COMPONENT
- 5.1. Overview By Component
- 5.2. Historical and Forecast Data Analysis By Component
- 5.3. Platforms Historic and Forecast Sales By Regions
- 5.4. Services Historic and Forecast Sales By Regions
6. GLOBAL LIVE STREAMING MARKET ANALYSIS BY TYPE
- 6.1. Overview By Type
- 6.2. Historical and Forecast Data Analysis By Type
- 6.3. Audio Streaming Historic and Forecast Sales By Regions
- 6.4. Video Streaming Historic and Forecast Sales By Regions
7. GLOBAL LIVE STREAMING MARKET ANALYSIS BY REVENUE MODEL
- 7.1. Overview By Revenue Model
- 7.2. Historical and Forecast Data Analysis By Revenue Model
- 7.3. Ad-Supported Historic and Forecast Sales By Regions
- 7.4. Subscription-Based Historic and Forecast Sales By Regions
- 7.5. Pay-Per-View Historic and Forecast Sales By Regions
8. GLOBAL LIVE STREAMING MARKET ANALYSIS BY END-USE
- 8.1. Overview By End-use
- 8.2. Historical and Forecast Data Analysis By End-use
- 8.3. Gaming Historic and Forecast Sales By Regions
- 8.4. Media & Entertainment Historic and Forecast Sales By Regions
- 8.5. Education & Professional & Professional Historic and Forecast Sales By Regions
- 8.6. Sports Historic and Forecast Sales By Regions
- 8.7. News & Events Historic and Forecast Sales By Regions
- 8.8. Others Historic and Forecast Sales By Regions
9. GLOBAL LIVE STREAMING MARKET ANALYSIS BY GEOGRAPHY
- 9.1. Regional Outlook
- 9.2. Introduction
- 9.3. North America Sales Analysis
- 9.3.1 Overview, Historic and Forecast Data Sales Analysis
- 9.3.2 North America By Segment Sales Analysis
- 9.3.3 North America By Country Sales Analysis
- 9.3.4 United States Sales Analysis
- 9.3.5 Canada Sales Analysis
- 9.3.6 Mexico Sales Analysis
- 9.4. Europe Sales Analysis
- 9.4.1 Overview, Historic and Forecast Data Sales Analysis
- 9.4.2 Europe By Segment Sales Analysis
- 9.4.3 Europe By Country Sales Analysis
- 9.4.4 United Kingdom Sales Analysis
- 9.4.5 France Sales Analysis
- 9.4.6 Germany Sales Analysis
- 9.4.7 Italy Sales Analysis
- 9.4.8 Russia Sales Analysis
- 9.4.9 Rest Of Europe Sales Analysis
- 9.5. Asia Pacific Sales Analysis
- 9.5.1 Overview, Historic and Forecast Data Sales Analysis
- 9.5.2 Asia Pacific By Segment Sales Analysis
- 9.5.3 Asia Pacific By Country Sales Analysis
- 9.5.4 China Sales Analysis
- 9.5.5 India Sales Analysis
- 9.5.6 Japan Sales Analysis
- 9.5.7 South Korea Sales Analysis
- 9.5.8 Australia Sales Analysis
- 9.5.9 South East Asia Sales Analysis
- 9.5.10 Rest Of Asia Pacific Sales Analysis
- 9.6. Latin America Sales Analysis
- 9.6.1 Overview, Historic and Forecast Data Sales Analysis
- 9.6.2 Latin America By Segment Sales Analysis
- 9.6.3 Latin America By Country Sales Analysis
- 9.6.4 Brazil Sales Analysis
- 9.6.5 Argentina Sales Analysis
- 9.6.6 Peru Sales Analysis
- 9.6.7 Chile Sales Analysis
- 9.6.8 Rest of Latin America Sales Analysis
- 9.7. Middle East & Africa Sales Analysis
- 9.7.1 Overview, Historic and Forecast Data Sales Analysis
- 9.7.2 Middle East & Africa By Segment Sales Analysis
- 9.7.3 Middle East & Africa By Country Sales Analysis
- 9.7.4 Saudi Arabia Sales Analysis
- 9.7.5 UAE Sales Analysis
- 9.7.6 Israel Sales Analysis
- 9.7.7 South Africa Sales Analysis
- 9.7.8 Rest Of Middle East And Africa Sales Analysis
10. COMPETITIVE LANDSCAPE OF THE LIVE STREAMING COMPANIES
- 10.1. Live Streaming Market Competition
- 10.2. Partnership/Collaboration/Agreement
- 10.3. Merger And Acquisitions
- 10.4. New Product Launch
- 10.5. Other Developments
11. COMPANY PROFILES OF LIVE STREAMING INDUSTRY
- 11.1. Top Companies Market Share Analysis
- 11.2. Market Concentration Rate
- 11.3. Dacast Inc.
- 11.3.1 Company Overview
- 11.3.2 Company Revenue
- 11.3.3 Products
- 11.3.4 Recent Developments
- 11.4. Empire Video Productions LLC
- 11.4.1 Company Overview
- 11.4.2 Company Revenue
- 11.4.3 Products
- 11.4.4 Recent Developments
- 11.5. Flux Broadcast Ltd.
- 11.5.1 Company Overview
- 11.5.2 Company Revenue
- 11.5.3 Products
- 11.5.4 Recent Developments
- 11.6. Huya Inc.
- 11.6.1 Company Overview
- 11.6.2 Company Revenue
- 11.6.3 Products
- 11.6.4 Recent Developments
- 11.7. International Business Machines Corporation
- 11.7.1 Company Overview
- 11.7.2 Company Revenue
- 11.7.3 Products
- 11.7.4 Recent Developments
- 11.8. Meta
- 11.8.1 Company Overview
- 11.8.2 Company Revenue
- 11.8.3 Products
- 11.8.4 Recent Developments
- 11.9. Pluto Inc.
- 11.9.1 Company Overview
- 11.9.2 Company Revenue
- 11.9.3 Products
- 11.9.4 Recent Developments
- 11.10. TikTok Inc.
- 11.10.1 Company Overview
- 11.10.2 Company Revenue
- 11.10.3 Products
- 11.10.4 Recent Developments
- 11.11. Twitch Interactive Inc.
- 11.11.1 Company Overview
- 11.11.2 Company Revenue
- 11.11.3 Products
- 11.11.4 Recent Developments
- 11.12. Vimeo Inc
- 11.12.1 Company Overview
- 11.12.2 Company Revenue
- 11.12.3 Products
- 11.12.4 Recent Developments
Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of private companies