The global live-streaming market revenue was around US$ 55.4 billion in 2022 and is estimated to reach US$ 559.6 billion by 2031, growing at a compound annual growth rate (CAGR) of 29.3% during the forecast period from 2023 to 2031.
Live streaming is the process of continuously receiving digital data streams from a service provider for processing and playing right away. Live streaming includes sending little amounts of data continuously that are kept remotely. This saves clients' time from having to download and store the complete file before playing it in real time.
Market Driving Factors
The increasing use of cloud-based technologies to expand the audience for live video content drive global market growth. Modern technological improvements for the best possible video quality, security, and performance. Furthermore, the audience is more inclined to use various live-streaming solutions and services as a result of the widespread acceptance of digital media across numerous industrial verticals. These elements fuel market expansion.
Universities, institutions, and colleges are creating multimedia content and offering it in the form of live video presentations, making use of technology to impart knowledge effectively. Thus, the rising consumption and easy availability of such content, increasing demand for mobile devices, and the growing availability of the internet are positively impacted the market growth.
Live streaming is attractive to young people and children, especially primary-aged children. It offers them a chance to be a presenter, creators and to be seen and heard by an audience, and to interact with their favorite celebrities. These elements also fuel market growth.
Regional Analysis
Asia-Pacific is estimated to dominate the market. It is due to the region's enormous population, growing use of mobile devices, and increasing internet penetration. The region is well recognized for its live-streaming culture, which includes a variety of content types like entertainment, gaming, and social interactions. Thus, this factor drives market growth in the region
North America is likely to generate the highest growth rate in the market. The region benefits from a sophisticated digital infrastructure, broad internet access, and a tech-savvy population. Additionally, the popularity of live streaming in e-sports and sports has contributed to the market expansion in the region.
Segmentation Insights
Component Insights
The platform segment dominated the market. This can be attributed to the growing client online data consumption and browsing habits. The use of artificial intelligence to transform the appearance of users with superstars is growing in popularity, and the use of influencers promotes new applications and attract new customers which fuels the market growth.
The service segment is estimated to dominate the market during the projection period. The requirement for managed professional services is to ensure one piece service of content. Enterprise management companies are offering cloud security solutions for protecting them from malware and other cyberattacks. These elements are anticipated to fuel market expansion.
End-User Insights
Media and entertainment dominated the market. Consumption of celebrity movies and news updates by customers. The launch of channels from movie studios and minor influencers to produce engaging material is propelling the segment's growth.
Esports is estimated to dominate the market during the projection period. The increase in the gaming community and the adoption of MMORPGs (massive(ly) multiplayer online role-playing games) by game developers are estimated factors that will fuel the market expansion. Live streaming of events, coupled with the sponsorship and establishment of Esports tournaments, is expected to fuel market growth over the projection period.
Prominent Companies
Segmentation Outline
The global live-streaming market segmentation focuses on Components, End-User, and Regions.
By Component
By End-User
By Region
[TABLE OF CONTENTS]
1 INTRODUCTION OF GLOBAL LIVE STREAMING MARKET
1.1 OVERVIEW OF THE MARKET
1.2 SCOPE OF REPORT
1.3 ASSUMPTIONS
2 EXECUTIVE SUMMARY: LIVE STREAMING MARKET
3 RESEARCH METHODOLOGY
3.1 DATA MINING
3.2 VALIDATION
3.3 PRIMARY INTERVIEWS
3.4 LIST OF DATA SOURCES
3.5 ANALYST TOOLS AND MODELS
4 GLOBAL LIVE STREAMING MARKET OUTLOOK
4.1 OVERVIEW
4.2 MARKET DYNAMICS AND TRENDS
4.2.1 DRIVERS
4.2.2 RESTRAINTS
4.2.3 OPPORTUNITIES
4.3 PORTERS FIVE FORCE ANALYSIS
4.4 VALUE CHAIN ANALYSIS
4.5 MARKET GROWTH AND OUTLOOK
4.5.1 PRICE TREND ANALYSIS
4.5.2 OPPORTUNITY SHARE
5 GLOBAL LIVE STREAMING MARKET, BY COMPONENT
5.1 OVERVIEW
5.2 PLATFORMS
5.3 SERVICES
6 GLOBAL LIVE STREAMING MARKET, BY END-USER
6.1 OVERVIEW
6.2 MEDIA & ENTERTAINMENT
6.3 ESPORTS
6.4 EVENTS
6.5 EDUCATION
6.6 RETAIL
6.7 GOVERNMENT
6.8 OTHERS
7 GLOBAL LIVE STREAMING MARKET, BY GEOGRAPHY
7.1 OVERVIEW
7.2 NORTH AMERICA
7.2.1 NORTH AMERICA MARKET SNAPSHOT
7.2.2 U.S.
7.2.3 CANADA
7.2.4 MEXICO
7.3 EUROPE
7.3.1 EUROPE MARKET SNAPSHOT
7.3.2 WESTERN EUROPE
7.3.2.1 THE UK
7.3.2.2 GERMANY
7.3.2.3 FRANCE
7.3.2.4 ITALY
7.3.2.5 SPAIN
7.3.2.6 REST OF WESTERN EUROPE
7.3.3 EASTERN EUROPE
7.3.3.1 POLAND
7.3.3.2 RUSSIA
7.3.3.3 REST OF EASTERN EUROPE
7.4 ASIA PACIFIC
7.4.1 ASIA PACIFIC MARKET SNAPSHOT
7.4.2 CHINA
7.4.3 JAPAN
7.4.4 INDIA
7.4.5 AUSTRALIA & NEW ZEALAND
7.4.6 ASEAN
7.4.7 REST OF ASIA PACIFIC
7.5 MIDDLE EAST & AFRICA
7.5.1 MIDDLE EAST & AFRICA MARKET SNAPSHOT
7.5.2 UAE
7.5.3 SAUDI ARABIA
7.5.4 SOUTH AFRICA
7.5.5 REST OF MEA
7.6 SOUTH AMERICA
7.6.1 SOUTH AMERICA MARKET SNAPSHOT
7.6.2 BRAZIL
7.6.3 ARGENTINA
7.6.4 REST OF SOUTH AMERICA
8 GLOBAL LIVE STREAMING MARKET COMPETITIVE LANDSCAPE
8.1 OVERVIEW
8.2 COMPANY MARKET RANKING
8.3 KEY DEVELOPMENT STRATEGIES
8.4 COMPETITIVE DASHBOARD
8.5 PRODUCT MAPPING
8.6 TOP PLAYER POSITIONING, 2022
8.7 COMPETITIVE HEATMAP
8.8 TOP WINNING STRATEGIES
9 COMPANY PROFILES
9.1 FLUX BROADCAST
9.1.1 OVERVIEW
9.1.2 FINANCIAL PERFORMANCE
9.1.3 PRODUCT OUTLOOK
9.1.4 KEY DEVELOPMENTS
9.1.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.2 DACAST
9.2.1 OVERVIEW
9.2.2 FINANCIAL PERFORMANCE
9.2.3 PRODUCT OUTLOOK
9.2.4 KEY DEVELOPMENTS
9.2.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.3 HUYA INC
9.3.1 OVERVIEW
9.3.2 FINANCIAL PERFORMANCE
9.3.3 PRODUCT OUTLOOK
9.3.4 KEY DEVELOPMENTS
9.3.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.4 PERISCOPE
9.4.1 OVERVIEW
9.4.2 FINANCIAL PERFORMANCE
9.4.3 PRODUCT OUTLOOK
9.4.4 KEY DEVELOPMENTS
9.4.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.5 TV
9.5.1 OVERVIEW
9.5.2 FINANCIAL PERFORMANCE
9.5.3 PRODUCT OUTLOOK
9.5.4 KEY DEVELOPMENTS
9.5.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.6 MICROSOFT CORPORATION
9.6.1 OVERVIEW
9.6.2 FINANCIAL PERFORMANCE
9.6.3 PRODUCT OUTLOOK
9.6.4 KEY DEVELOPMENTS
9.6.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.7 GOOGLE INC
9.7.1 OVERVIEW
9.7.2 FINANCIAL PERFORMANCE
9.7.3 PRODUCT OUTLOOK
9.7.4 KEY DEVELOPMENTS
9.7.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.8 FACEBOOK INC
9.8.1 OVERVIEW
9.8.2 FINANCIAL PERFORMANCE
9.8.3 PRODUCT OUTLOOK
9.8.4 KEY DEVELOPMENTS
9.8.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.9 TWITCH INTERACTIVE INC
9.9.1 OVERVIEW
9.9.2 FINANCIAL PERFORMANCE
9.9.3 PRODUCT OUTLOOK
9.9.4 KEY DEVELOPMENTS
9.9.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.10 AFREECATV CO. LTD
9.10.1 OVERVIEW
9.10.2 FINANCIAL PERFORMANCE
9.10.3 PRODUCT OUTLOOK
9.10.4 KEY DEVELOPMENTS
9.10.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.11 VIMEO
9.11.1 OVERVIEW
9.11.2 FINANCIAL PERFORMANCE
9.11.3 PRODUCT OUTLOOK
9.11.4 KEY DEVELOPMENTS
9.11.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.12 IBM CORPORATION
9.12.1 OVERVIEW
9.12.2 FINANCIAL PERFORMANCE
9.12.3 PRODUCT OUTLOOK
9.12.4 KEY DEVELOPMENTS
9.12.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.13 EMPIRE VIDEO PRODUCTIONS LLC
9.13.1 OVERVIEW
9.13.2 FINANCIAL PERFORMANCE
9.13.3 PRODUCT OUTLOOK
9.13.4 KEY DEVELOPMENTS
9.13.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.14 INSTAGRAM INC
9.14.1 OVERVIEW
9.14.2 FINANCIAL PERFORMANCE
9.14.3 PRODUCT OUTLOOK
9.14.4 KEY DEVELOPMENTS
9.14.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
9.15 HR (CROATIA) COM INC
9.15.1 OVERVIEW
9.15.2 FINANCIAL PERFORMANCE
9.15.3 PRODUCT OUTLOOK
9.15.4 KEY DEVELOPMENTS
9.15.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
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