Description
Global Live Streaming Market Research Report
Market Dynamics
Global Live Streaming Market is expected to reach USD 247,275 Million by 2027 to register a CAGR of 28.1% during the projected period. Live video streaming is trending nowadays due to the increasing acceptance of YouTube, Facebook, Instagram, Hotstar, and many more.
Moreover, the growing popularity of esports and video games increased among millennials and generation Z, live video game streaming gained momentum, thereby boosting the global live streaming market.
Moreover, in 2018 as per the Interactive Advertising Bureau (IAB), more than 67% of consumers, globally, have streamed live video content, and 52% of that group prefer free, ad-supported live streaming apart from the subscription-based services.
Further, 47% of customers, have reported a tremendous surge in their live streaming activity since last year, worldwide. Additionally, social platforms are expected to source live video content, and TV is the most popular type of live video content accessed.
The global live streaming market is expected to witness an incredible market growth owing to the current outbreak of the Covid 19 crisis people are avoiding huge gatherings and increasing live streaming. Besides, the services offered by a few big players such as Amazon, Twitch, Vimeo, IBM Corporation, Facebook, and Google.
This pandemic is expected to increase the compound annual growth rate by 28.1% during the review period. Based on end-users the live streaming platform is being widely used by esports organizers, music concert organizers, and educational institutions.
Market segmentation
Live Streaming Market has been bifurcated into Component and End-User. Based on the component segment the global live streaming market has been categorized into platforms and services.
Depending on end-user segment, the live streaming market has been classified into media & entertainment, esports, events, education, retail, governments, and others. End-users is broadly using live streaming platforms to interact with and entertain the intended audience.
Regional Analysis
The region-specific analysis of the global live streaming market has been classified into North America, Europe, Asia-Pacific, South America, and the Middle East and Africa.
Asia-Pacific contributes to the leading global live streaming market owing to the large population of youth in the region. Besides, the regional market growth is attributed to the proliferation of live video-streaming services and the increasing consumer preference for live streaming over conventional television channels where users requested to wait for their favorite programs to be telecasted.
Major Players
The prominent Players of the Global Live Streaming Market are Diecast (US), Flux Broadcast (UK), Huya, Inc. (China), Microsoft Corporation (US), Facebook, Inc. (US), Google, Inc. (US), Twitch Interactive, Inc. (US), EventStreaming.TV (UK), Periscope (UK), Vimeo (US), AfreecaTV Co., Ltd. (South Korea), IBM Corporation (US), Instagram, Inc.(US), Empire Video Productions, LLC (US), Streaming.hr (Croatia), and Amazon.com, Inc. (US).
COVID 19 Impacts
We are continuously tracking the impact of the COVID-19 pandemic on various industries and verticals within all domains. Our research reports include the same and help you understand the drop and rise, owing to the impact of COVID-19 on the industries. Also, we help you to identify the gap between the demand and supply of your interested market. Moreover, the report helps you with the analysis, amended government regulations, and many other useful insights.
Table of Contents
TABLE OF CONTENT
1 EXECUTIVE SUMMARY
2 MARKET INTRODUCTION
2.1 DEFINITION 16
2.2 SCOPE OF THE STUDY 16
2.3 RESEARCH OBJECTIVE 16
2.4 MARKET STRUCTURE 17
3 RESEARCH METHODOLOGY
4 MARKET INSIGHTS
5 MARKET DYNAMICS
5.1 INTRODUCTION 27
5.2 DRIVERS 28
5.2.1 RISING CONSUMPTION OF LIVE STREAMED VIDEO BY CONSUMERS ACROSS VERTICALS 28
5.2.2 GREATER BRAND ENGAGEMENT AND REACH THROUGH LIVE VIDEOS 28
5.2.3 HUGE AUDIENCE FOR THE LIVE STREAMING CONTENT 28
5.2.4 INCREASING NUMBER OF INTERNET AS WELL AS SMARTPHONE USERS 28
5.2.5 DRIVER IMPACT ANALYSIS 29
5.3 RESTRAINTS 30
5.3.1 CONNECTIVITY AND PRODUCTION ISSUES 30
5.3.2 RESTRAINTS IMPACT ANALYSIS 30
5.4 OPPORTUNITIES 30
5.4.1 GROWING CONSUMER BASE FOR LIVE STREAMED CONTENT 30
5.5 CHALLENGE 30
5.5.1 CROSS FUNCTIONAL DEVICE INCOMPATIBILITY 30
5.6 IMPACT OF COVID-19 31
5.6.1 INCREASED ONLINE MEDIA CONSUMPTION AMIDST LOCKDOWN/SELF QUARANTINE 31
5.6.2 INCREASED NUMBER OF EVENTS ON LIVE STREAMING BY ENTERPRISES 31
6 MARKET FACTOR ANALYSIS
6.1 VALUE CHAIN ANALYSIS 32
6.1.1 LIVE STREAMING SERVICE PROVIDERS 33
6.1.2 LIVE STREAMING PLATFORM PROVIDERS 33
6.1.3 END USERS 33
6.2 PORTER’S FIVE FORCES MODEL 34
6.2.1 THREAT OF NEW ENTRANTS 34
6.2.2 BARGAINING POWER OF SUPPLIERS 35
6.2.3 THREAT OF SUBSTITUTES 35
6.2.4 BARGAINING POWER OF BUYERS 35
6.2.5 INTENSITY OF RIVALRY 35
7 GLOBAL LIVE STREAMING MARKET, BY COMPONENT
7.1 OVERVIEW 36
7.1.1 LIVE STREAMING MARKET, BY COMPONENT, 2018–2027 37
7.2 PLATFORM 37
7.3 SERVICES 37
8 GLOBAL LIVE STREAMING MARKET, BY END-USER
8.1 INTRODUCTION 38
8.2 MEDIA AND ENTERTAINMENT 38
8.3 ESPORTS 38
8.4 EVENTS 38
8.5 OTHERS 38
8.6 EDUCATION 39
8.7 RETAIL 39
8.8 GOVERNMENT 39
8.8.1 LIVE STREAMING MARKET, BY END-USER, 2018–2027 40
9 GLOBAL LIVE STREAMING MARKET, BY REGION
9.1 OVERVIEW 41
9.2 NORTH AMERICA 43
9.2.1 NORTH AMERICA: LIVE STREAMING MARKET SHARE, BY COUNTRY, 2018–2027 (USD MILLION) 44
9.2.2 NORTH AMERICA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 45
9.2.3 NORTH AMERICA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 46
9.3 US 46
9.3.1 US: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 46
9.3.2 US: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 47
9.4 CANADA 47
9.4.1 CANADA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 47
9.4.2 CANADA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 48
9.5 MEXICO 48
9.5.1 MEXICO: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 48
9.5.2 MEXICO: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 49
9.6 EUROPE 49
9.6.1 EUROPE: LIVE STREAMING MARKET SHARE, BY COUNTRY, 2018–2027 (USD MILLION) 50
9.6.2 EUROPE: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 51
9.6.3 EUROPE: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 52
9.7 UK 53
9.7.1 UK: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 53
9.7.2 UK: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 53
9.8 GERMANY 54
9.8.1 GERMANY: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 54
9.8.2 GERMANY: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 54
9.9 FRANCE 55
9.9.1 FRANCE: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 55
9.9.2 FRANCE: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 55
9.10 REST OF EUROPE 56
9.10.1 REST OF EUROPE: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 56
9.10.2 REST OF EUROPE: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 56
9.11 ITALY 57
9.11.1 ITALY: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 57
9.11.2 ITALY: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 57
9.12 ASIA-PACIFIC 58
9.12.1 ASIA-PACIFIC: LIVE STREAMING MARKET SHARE, BY COUNTRY, 2018–2027 (USD MILLION) 59
9.12.2 ASIA-PACIFIC: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 59
9.12.3 ASIA-PACIFIC: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 60
9.13 CHINA 61
9.13.1 CHINA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 61
9.13.2 CHINA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 62
9.14 INDIA 62
9.14.1 INDIA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 62
9.14.2 INDIA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 63
9.15 JAPAN 63
9.15.1 JAPAN: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 63
9.15.2 JAPAN: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 64
9.16 REST OF ASIA-PACIFIC 64
9.16.1 REST OF ASIA-PACIFIC: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 64
9.16.2 REST OF ASIA-PACIFIC: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 65
9.17 SOUTH KOREA 65
9.17.1 SOUTH KOREA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 66
9.17.2 SOUTH KOREA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 66
9.18 SOUTH AMERICA 67
9.18.1 SOUTH AMERICA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 67
9.18.2 SOUTH AMERICA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 68
9.19 MIDDLE EAST AND AFRICA 69
9.19.1 MIDDLE EAST AND AFRICA: LIVE STREAMING MARKET SHARE, BY COMPONENT, 2018–2027 (USD MILLION) 69
9.19.2 MIDDLE EAST AND AFRICA: LIVE STREAMING MARKET SHARE, BY END-USER, 2018–2027 (USD MILLION) 70
10 COMPETITIVE LANDSCAPE
10.1 COMPETITIVE OVERVIEW 71
10.2 COMPETITIVE BENCHMARKING 72
10.3 MARKET SHARE ANALYSIS 73
10.4 KEY DEVELOPMENTS AND GROWTH STRATEGIES 73
10.4.1 NEW PRODUCT LAUNCH/PRODUCT ENHANCEMENT 73
10.4.2 ACQUISITION AND EXPANSION 74
10.4.3 PARTNERSHIPS 75
10.4.4 PRICING MODEL 76
11 COMPANY PROFILES
11.1 DACAST 78
11.1.1 COMPANY OVERVIEW 78
11.1.2 FINANCIAL OVERVIEW 79
11.1.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 79
11.1.4 KEY DEVELOPMENTS 79
11.1.5 SWOT ANALYSIS 80
11.1.6 KEY STRATEGIES 80
11.2 FLUX BROADCAST 81
11.2.1 COMPANY OVERVIEW 81
11.2.2 FINANCIAL OVERVIEW 81
11.2.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 81
11.2.4 KEY DEVELOPMENTS 81
11.3 HUYA INC. 82
11.3.1 COMPANY OVERVIEW 82
11.3.2 FINANCIAL OVERVIEW 82
11.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 83
11.3.4 KEY DEVELOPMENTS 83
11.3.5 SWOT ANALYSIS 83
11.3.6 KEY STRATEGIES 83
11.4 EVENTSTREAMING.TV 84
11.4.1 COMPANY OVERVIEW 84
11.4.2 FINANCIAL OVERVIEW 84
11.4.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 84
11.4.4 KEY DEVELOPMENTS 84
11.5 PERISCOPE 85
11.5.1 COMPANY OVERVIEW 85
11.5.2 FINANCIAL OVERVIEW 85
11.5.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 85
11.5.4 KEY DEVELOPMENTS 85
11.6 MICROSOFT CORPORATION 86
11.6.1 COMPANY OVERVIEW 86
11.6.2 FINANCIAL OVERVIEW 87
11.6.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 87
11.6.4 KEY DEVELOPMENTS 88
11.6.5 SWOT ANALYSIS 88
11.6.6 KEY STRATEGIES 88
11.7 FACEBOOK, INC. 89
11.7.1 COMPANY OVERVIEW 89
11.7.2 FINANCIAL OVERVIEW 89
11.7.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 90
11.7.4 KEY DEVELOPMENTS 90
11.7.5 SWOT ANALYSIS 90
11.7.6 KEY STRATEGIES 91
11.8 GOOGLE, INC. 92
11.8.1 COMPANY OVERVIEW 92
11.8.2 FINANCIAL OVERVIEW 93
11.8.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 93
11.8.4 KEY DEVELOPMENTS 94
11.8.5 SWOT ANALYSIS 94
11.8.6 KEY STRATEGIES 94
11.9 TWITCH INTERACTIVE, INC. (SUBSIDIARY OF AMAZON.COM, INC) 95
11.9.1 COMPANY OVERVIEW 95
11.9.2 PRODUCTS/SOLUTIONS/SERVICES OFFERED 95
11.9.3 KEY DEVELOPMENTS 95
11.9.4 KEY STRATEGIES 96
11.10 VIMEO (SUBSIDIARY OF IAC CORP) 97
11.10.1 COMPANY OVERVIEW 97
11.10.2 FINANCIAL OVERVIEW 98
11.10.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 98
11.10.4 KEY DEVELOPMENTS 99
11.10.5 KEY STRATEGIES 99
11.11 AFREECATV CO., LTD. 100
11.11.1 COMPANY OVERVIEW 100
11.11.2 FINANCIAL OVERVIEW 101
11.11.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 101
11.11.4 SWOT ANALYSIS 102
11.11.5 KEY STRATEGIES 102
11.12 IBM CORPORATION 103
11.12.1 COMPANY OVERVIEW 103
11.12.2 FINANCIAL OVERVIEW 104
11.12.3 PRODUCTS OFFERED 104
11.12.4 KEY DEVELOPMENTS 105
11.12.5 SWOT ANALYSIS 105
11.12.6 KEY STRATEGIES 105
11.13 INSTAGRAM, INC. (SUBSIDIARY OF FACEBOOK, INC) 106
11.13.1 COMPANY OVERVIEW 106
11.13.2 PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
11.13.3 KEY STRATEGIES 106
11.14 EMPIRE VIDEO PRODUCTIONS, LLC 107
11.14.1 PRODUCTS/SOLUTIONS/SERVICES OFFERED 107
11.14.2 KEY STRATEGIES 107
11.15 STREAMING.HR 108
11.15.1 COMPANY OVERVIEW 108
11.15.2 PRODUCTS/SOLUTIONS/SERVICES OFFERED 108
11.15.3 KEY STRATEGIES 108
11.16 AMAZON.COM, INC 109
11.16.1 COMPANY OVERVIEW 109
11.16.2 FINANCIAL OVERVIEW 110
11.16.3 PRODUCTS OFFERED 111
11.16.4 KEY DEVELOPMENTS 111
11.16.5 SWOT ANALYSIS 111
11.16.6 KEY STRATEGIES 112