Global Live Streaming Market Research Report— Forecast till 2027

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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.

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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.

Additional information

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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