Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Live Platform Market by Type (Game, Life, Singing, Others), By Application (Advertisement, Entertainment, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Live Platform Market by Type (Game, Life, Singing, Others), By Application (Advertisement, Entertainment, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 301884 4200 Service & Software 377 234 Pages 4.6 (36)
                                          

Market Overview:


The global live platform market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for live streaming services and rising number of users accessing such services. In addition, the growing trend of using live platforms for marketing and advertising purposes is also contributing to the growth of this market. Based on type, the global live platform market can be segmented into game, life, singing, and others. The game segment is expected to account for a major share of the global market in 2018. This segment is anticipated to grow at a high rate during the forecast period owing to increasing demand for interactive gaming content among users worldwide. Based on application, the global live platform market can be divided into advertisement, entertainment, and others.


Global Live Platform Industry Outlook


Product Definition:


A live platform is a web-based application that enables users to broadcast and share live video content with others online. The importance of live platforms lies in their ability to give users a unique, real-time view into events and activities around the world. Live platforms can be used for a variety of purposes, including broadcasting news events, sharing sporting events, or streaming concerts. They offer a more engaging experience than traditional video sharing websites, and can help create an interactive community around shared interests.


Game:


The global live platform market size was valued at USD 1.91 billion in 2016 and is expected to grow at a CAGR of XX% over the forecast period. The growth can be attributed to increasing investments in real-time gaming industry, rising demand for interactive entertainment, and penetration of internet across the globe.


Increasing investments by companies such as Tencent Holdings Limited (China), Microsoft Corporation (U.S.), Sony Corporation (Japan), Facebook Inc.


Life:


Life is a platform that provides solutions for financial, medical and legal issues. It also helps in managing investments, property and assets, business & commercial enterprises. The users of life platform use their credit cards to buy life insurance policies which will pay out if the user dies before the policy term expires.


Application Insights:


The entertainment segment dominated the global live platform market in 2017. This can be attributed to the growing popularity of reality shows and soap operas. The growth of this segment is also driven by a number of game shows that are broadcast on television daily, which require contestants to perform stunts and challenges for winning cash & prizes.


The others segment includes financial services, sports, politics and religion, corporate events etc., where live streaming is allowed or not according to different policies adopted by different companies/institutions. However, most institutions/companies allow their employees or students to streamline their work through live streaming as it helps them reach out directly to customers with less effort spent on marketing campaigns etc., thus driving the demand for a platform like this over the forecast period.


Regional Analysis:


North America dominated the global market in 2017. The region is expected to maintain its dominance over the forecast period as well. This can be attributed to increasing penetration of smartphones, high disposable income and adoption of new technologies by users in this region. Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing internet penetration and rising popularity of online games across countries such as China, Japan, South Korea and India among others. Moreover, growing entertainment industry will drive regional growth further on account of various music concerts being held in countries such as Singapore and Malaysia these days which attracts a large number of people from all around the world thus creating a potential demand for global live platform applications in this region. Furthermore, increased use cases for LPP are possible due to rise in popularity/popularity/influence/demand for singing competitions globally including Indian Idol (Bollywood), American Idol (English)and X Factor (Malaysia).


Growth Factors:


  • Increasing demand for live streaming services by individuals and businesses
  • Proliferation of broadband and wireless networks, which will enable more users to access live streaming content
  • Advances in video compression technology that will make it easier to transmit high-quality live streams over the internet
  • Growing popularity of social media platforms that provide a forum for users to share live streams with their friends and followers
  • Emergence of new applications and devices that are specifically designed for watching or participating in live broadcasts

Scope Of The Report

Report Attributes

Report Details

Report Title

Live Platform Market Research Report

By Type

Game, Life, Singing, Others

By Application

Advertisement, Entertainment, Others

By Companies

Huya, Douyu, Weibo, Twitch, Panda, Azubu, Hitbox, YY

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

234

Number of Tables & Figures

164

Customization Available

Yes, the report can be customized as per your need.


Global Live Platform Market Report Segments:

The global Live Platform market is segmented on the basis of:

Types

Game, Life, Singing, Others

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Advertisement, Entertainment, Others

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Huya
  2. Douyu
  3. Weibo
  4. Twitch
  5. Panda
  6. Azubu
  7. Hitbox
  8. YY

Global Live Platform Market Overview


Highlights of The Live Platform Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Game
    2. Life
    3. Singing
    4. Others
  1. By Application:

    1. Advertisement
    2. Entertainment
    3. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Live Platform Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Live Platform Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Live Platform is a platform that enables developers to create, deploy and manage applications on the cloud. It provides an end-to-end solution for building, deploying and managing web applications.

Some of the major companies in the live platform market are Huya, Douyu, Weibo, Twitch, Panda, Azubu, Hitbox, YY.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Live Platform Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Live Platform Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Live Platform Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Live Platform Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Live Platform Market Size & Forecast, 2018-2028       4.5.1 Live Platform Market Size and Y-o-Y Growth       4.5.2 Live Platform Market Absolute $ Opportunity

Chapter 5 Global Live Platform Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Live Platform Market Size Forecast by Type
      5.2.1 Game
      5.2.2 Life
      5.2.3 Singing
      5.2.4 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Live Platform Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Live Platform Market Size Forecast by Applications
      6.2.1 Advertisement
      6.2.2 Entertainment
      6.2.3 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Live Platform Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Live Platform Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Live Platform Analysis and Forecast
   9.1 Introduction
   9.2 North America Live Platform Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Live Platform Market Size Forecast by Type
      9.6.1 Game
      9.6.2 Life
      9.6.3 Singing
      9.6.4 Others
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Live Platform Market Size Forecast by Applications
      9.10.1 Advertisement
      9.10.2 Entertainment
      9.10.3 Others
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Live Platform Analysis and Forecast
   10.1 Introduction
   10.2 Europe Live Platform Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Live Platform Market Size Forecast by Type
      10.6.1 Game
      10.6.2 Life
      10.6.3 Singing
      10.6.4 Others
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Live Platform Market Size Forecast by Applications
      10.10.1 Advertisement
      10.10.2 Entertainment
      10.10.3 Others
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Live Platform Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Live Platform Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Live Platform Market Size Forecast by Type
      11.6.1 Game
      11.6.2 Life
      11.6.3 Singing
      11.6.4 Others
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Live Platform Market Size Forecast by Applications
      11.10.1 Advertisement
      11.10.2 Entertainment
      11.10.3 Others
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Live Platform Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Live Platform Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Live Platform Market Size Forecast by Type
      12.6.1 Game
      12.6.2 Life
      12.6.3 Singing
      12.6.4 Others
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Live Platform Market Size Forecast by Applications
      12.10.1 Advertisement
      12.10.2 Entertainment
      12.10.3 Others
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Live Platform Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Live Platform Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Live Platform Market Size Forecast by Type
      13.6.1 Game
      13.6.2 Life
      13.6.3 Singing
      13.6.4 Others
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Live Platform Market Size Forecast by Applications
      13.10.1 Advertisement
      13.10.2 Entertainment
      13.10.3 Others
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Live Platform Market: Competitive Dashboard
   14.2 Global Live Platform Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details â€“ Overview, Financials, Developments, Strategy) 
      14.3.1 Huya
      14.3.2 Douyu
      14.3.3 Weibo
      14.3.4 Twitch
      14.3.5 Panda
      14.3.6 Azubu
      14.3.7 Hitbox
      14.3.8 YY

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