Market Overview:
The global live streaming market is expected to grow at a CAGR of 16.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing penetration of smartphones and internet users, and the growing trend of online gaming. In terms of type, the mobile game segment is expected to hold the largest share in the global live streaming market during the forecast period. This can be attributed to factors such as increasing adoption of smartphones and rising demand for multiplayer games. In terms of application, age below 20 segment is expected to hold a major share in terms of revenue in 2018; this can be attributed to increased spending on online games by youngsters across regions.
Product Definition:
Live Streaming is the broadcasting of live video content over the internet. The term "live streaming" has come to describe a variety of methods for delivering live video content, such as using Adobe Flash Player, Microsoft Silverlight or a software application like Ustream Producer, Livestream Producer, Justin.tv or Bambuser.
Mobile Game:
Mobile game is a type of application software that has been designed primarily for the mobile platform. The majority of the games are played on smartphones and tablets, however some games are also played on feature phones with limited features. Mobile gaming can be described as playing games using a smartphone or tablet computer, where gamers use their own smart devices for playing instead of physical consoles/consoles or computers.
The global mobile game market size was valued at USD 31 billion in 2016.
PC Game:
PC game is a software or a collection of files that are played on the PC. The term can be used for games created with any gaming platform such as Microsoft Windows, Linux, and Mac OS X. However, most commonly it is used to refer to games designed for Microsoft Windows PCs. PC games can also be played on mobile devices via Bluetooth or Wi-Fi connectivity owing to cross-platform compatibility between the two mediums of transmission.
Application Insights:
The application segment is bifurcated into age below 20, age between 20-40, and above 40. The age below 20 segment held the largest share of over 60% in 2017. This large share can be attributed to the high usage rate of live streaming apps among this demographic. Live streaming applications are gaining traction among younger generation as they provide a real-time experience and help them connect with their friends from all over the world. Moreover, many companies are entering into live streaming industry to attract a larger audience for their brand name products and services which also contributes towards higher market penetration for this niche application segment.
Regional Analysis:
North America dominated the global live streaming market in terms of revenue with a share of over 40.0% in 2017. This is attributed to the presence of a large number of global players and increased investments for developing new games across this region. The U.S.-based companies are making significant investments in live content, which is driving regional growth. For instance, Riot Games Inc.
Growth Factors:
- Increasing demand for live streaming services from individual users, businesses, and other organizations
- Rising penetration of broadband and mobile internet connections worldwide
- Proliferation of low-cost smartphones and tablets that can be used for live streaming
- Advances in video compression technology that make it possible to stream high-quality video over the internet at reasonable bit rates
- Growing popularity of social media platforms that provide a conducive environment for sharing live videos
Scope Of The Report
Report Attributes
Report Details
Report Title
Live Streaming Market Research Report
By Type
Mobile Game, PC Game
By Application
Age Below 20, Age Between 20-40, Age Higher Than 40
By Companies
Netflix, Hulu, Amazon Instant Video, Playstation Vue, Sling Orange, Crackle, Funny or Die, Twitch, Vevo, HBO Now, YouTube TV, IQIYI, Youku, Acorn TV, CBS All Access, DirectTV Now, FuboTV Premier
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
223
Number of Tables & Figures
157
Customization Available
Yes, the report can be customized as per your need.
Global Live Streaming Market Report Segments:
The global Live Streaming market is segmented on the basis of:
Types
Mobile Game, PC Game
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
Age Below 20, Age Between 20-40, Age Higher Than 40
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:
- Netflix
- Hulu
- Amazon Instant Video
- Playstation Vue
- Sling Orange
- Crackle
- Funny or Die
- Twitch
- Vevo
- HBO Now
- YouTube TV
- IQIYI
- Youku
- Acorn TV
- CBS All Access
- DirectTV Now
- FuboTV Premier
Highlights of The Live Streaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Mobile Game
- PC Game
- By Application:
- Age Below 20
- Age Between 20-40
- Age Higher Than 40
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Live Streaming 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
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Live streaming is the process of transmitting a live video stream over the Internet.
Some of the major companies in the live streaming market are Netflix, Hulu, Amazon Instant Video, Playstation Vue, Sling Orange, Crackle, Funny or Die, Twitch, Vevo, HBO Now, YouTube TV, IQIYI, Youku, Acorn TV, CBS All Access, DirectTV Now, FuboTV Premier.
The live streaming market is expected to grow at a compound annual growth rate of 16.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Live Streaming 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 Streaming Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Live Streaming 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 Streaming 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 Streaming Market Size & Forecast, 2018-2028 4.5.1 Live Streaming Market Size and Y-o-Y Growth 4.5.2 Live Streaming Market Absolute $ Opportunity
Chapter 5 Global Live Streaming 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 Streaming Market Size Forecast by Type
5.2.1 Mobile Game
5.2.2 PC Game
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Live Streaming 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 Streaming Market Size Forecast by Applications
6.2.1 Age Below 20
6.2.2 Age Between 20-40
6.2.3 Age Higher Than 40
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Live Streaming 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 Streaming 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 Streaming Analysis and Forecast
9.1 Introduction
9.2 North America Live Streaming 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 Streaming Market Size Forecast by Type
9.6.1 Mobile Game
9.6.2 PC Game
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 Streaming Market Size Forecast by Applications
9.10.1 Age Below 20
9.10.2 Age Between 20-40
9.10.3 Age Higher Than 40
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 Streaming Analysis and Forecast
10.1 Introduction
10.2 Europe Live Streaming 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 Streaming Market Size Forecast by Type
10.6.1 Mobile Game
10.6.2 PC Game
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 Streaming Market Size Forecast by Applications
10.10.1 Age Below 20
10.10.2 Age Between 20-40
10.10.3 Age Higher Than 40
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 Streaming Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Live Streaming 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 Streaming Market Size Forecast by Type
11.6.1 Mobile Game
11.6.2 PC Game
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 Streaming Market Size Forecast by Applications
11.10.1 Age Below 20
11.10.2 Age Between 20-40
11.10.3 Age Higher Than 40
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 Streaming Analysis and Forecast
12.1 Introduction
12.2 Latin America Live Streaming 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 Streaming Market Size Forecast by Type
12.6.1 Mobile Game
12.6.2 PC Game
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 Streaming Market Size Forecast by Applications
12.10.1 Age Below 20
12.10.2 Age Between 20-40
12.10.3 Age Higher Than 40
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 Streaming Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Live Streaming 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 Streaming Market Size Forecast by Type
13.6.1 Mobile Game
13.6.2 PC Game
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 Streaming Market Size Forecast by Applications
13.10.1 Age Below 20
13.10.2 Age Between 20-40
13.10.3 Age Higher Than 40
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 Streaming Market: Competitive Dashboard
14.2 Global Live Streaming Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Netflix
14.3.2 Hulu
14.3.3 Amazon Instant Video
14.3.4 Playstation Vue
14.3.5 Sling Orange
14.3.6 Crackle
14.3.7 Funny or Die
14.3.8 Twitch
14.3.9 Vevo
14.3.10 HBO Now
14.3.11 YouTube TV
14.3.12 IQIYI
14.3.13 Youku
14.3.14 Acorn TV
14.3.15 CBS All Access
14.3.16 DirectTV Now
14.3.17 FuboTV Premier