시장보고서
상품코드
1565195

세계의 라이브 스트리밍 시장 규모, 점유율 및 동향 분석 보고서(구성요소별, 유형별, 최종 용도별, 수익 모델별, 지역별 전망 및 예측, 2024-2031년)

Global Live Streaming Market Size, Share & Trends Analysis Report By Component (Platforms, and Services), By Type (Video Streaming, and Audio Streaming), By End Use, By Revenue Model, By Regional Outlook and Forecast, 2024 - 2031

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 295 Pages | 배송안내 : 즉시배송

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계 라이브 스트리밍 시장 규모는 예측 기간 동안 23.2%의 연평균 복합 성장률(CAGR)로 성장하여 2031년까지 4,390억 달러에 달할 것으로 예상됩니다.

KBV Cardinal Matrix에 제시된 분석에 따르면 Google LLC(Youtube, LLC)는 라이브 스트리밍 시장의 선구자이며, 2023년 5월Google LLC는 게임 회사 인 Unity Technologies와 파트너십을 맺었습니다. Twitch Interactive, Inc.(Amazon.com, Inc.)와 Brightcove, Inc. 같은 회사는 라이브 스트리밍 시장의 주요 혁신가 중 일부입니다. 혁신가들 중 일부입니다.

시장 성장 요인

동영상 컨텐츠는 시각적 요소와 청각적 요소를 결합하여 보다 풍부하고 매력적인 미디어로, 다양한 시청자에게 매력적으로 다가갈 수 있습니다. 동영상의 역동적인 특성으로 인해 제작자는 다른 컨텐츠 형식보다 훨씬 더 몰입감 있고 기억에 남는 방식으로 스토리를 전달하고, 통찰력을 공유하며, 제품을 시연할 수 있습니다. 이러한 변화는 부분적으로 인간의 시각적 학습에 대한 선호와 동영상이 복잡한 아이디어를 빠르고 효과적으로 전달할 수 있다는 사실에 기인합니다. 다양한 분야에서 동영상 컨텐츠가 폭넓게 수용되고 있는 것은 커뮤니케이션에 있어 동영상 컨텐츠의 다재다능함과 효과성을 잘 보여주고 있습니다. 따라서 이러한 형식의 인기 증가는 라이브 스트리밍 도구에 대한 수요를 촉진하는 주요 요인으로 작용하고 있습니다.

더 많은 국가, 특히 개발도상국에서 브로드밴드 보급률을 높이기 위한 인프라에 투자함에 따라 사람들이 온라인 컨텐츠에 접속할 수 있는 능력이 크게 향상되었습니다. 국제전기통신연합(ITU)에 따르면 현재 전 세계 인구의 약 67%인 54억 명이 온라인에 접속하고 있습니다. 이는 2021-2022년에 기록된 3.5%에서 2022년 4.7% 증가한 수치이며, 2023년에는 오프라인 인구가 26억 명으로 감소할 것으로 예상됩니다. 이는 특히 인터넷 속도가 빨라 실시간 라이브 이벤트에 참여할 수 있는 원격지나 그동안 서비스가 제대로 제공되지 않았던 지역에서 더욱 두드러집니다. 따라서 이러한 발전으로 인해 라이브 스트리밍 시장이 확대되어 원격지의 새로운 시청자에게 다가갈 수 있게 되었습니다.

시장 성장 억제요인

라이브 스트리밍 서비스는 안정적인 고속 인터넷 연결에 크게 의존하고 있으며, 이는 사용자 경험의 품질을 결정하는 주요 요인 중 하나입니다. 특히 고해상도 또는 초고화질(UHD) 포맷의 라이브 스트리밍은 상당한 대역폭을 필요로 합니다. 그러나 전 세계 많은 지역, 특히 시골이나 외딴 지역에서는 인터넷 인프라가 아직 개발되지 않았거나 신뢰성이 낮은 경우가 많습니다. 이로 인해 라이브 스트리밍 중 버퍼링, 지연, 중단 등의 문제가 발생합니다. 이로 인해 플랫폼은 주로 도시화되고 연결성이 좋은 지역의 사용자들을 대상으로 서비스를 제공해야 하며, 이는 전반적인 시장 침투를 제한하고 있습니다.

컴포넌트 전망

구성 요소에 따라 시장은 플랫폼과 서비스로 나뉩니다. 서비스 부문은 2023년 시장에서 35%의 매출 점유율을 차지할 것으로 예상됩니다. 기술 지원, 컨설팅 및 맞춤형 컨텐츠 제작과 같은 서비스를 통해 크리에이터와 기업은 라이브 스트리밍 노력을 최적화할 수 있습니다. 이러한 서비스는 라이브 스트리밍을 마케팅, 교육 또는 이벤트 전략에 통합하려는 조직에 도움이 될 수 있습니다. 서비스 제공업체는 백엔드 물류 관리부터 매끄러운 고해상도 스트림을 보장하는 것까지, 아마추어와 프로급 스트리밍의 간극을 좁히는 데 도움을 줄 수 있습니다.

유형별 전망

유형에 따라 시장은 오디오 스트리밍과 비디오 스트리밍으로 분류됩니다. 오디오 스트리밍 부문은 2023년 g 시장에서 25%의 매출 점유율을 기록했습니다. 오디오 스트리밍은 시각적으로 매력적이지 않지만 특히 팟 캐스트, 라디오 프로그램 및 음악 라이브 스트림을 시청하는 시청자에게 특히 매력적이며 Spotify, Apple Music 및 Clubhouse와 같은 플랫폼을 통해 사용자는 토크쇼에서 음악 공연에 이르기까지 다양한 장르의 라이브 오디오 컨텐츠를 시청할 수 있습니다. 토크쇼부터 음악 공연에 이르기까지 다양한 장르의 라이브 오디오 컨텐츠를 스트리밍할 수 있게 되었습니다.

수익모델 전망

수익 모델별로 보면, 시장은 광고 지원형, 구독형, 페이퍼뷰(pay-per-view)로 나뉩니다. 광고 지원형 부문은 2023년 시장에서 46%의 수익 점유율을 기록했습니다. 이 모델은 광고가 주요 수익원이며, 시청자는 무료로 컨텐츠를 시청하고 광고주는 스트림에 광고를 게재하여 비용을 부담하는 방식으로, 유튜브 라이브와 트위치 등의 플랫폼이 이 모델을 많이 활용하고 있습니다. 제공하면서 기업에게 타겟층에 도달할 수 있는 효과적인 채널을 제공합니다.

최종 용도 전망

최종 용도에 따라 시장은 게임, 미디어 및 엔터테인먼트, 교육 및 전문가, 스포츠, 뉴스 및 이벤트, 기타로 분류됩니다. 교육 및 전문가 부문은 2023년 시장에서 18%의 매출 점유율을 기록했습니다. 교육 기관과 기업은 원격 학습 및 가상 작업 환경으로의 세계 트렌드에 대응하여 실시간 강의, 교육 세션, 워크샵 및 웨비나를 제공하기 위해 라이브 스트리밍을 점차적으로 구현하고 있습니다.

지역 전망

지역별로 시장은 북미, 유럽, 아시아태평양, 라틴아메리카, 중동 및 아프리카로 분석되었습니다. 북미 부문은 2023년 시장에서 34%의 매출 점유율을 기록했습니다. 이러한 성장은 이 지역의 첨단 기술 인프라, 초고속 인터넷의 광범위한 채택, YouTube, Twitch, Facebook Live와 같은 주요 라이브 스트리밍 플랫폼의 강력한 존재에 의해 주도되고 있습니다.

목차

제1장 시장 범위와 조사 방법

  • 시장의 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 요람

제3장 시장 개요

  • 서론
    • 개요
      • 시장 구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
    • 시장 기회
    • 시장이 해결해야 할 과제

제4장 경쟁 분석 - 세계

  • KBV Cardinal Matrix
  • 최근 업계 전체의 전략적 전개
    • 파트너십/협업/계약
    • 제품 발매와 제품 확대
    • 인수와 합병
  • 시장 점유율 분석, 2023년
  • 주요 성공 전략
    • 주요 전략
    • 주요 전략적 움직임
  • Porter의 Five Forces 분석

제5장 세계의 라이브 스트리밍 시장 : 컴포넌트별

  • 세계의 플랫폼 시장 : 지역별
  • 세계의 서비스 시장 : 지역별

제6장 세계의 라이브 스트리밍 시장 : 유형별

  • 세계의 비디오 스트리밍 시장 : 지역별
  • 세계의 오디오 스트리밍 시장 : 지역별

제7장 세계의 라이브 스트리밍 시장 : 최종 용도별

  • 세계의 게임 시장 : 지역별
  • 세계의 미디어 및 엔터테인먼트 시장 : 지역별
  • 세계의 교육 및 전문 시장 : 지역별
  • 세계의 스포츠 시장 : 지역별
  • 세계 뉴스 및 이벤트 마켓 : 지역별
  • 세계의 기타 최종 용도 시장 : 지역별

제8장 세계의 라이브 스트리밍 시장 : 매출 모델별

  • 세계의 광고 지원 시장 : 지역별
  • 세계의 구독형 시장 : 지역별
  • 세계의 Pay Per View 시장 : 지역별

제9장 세계의 라이브 스트리밍 시장 : 지역별

  • 북미
    • 북미 라이브 스트리밍 시장 : 국가별
      • 미국
      • 캐나다
      • 멕시코
      • 기타 북미
  • 유럽
    • 유럽 라이브 스트리밍 시장 : 국가별
      • 독일
      • 영국
      • 프랑스
      • 러시아
      • 스페인
      • 이탈리아
      • 기타 유럽
  • 아시아태평양
    • 아시아태평양 라이브 스트리밍 시장 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 싱가포르
      • 말레이시아
      • 기타 아시아태평양
  • 라틴아메리카/중동 및 아프리카
    • 라틴아메리카/중동 및 아프리카 라이브 스트리밍 시장 : 국가별
      • 브라질
      • 아르헨티나
      • 아랍에미리트(UAE)
      • 사우디아라비아
      • 남아프리카공화국
      • 나이지리아
      • 기타 라틴아메리카/중동 및 아프리카

제10장 기업 개요

  • Dacast Inc
  • Vimeo, Inc
  • IBM Corporation
  • Meta Platforms, Inc
  • Pluto Inc(Paramount Global)
  • Google LLC(Youtube, LLC)
  • Brightcove, Inc
  • Kaltura, Inc
  • Hulu, LLC(The Walt Disney Company)
  • Twitch Interactive, Inc(Amazon.com, Inc.)

제11장 라이브 스트리밍 시장을 위한 성공 필수 조건

LSH 24.10.17

The Global Live Streaming Market size is expected to reach $439 billion by 2031, rising at a market growth of 23.2% CAGR during the forecast period.

Streaming exclusive live content has become a key strategy for entertainment companies to drive viewer engagement and loyalty. This category includes a diverse selection of live content, including celebrity live sessions, movie premieres, and discussion shows, as well as influencer-driven content and virtual concerts. Hence, the media & entertainment segment acquired 24% revenue share in the market in 2023. Platforms such as YouTube Live, Instagram Live, and TikTok have been instrumental in making live entertainment accessible to millions of users worldwide. This segment thrives as more entertainment brands, influencers, and content creators utilize live streaming to reach broader audiences and generate significant revenue through ads, sponsorships, and paid live events.

The major strategies followed by the market participants are Partnerships as the key developmental strategy to keep pace with the changing demands of end users. For instance, In May, 2024, Amazon.com, Inc. parent company of Twitch Interactive, Inc. came into partnership with Embracer Group AB, a Swedish video game and media holding company. Through this partnership, Amazon.com, Inc. would create more narratives for the well-received Tomb Raider series across streaming and cinematic platforms. Additionally, In September, 2024, Pluto Inc. and Borussia Dortmund have announced a global partnership featuring a dedicated 24-hour channel for BVB content. The collaboration includes sleeve branding for the men's and women's teams and aims to enhance fan engagement across various international markets.

Based on the Analysis presented in the KBV Cardinal matrix; Google LLC (Youtube, LLC) is the forerunner in the Live Streaming Market. In May, 2023, Google LLC came into partnership with Unity Technologies, a gaming company. Through this partnership, Google LLC would support studios in developing and growing live games. Companies such as Twitch Interactive, Inc. (Amazon.com, Inc.) and Brightcove, Inc. are some of the key innovators in Live Streaming Market.

Market Growth Factors

Video content offers a richer, more engaging medium that combines visual and auditory elements, making it more appealing to a broader audience. The dynamic nature of video allows creators to tell stories, share insights, or demonstrate products in far more immersive and memorable ways than other content formats. This shift has been driven, in part, by the human preference for visual learning and the fact that video can convey complex ideas quickly and effectively. The broad appeal of video content across different sectors highlights its versatility and effectiveness in communication. Hence, the rising popularity of this format is a major factor driving the demand for live streaming tools.

With more countries investing in infrastructure to improve broadband coverage, particularly in developing regions, the ability for people to access online content has increased dramatically. According to the International Telecommunication Union (ITU), approximately 67 percent of the world's population, or 5.4 billion people, is now online. This is a 4.7 percent increase from 2022, from the 3.5 percent recorded from 2021 to 2022. In 2023, the estimated number of offline individuals decreased to 2.6 billion. This is especially significant in remote or previously underserved areas, where faster internet speeds allow real-time live event participation. Thus, these developments have expanded the market for live streaming, allowing it to reach new audiences in remote areas.

Market Restraining Factors

Live streaming services rely heavily on stable and high-speed internet connectivity, making it one of the primary determinants of the quality of user experiences. It demands significant bandwidth for live streaming to function optimally, especially in high-definition or ultra-HD formats. However, internet infrastructure remains underdeveloped or unreliable in many parts of the world, especially in rural or remote areas. This leads to issues like buffering, delays, or even interruptions during live streams. Hence, platforms are forced to cater predominantly to users in urbanized and well-connected areas, which restricts overall market penetration.

Component Outlook

Based on component, the market is bifurcated into platforms and services. The services segment procured 35% revenue share in the market in 2023. Services such as technical support, consulting, and customized content production allow creators and businesses to optimize their live streaming efforts. These services benefit organizations seeking to integrate live streaming into their marketing, education, or event strategies. Service providers help bridge the gap between amateur and professional-grade streaming, from managing backend logistics to ensuring smooth, high-definition streams.

Type Outlook

On the basis of type, the market is classified into audio streaming and video streaming. The audio streaming segment recorded 25% revenue share in the g market in 2023. Audio streaming, though not as visually engaging, appeals to a distinct audience, especially those consuming podcasts, radio shows, and music live streams. Platforms like Spotify, Apple Music, and Clubhouse have enabled users to stream live audio content across various genres, from talk shows to music performances.

Revenue Model Outlook

By revenue model, the market is divided into ad-supported, subscription-based, and pay-per-view. The ad-supported segment witnessed 46% revenue share in the market in 2023. This model relies on advertising as the primary source of income, allowing viewers to access content for free while advertisers cover the costs by placing ads within streams. Platforms like YouTube Live and Twitch heavily utilize this model, making live streaming accessible to a wide audience while providing companies an effective channel to reach target demographics.

End Use Outlook

Based on end use, the market is segmented into gaming, media & entertainment, education & professional, sports, news & events, and others. The education & professional segment recorded 18% revenue share in the market in 2023. Educational institutions and businesses have progressively implemented live streaming to present real-time lectures, training sessions, workshops, and webinars in response to the worldwide trend toward remote learning and virtual work environments.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment witnessed 34% revenue share in the market in 2023. This growth is driven by the region's advanced technological infrastructure, widespread high-speed Internet adoption, and the strong presence of major live streaming platforms like YouTube, Twitch, and Facebook Live.

Recent Strategies Deployed in the Market

  • Sep-2024: Brightcove, Inc. introduced the Brightcove AI Suite, incorporating Generative AI solutions to improve content creation, engagement, and revenue generation. Notable features include AI-driven tools for video optimization, audience interaction, and cost efficiency, designed to revolutionize video strategies for customers across various industries.
  • Jan-2024: Amazon.com, Inc., parent company of Twitch Interactive, Inc. took over Bally Sports, a media company in the United States. Through this acquisition, Amazon.com, Inc. would provide Spurs matches that will eventually be available for streaming on Prime.
  • Jun-2024: Pluto Inc. has extended its partnership with Fremantle to launch 25 FAST channels across 13 countries, including Canada and Germany. This collaboration introduces popular channels like Three's Company and Baywatch, significantly enhancing Pluto TV's global content lineup.
  • Mar-2024: Brightcove, Inc. launched Cloud Playout 2.0, enabling media companies to quickly create, distribute, and monetize linear channels within a single platform. The update enhances viewer engagement, ad monetization, and operational efficiency, while providing insights to optimize content strategies.

List of Key Companies Profiled

  • Dacast Inc.
  • Vimeo, Inc.
  • IBM Corporation
  • Meta Platforms, Inc.
  • Pluto Inc. (Paramount Global)
  • Google LLC (Youtube, LLC)
  • Brightcove, Inc.
  • Kaltura, Inc.
  • Hulu, LLC (The Walt Disney Company)
  • Twitch Interactive, Inc. (Amazon.com, Inc.)

Global Live Streaming Market Report Segmentation

By Component

  • Platforms
  • Services

By Type

  • Video Streaming
  • Audio Streaming

By End Use

  • Gaming
  • Media & Entertainment
  • Education & Professional
  • Sports
  • News & Events
  • Other End Uses

By Revenue Model

  • Ad-Supported
  • Subscription-Based
  • Pay-Per-View

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Live Streaming Market, by Component
    • 1.4.2 Global Live Streaming Market, by Type
    • 1.4.3 Global Live Streaming Market, by End Use
    • 1.4.4 Global Live Streaming Market, by Revenue Model
    • 1.4.5 Global Live Streaming Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
    • 3.2.3 Market Opportunities
    • 3.2.4 Market Challenges

Chapter 4. Competition Analysis - Global

  • 4.1 KBV Cardinal Matrix
  • 4.2 Recent Industry Wide Strategic Developments
    • 4.2.1 Partnerships, Collaborations and Agreements
    • 4.2.2 Product Launches and Product Expansions
    • 4.2.3 Acquisition and Mergers
  • 4.3 Market Share Analysis, 2023
  • 4.4 Top Winning Strategies
    • 4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
    • 4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2023, Jan-2024, Sep) Leading Players
  • 4.5 Porter Five Forces Analysis

Chapter 5. Global Live Streaming Market by Component

  • 5.1 Global Platforms Market by Region
  • 5.2 Global Services Market by Region

Chapter 6. Global Live Streaming Market by Type

  • 6.1 Global Video Streaming Market by Region
  • 6.2 Global Audio Streaming Market by Region

Chapter 7. Global Live Streaming Market by End Use

  • 7.1 Global Gaming Market by Region
  • 7.2 Global Media & Entertainment Market by Region
  • 7.3 Global Education & Professional Market by Region
  • 7.4 Global Sports Market by Region
  • 7.5 Global News & Events Market by Region
  • 7.6 Global Other End Uses Market by Region

Chapter 8. Global Live Streaming Market by Revenue Model

  • 8.1 Global Ad-Supported Market by Region
  • 8.2 Global Subscription-Based Market by Region
  • 8.3 Global Pay-Per-View Market by Region

Chapter 9. Global Live Streaming Market by Region

  • 9.1 North America Live Streaming Market
    • 9.1.1 North America Live Streaming Market by Component
      • 9.1.1.1 North America Platforms Market by Region
      • 9.1.1.2 North America Services Market by Region
    • 9.1.2 North America Live Streaming Market by Type
      • 9.1.2.1 North America Video Streaming Market by Country
      • 9.1.2.2 North America Audio Streaming Market by Country
    • 9.1.3 North America Live Streaming Market by End Use
      • 9.1.3.1 North America Gaming Market by Country
      • 9.1.3.2 North America Media & Entertainment Market by Country
      • 9.1.3.3 North America Education & Professional Market by Country
      • 9.1.3.4 North America Sports Market by Country
      • 9.1.3.5 North America News & Events Market by Country
      • 9.1.3.6 North America Other End Uses Market by Country
    • 9.1.4 North America Live Streaming Market by Revenue Model
      • 9.1.4.1 North America Ad-Supported Market by Country
      • 9.1.4.2 North America Subscription-Based Market by Country
      • 9.1.4.3 North America Pay-Per-View Market by Country
    • 9.1.5 North America Live Streaming Market by Country
      • 9.1.5.1 US Live Streaming Market
        • 9.1.5.1.1 US Live Streaming Market by Component
        • 9.1.5.1.2 US Live Streaming Market by Type
        • 9.1.5.1.3 US Live Streaming Market by End Use
        • 9.1.5.1.4 US Live Streaming Market by Revenue Model
      • 9.1.5.2 Canada Live Streaming Market
        • 9.1.5.2.1 Canada Live Streaming Market by Component
        • 9.1.5.2.2 Canada Live Streaming Market by Type
        • 9.1.5.2.3 Canada Live Streaming Market by End Use
        • 9.1.5.2.4 Canada Live Streaming Market by Revenue Model
      • 9.1.5.3 Mexico Live Streaming Market
        • 9.1.5.3.1 Mexico Live Streaming Market by Component
        • 9.1.5.3.2 Mexico Live Streaming Market by Type
        • 9.1.5.3.3 Mexico Live Streaming Market by End Use
        • 9.1.5.3.4 Mexico Live Streaming Market by Revenue Model
      • 9.1.5.4 Rest of North America Live Streaming Market
        • 9.1.5.4.1 Rest of North America Live Streaming Market by Component
        • 9.1.5.4.2 Rest of North America Live Streaming Market by Type
        • 9.1.5.4.3 Rest of North America Live Streaming Market by End Use
        • 9.1.5.4.4 Rest of North America Live Streaming Market by Revenue Model
  • 9.2 Europe Live Streaming Market
    • 9.2.1 Europe Live Streaming Market by Component
      • 9.2.1.1 Europe Platforms Market by Country
      • 9.2.1.2 Europe Services Market by Country
    • 9.2.2 Europe Live Streaming Market by Type
      • 9.2.2.1 Europe Video Streaming Market by Country
      • 9.2.2.2 Europe Audio Streaming Market by Country
    • 9.2.3 Europe Live Streaming Market by End Use
      • 9.2.3.1 Europe Gaming Market by Country
      • 9.2.3.2 Europe Media & Entertainment Market by Country
      • 9.2.3.3 Europe Education & Professional Market by Country
      • 9.2.3.4 Europe Sports Market by Country
      • 9.2.3.5 Europe News & Events Market by Country
      • 9.2.3.6 Europe Other End Uses Market by Country
    • 9.2.4 Europe Live Streaming Market by Revenue Model
      • 9.2.4.1 Europe Ad-Supported Market by Country
      • 9.2.4.2 Europe Subscription-Based Market by Country
      • 9.2.4.3 Europe Pay-Per-View Market by Country
    • 9.2.5 Europe Live Streaming Market by Country
      • 9.2.5.1 Germany Live Streaming Market
        • 9.2.5.1.1 Germany Live Streaming Market by Component
        • 9.2.5.1.2 Germany Live Streaming Market by Type
        • 9.2.5.1.3 Germany Live Streaming Market by End Use
        • 9.2.5.1.4 Germany Live Streaming Market by Revenue Model
      • 9.2.5.2 UK Live Streaming Market
        • 9.2.5.2.1 UK Live Streaming Market by Component
        • 9.2.5.2.2 UK Live Streaming Market by Type
        • 9.2.5.2.3 UK Live Streaming Market by End Use
        • 9.2.5.2.4 UK Live Streaming Market by Revenue Model
      • 9.2.5.3 France Live Streaming Market
        • 9.2.5.3.1 France Live Streaming Market by Component
        • 9.2.5.3.2 France Live Streaming Market by Type
        • 9.2.5.3.3 France Live Streaming Market by End Use
        • 9.2.5.3.4 France Live Streaming Market by Revenue Model
      • 9.2.5.4 Russia Live Streaming Market
        • 9.2.5.4.1 Russia Live Streaming Market by Component
        • 9.2.5.4.2 Russia Live Streaming Market by Type
        • 9.2.5.4.3 Russia Live Streaming Market by End Use
        • 9.2.5.4.4 Russia Live Streaming Market by Revenue Model
      • 9.2.5.5 Spain Live Streaming Market
        • 9.2.5.5.1 Spain Live Streaming Market by Component
        • 9.2.5.5.2 Spain Live Streaming Market by Type
        • 9.2.5.5.3 Spain Live Streaming Market by End Use
        • 9.2.5.5.4 Spain Live Streaming Market by Revenue Model
      • 9.2.5.6 Italy Live Streaming Market
        • 9.2.5.6.1 Italy Live Streaming Market by Component
        • 9.2.5.6.2 Italy Live Streaming Market by Type
        • 9.2.5.6.3 Italy Live Streaming Market by End Use
        • 9.2.5.6.4 Italy Live Streaming Market by Revenue Model
      • 9.2.5.7 Rest of Europe Live Streaming Market
        • 9.2.5.7.1 Rest of Europe Live Streaming Market by Component
        • 9.2.5.7.2 Rest of Europe Live Streaming Market by Type
        • 9.2.5.7.3 Rest of Europe Live Streaming Market by End Use
        • 9.2.5.7.4 Rest of Europe Live Streaming Market by Revenue Model
  • 9.3 Asia Pacific Live Streaming Market
    • 9.3.1 Asia Pacific Live Streaming Market by Component
      • 9.3.1.1 Asia Pacific Platforms Market by Country
      • 9.3.1.2 Asia Pacific Services Market by Country
    • 9.3.2 Asia Pacific Live Streaming Market by Type
      • 9.3.2.1 Asia Pacific Video Streaming Market by Country
      • 9.3.2.2 Asia Pacific Audio Streaming Market by Country
    • 9.3.3 Asia Pacific Live Streaming Market by End Use
      • 9.3.3.1 Asia Pacific Gaming Market by Country
      • 9.3.3.2 Asia Pacific Media & Entertainment Market by Country
      • 9.3.3.3 Asia Pacific Education & Professional Market by Country
      • 9.3.3.4 Asia Pacific Sports Market by Country
      • 9.3.3.5 Asia Pacific News & Events Market by Country
      • 9.3.3.6 Asia Pacific Other End Uses Market by Country
    • 9.3.4 Asia Pacific Live Streaming Market by Revenue Model
      • 9.3.4.1 Asia Pacific Ad-Supported Market by Country
      • 9.3.4.2 Asia Pacific Subscription-Based Market by Country
      • 9.3.4.3 Asia Pacific Pay-Per-View Market by Country
    • 9.3.5 Asia Pacific Live Streaming Market by Country
      • 9.3.5.1 China Live Streaming Market
        • 9.3.5.1.1 China Live Streaming Market by Component
        • 9.3.5.1.2 China Live Streaming Market by Type
        • 9.3.5.1.3 China Live Streaming Market by End Use
        • 9.3.5.1.4 China Live Streaming Market by Revenue Model
      • 9.3.5.2 Japan Live Streaming Market
        • 9.3.5.2.1 Japan Live Streaming Market by Component
        • 9.3.5.2.2 Japan Live Streaming Market by Type
        • 9.3.5.2.3 Japan Live Streaming Market by End Use
        • 9.3.5.2.4 Japan Live Streaming Market by Revenue Model
      • 9.3.5.3 India Live Streaming Market
        • 9.3.5.3.1 India Live Streaming Market by Component
        • 9.3.5.3.2 India Live Streaming Market by Type
        • 9.3.5.3.3 India Live Streaming Market by End Use
        • 9.3.5.3.4 India Live Streaming Market by Revenue Model
      • 9.3.5.4 South Korea Live Streaming Market
        • 9.3.5.4.1 South Korea Live Streaming Market by Component
        • 9.3.5.4.2 South Korea Live Streaming Market by Type
        • 9.3.5.4.3 South Korea Live Streaming Market by End Use
        • 9.3.5.4.4 South Korea Live Streaming Market by Revenue Model
      • 9.3.5.5 Singapore Live Streaming Market
        • 9.3.5.5.1 Singapore Live Streaming Market by Component
        • 9.3.5.5.2 Singapore Live Streaming Market by Type
        • 9.3.5.5.3 Singapore Live Streaming Market by End Use
        • 9.3.5.5.4 Singapore Live Streaming Market by Revenue Model
      • 9.3.5.6 Malaysia Live Streaming Market
        • 9.3.5.6.1 Malaysia Live Streaming Market by Component
        • 9.3.5.6.2 Malaysia Live Streaming Market by Type
        • 9.3.5.6.3 Malaysia Live Streaming Market by End Use
        • 9.3.5.6.4 Malaysia Live Streaming Market by Revenue Model
      • 9.3.5.7 Rest of Asia Pacific Live Streaming Market
        • 9.3.5.7.1 Rest of Asia Pacific Live Streaming Market by Component
        • 9.3.5.7.2 Rest of Asia Pacific Live Streaming Market by Type
        • 9.3.5.7.3 Rest of Asia Pacific Live Streaming Market by End Use
        • 9.3.5.7.4 Rest of Asia Pacific Live Streaming Market by Revenue Model
  • 9.4 LAMEA Live Streaming Market
    • 9.4.1 LAMEA Live Streaming Market by Component
      • 9.4.1.1 LAMEA Platforms Market by Country
      • 9.4.1.2 LAMEA Services Market by Country
    • 9.4.2 LAMEA Live Streaming Market by Type
      • 9.4.2.1 LAMEA Video Streaming Market by Country
      • 9.4.2.2 LAMEA Audio Streaming Market by Country
    • 9.4.3 LAMEA Live Streaming Market by End Use
      • 9.4.3.1 LAMEA Gaming Market by Country
      • 9.4.3.2 LAMEA Media & Entertainment Market by Country
      • 9.4.3.3 LAMEA Education & Professional Market by Country
      • 9.4.3.4 LAMEA Sports Market by Country
      • 9.4.3.5 LAMEA News & Events Market by Country
      • 9.4.3.6 LAMEA Other End Uses Market by Country
    • 9.4.4 LAMEA Live Streaming Market by Revenue Model
      • 9.4.4.1 LAMEA Ad-Supported Market by Country
      • 9.4.4.2 LAMEA Subscription-Based Market by Country
      • 9.4.4.3 LAMEA Pay-Per-View Market by Country
    • 9.4.5 LAMEA Live Streaming Market by Country
      • 9.4.5.1 Brazil Live Streaming Market
        • 9.4.5.1.1 Brazil Live Streaming Market by Component
        • 9.4.5.1.2 Brazil Live Streaming Market by Type
        • 9.4.5.1.3 Brazil Live Streaming Market by End Use
        • 9.4.5.1.4 Brazil Live Streaming Market by Revenue Model
      • 9.4.5.2 Argentina Live Streaming Market
        • 9.4.5.2.1 Argentina Live Streaming Market by Component
        • 9.4.5.2.2 Argentina Live Streaming Market by Type
        • 9.4.5.2.3 Argentina Live Streaming Market by End Use
        • 9.4.5.2.4 Argentina Live Streaming Market by Revenue Model
      • 9.4.5.3 UAE Live Streaming Market
        • 9.4.5.3.1 UAE Live Streaming Market by Component
        • 9.4.5.3.2 UAE Live Streaming Market by Type
        • 9.4.5.3.3 UAE Live Streaming Market by End Use
        • 9.4.5.3.4 UAE Live Streaming Market by Revenue Model
      • 9.4.5.4 Saudi Arabia Live Streaming Market
        • 9.4.5.4.1 Saudi Arabia Live Streaming Market by Component
        • 9.4.5.4.2 Saudi Arabia Live Streaming Market by Type
        • 9.4.5.4.3 Saudi Arabia Live Streaming Market by End Use
        • 9.4.5.4.4 Saudi Arabia Live Streaming Market by Revenue Model
      • 9.4.5.5 South Africa Live Streaming Market
        • 9.4.5.5.1 South Africa Live Streaming Market by Component
        • 9.4.5.5.2 South Africa Live Streaming Market by Type
        • 9.4.5.5.3 South Africa Live Streaming Market by End Use
        • 9.4.5.5.4 South Africa Live Streaming Market by Revenue Model
      • 9.4.5.6 Nigeria Live Streaming Market
        • 9.4.5.6.1 Nigeria Live Streaming Market by Component
        • 9.4.5.6.2 Nigeria Live Streaming Market by Type
        • 9.4.5.6.3 Nigeria Live Streaming Market by End Use
        • 9.4.5.6.4 Nigeria Live Streaming Market by Revenue Model
      • 9.4.5.7 Rest of LAMEA Live Streaming Market
        • 9.4.5.7.1 Rest of LAMEA Live Streaming Market by Component
        • 9.4.5.7.2 Rest of LAMEA Live Streaming Market by Type
        • 9.4.5.7.3 Rest of LAMEA Live Streaming Market by End Use
        • 9.4.5.7.4 Rest of LAMEA Live Streaming Market by Revenue Model

Chapter 10. Company Profiles

  • 10.1 Dacast Inc.
    • 10.1.1 Company Overview
    • 10.1.2 SWOT Analysis
  • 10.2 Vimeo, Inc.
    • 10.2.1 Company Overview
    • 10.2.2 Financial Analysis
    • 10.2.3 Regional Analysis
    • 10.2.4 Research & Development Expenses
    • 10.2.5 Recent strategies and developments:
      • 10.2.5.1 Product Launches and Product Expansions:
    • 10.2.6 SWOT Analysis
  • 10.3 IBM Corporation
    • 10.3.1 Company Overview
    • 10.3.2 Financial Analysis
    • 10.3.3 Regional & Segmental Analysis
    • 10.3.4 Research & Development Expenses
    • 10.3.5 SWOT Analysis
  • 10.4 Meta Platforms, Inc.
    • 10.4.1 Company Overview
    • 10.4.2 Financial Analysis
    • 10.4.3 Segment and Regional Analysis
    • 10.4.4 Research & Development Expense
    • 10.4.5 Recent strategies and developments:
      • 10.4.5.1 Partnerships, Collaborations, and Agreements:
    • 10.4.6 SWOT Analysis
  • 10.5 Pluto Inc. (Paramount Global)
    • 10.5.1 Company Overview
    • 10.5.2 Financial Analysis
    • 10.5.3 Segmental and Regional Analysis
    • 10.5.4 Recent strategies and developments:
      • 10.5.4.1 Partnerships, Collaborations, and Agreements:
      • 10.5.4.2 Product Launches and Product Expansions:
    • 10.5.5 SWOT Analysis
  • 10.6 Google LLC (Youtube, LLC)
    • 10.6.1 Company Overview
    • 10.6.2 Financial Analysis
    • 10.6.3 Segmental and Regional Analysis
    • 10.6.4 Research & Development Expense
    • 10.6.5 Recent strategies and developments:
      • 10.6.5.1 Partnerships, Collaborations, and Agreements:
    • 10.6.6 SWOT Analysis
  • 10.7 Brightcove, Inc.
    • 10.7.1 Company Overview
    • 10.7.2 Financial Analysis
    • 10.7.3 Regional Analysis
    • 10.7.4 Research & Development Expenses
    • 10.7.5 Recent strategies and developments:
      • 10.7.5.1 Partnerships, Collaborations, and Agreements:
      • 10.7.5.2 Product Launches and Product Expansions:
      • 10.7.5.3 Acquisition and Mergers:
    • 10.7.6 SWOT Analysis
  • 10.8 Kaltura, Inc.
    • 10.8.1 Company Overview
    • 10.8.2 Recent strategies and developments:
      • 10.8.2.1 Partnerships, Collaborations, and Agreements:
      • 10.8.2.2 Acquisition and Mergers:
    • 10.8.3 SWOT Analysis
  • 10.9 Hulu, LLC (The Walt Disney Company)
    • 10.9.1 Company Overview
    • 10.9.2 Financial Analysis
    • 10.9.3 Segmental and Regional Analysis
  • 10.10. Twitch Interactive, Inc. (Amazon.com, Inc.)
    • 10.10.1 Company Overview
    • 10.10.2 Financial Analysis
    • 10.10.3 Segmental Analysis
    • 10.10.4 Recent strategies and developments:
      • 10.10.4.1 Partnerships, Collaborations, and Agreements:
      • 10.10.4.2 Product Launches and Product Expansions:
      • 10.10.4.3 Acquisition and Mergers:
    • 10.10.5 SWOT Analysis

Chapter 11. Winning Imperatives of Live Streaming Market

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