NEWS: 公告在東京證券交易所JASDAQ標準市場新上市

表紙
市場調查報告書

實況串流-全球市場預測(2020∼2028年)

Live Streaming - Global Market Outlook (2020-2028)

出版商 Stratistics Market Research Consulting 商品編碼 1017816
出版日期 內容資訊 英文 150+ Pages
商品交期: 2-3個工作天內
價格
實況串流-全球市場預測(2020∼2028年) Live Streaming - Global Market Outlook (2020-2028)
出版日期: 2021年06月01日內容資訊: 英文 150+ Pages
簡介

全球實況串流的市場規模2020年是436億8,539萬美金。

該市場,預計在預測期間內以26.1%的年複合成長率成長,至2028年達到2,792億9,103萬美元。對實況串流比社群投稿的偏好高漲,線上遊戲的人氣高漲,推動市場成長。但,實況串流網站的假流量,有抑制市場成長的可能性。

本報告提供實況串流市場相關調查,市場概要,以及各零件,各串流類型,各解決方案,各部署類型,各收益模式,各用途,各終端用戶,各地區的趨勢,及加入此市場的主要企業簡介等資訊。

目錄

第1章 摘要整理

第2章 序文

第3章 市場趨勢分析

  • 簡介
  • 促進因素
  • 阻礙因素
  • 市場機會
  • 威脅
  • 用途分析
  • 終端用戶分析
  • 新興市場
  • Covid-19的影響

第4章 波特五力分析

第5章 全球實況串流市場:各零件

  • 簡介
  • 平台
    • 遊戲主機
    • 筆記型電腦和桌上型電腦
    • 智慧電視
    • 智慧型手機和平板電腦
  • 服務
    • 諮詢
    • 管理服務
    • 專業服務
    • 訓練,支援,開發

第6章 全球實況串流市場:各串流類型

  • 簡介
  • 實況影音串流
  • 非線性影音串流

第7章 全球實況串流市場:各解決方案

  • 簡介
  • 網際網路通訊協定TV
  • Over-the-Top(OTT)
  • 收費電視

第8章 全球實況串流市場:各部署類型

  • 簡介
  • 雲端
  • 內部部署

第9章 全球實況串流市場:各收益模式

  • 簡介
  • 廣告
  • 出租
  • 訂閱

第10章 全球實況串流市場:各用途

  • 簡介
  • E學習(電子學習)
  • 社群網路
  • Web瀏覽
  • 即時運動
  • 遊戲

第11章 全球實況串流市場:各終端用戶

  • 簡介
  • 銀行,金融服務及保險(BFSI)
  • 消費者
  • 企業溝通
  • 教育
  • 企業
  • 電子競技
  • 活動
  • 政府
  • 醫療保健
  • 知識的共享與合作
  • 行銷、客戶參與度
  • 媒體、即時娛樂
  • 零售
  • 電訊

第12章 全球實況串流市場:各地區

  • 簡介
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他
  • 南美
    • 阿根廷
    • 巴西
    • 智利
    • 其他
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他

第13章 主要發展

  • 契約,夥伴關係,合作,合資企業
  • 收購與合併
  • 新產品的銷售
  • 擴張
  • 其他重要策略

第14章 企業簡介

  • AfreecaTV Co. Ltd.
  • Amazon.Com, Inc
  • Dacast
  • Empire Video Productions LLC
  • Facebook Inc.
  • Flux Broadcast
  • Google Inc.
  • Huya Inc.
  • IBM Corporation
  • Instagram Inc.
  • Microsoft Corporation
  • Periscope
  • Twitch Interactive Inc.
  • Vimeo
目錄
Product Code: SMRC20600

According to Stratistics MRC, the Global Live Streaming Market is accounted for $43,685.39 million in 2020 and is expected to reach $279,291.03 million by 2028 growing at a CAGR of 26.1% during the forecast period. Rising preference for live streaming over social posts and the increasing popularity of online gaming is driving the market growth. However, fake traffic on live-streaming sites may restrain the market growth.

Live streaming is a type of streaming in which video or audio is broadcast live over the internet. Most live streams are delivered via multicasting. The media is transmitted while it is recorded and allowing viewers to listen or watch it in real-time.

Based on the component, the platforms segment is going to have lucrative growth during the forecast period due to the increasing online data consumption and surfing habits of customers. The use of artificial intelligence for morphing users' faces with celebrities has been gaining precedence with many players jumping on the bandwagon and the use of influencers for promoting latest applications and gaining new customers can boost the segment growth.

By geography, Asia Pacific is going to have significant growth during the forecast period. The growth of live video-streaming services and the rising consumer preference for live streaming over conventional television channels drive the market growth. Also, the rising adoption of digital innovation, increasing internet penetration in emerging economies such as China, Malaysia, Singapore, and India, accelerates the regional market growth.

Some of the key players profiled in the Live Streaming include AfreecaTV Co. Ltd., Amazon.Com, Inc, Dacast, Empire Video Productions LLC, Facebook Inc., Flux Broadcast, Google Inc., Huya Inc., IBM Corporation, Instagram Inc., Microsoft Corporation, Periscope, Twitch Interactive Inc., and Vimeo.

Components Covered:

  • Platforms
  • Services

Streaming Types Covered:

  • Live Video Streaming
  • Nonlinear Video Streaming

Solutions Covered:

  • Internet Protocol TV (Television)
  • Over the Top (OTT)
  • Pay TV (Television)

Deployment Types Covered:

  • Cloud
  • On-Premise

Revenue Models Covered:

  • Advertising
  • Rental
  • Subscription

Applications Covered:

  • E-Learning (Electronic Learning)
  • Social Networking
  • Web Browsing
  • Real-Time Sports
  • Gaming

End Users Covered:

  • Banking, Financial Services and Insurance (BFSI)
  • Consumer
  • Corporate Communications
  • Education
  • Enterprise
  • Esports
  • Events
  • Government
  • Healthcare
  • Knowledge Sharing & Collaborations
  • Marketing & Client Engagement
  • Media & Realtime Entertainment
  • Retail
  • Telecommunications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2019, 2020, 2021, 2025 and 2028
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End User Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Live Streaming Market, By Component

  • 5.1 Introduction
  • 5.2 Platforms
    • 5.2.1 Gaming Consoles
    • 5.2.2 Laptops & Desktops
    • 5.2.3 Smart TV (Television)
    • 5.2.4 Smartphones & Tablets
  • 5.3 Services
    • 5.3.1 Consulting
    • 5.3.2 Managed Services
    • 5.3.3 Professional Services
    • 5.3.4 Training, Support & Development

6 Global Live Streaming Market, By Streaming Type

  • 6.1 Introduction
  • 6.2 Live Video Streaming
  • 6.3 Nonlinear Video Streaming

7 Global Live Streaming Market, By Solution

  • 7.1 Introduction
  • 7.2 Internet Protocol TV (Television)
  • 7.3 Over the Top (OTT)
  • 7.4 Pay TV (Television)

8 Global Live Streaming Market, By Deployment Type

  • 8.1 Introduction
  • 8.2 Cloud
  • 8.3 On-Premise

9 Global Live Streaming Market, By Revenue Model

  • 9.1 Introduction
  • 9.2 Advertising
  • 9.3 Rental
  • 9.4 Subscription

10 Global Live Streaming Market, By Application

  • 10.1 Introduction
  • 10.2 E-Learning (Electronic Learning)
  • 10.3 Social Networking
  • 10.4 Web Browsing
  • 10.5 Real-Time Sports
  • 10.6 Gaming

11 Global Live Streaming Market, By End User

  • 11.1 Introduction
  • 11.2 Banking, Financial Services and Insurance (BFSI)
  • 11.3 Consumer
  • 11.4 Corporate Communications
  • 11.5 Education
  • 11.6 Enterprise
  • 11.7 Esports
  • 11.8 Events
  • 11.9 Government
  • 11.10 Healthcare
  • 11.11 Knowledge Sharing & Collaborations
  • 11.12 Marketing & Client Engagement
  • 11.13 Media & Realtime Entertainment
  • 11.14 Retail
  • 11.15 Telecommunications

12 Global Live Streaming Market, By Geography

  • 12.1 Introduction
  • 12.2 North America
    • 12.2.1 US
    • 12.2.2 Canada
    • 12.2.3 Mexico
  • 12.3 Europe
    • 12.3.1 Germany
    • 12.3.2 UK
    • 12.3.3 Italy
    • 12.3.4 France
    • 12.3.5 Spain
    • 12.3.6 Rest of Europe
  • 12.4 Asia Pacific
    • 12.4.1 Japan
    • 12.4.2 China
    • 12.4.3 India
    • 12.4.4 Australia
    • 12.4.5 New Zealand
    • 12.4.6 South Korea
    • 12.4.7 Rest of Asia Pacific
  • 12.5 South America
    • 12.5.1 Argentina
    • 12.5.2 Brazil
    • 12.5.3 Chile
    • 12.5.4 Rest of South America
  • 12.6 Middle East & Africa
    • 12.6.1 Saudi Arabia
    • 12.6.2 UAE
    • 12.6.3 Qatar
    • 12.6.4 South Africa
    • 12.6.5 Rest of Middle East & Africa

13 Key Developments

  • 13.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 13.2 Acquisitions & Mergers
  • 13.3 New Product Launch
  • 13.4 Expansions
  • 13.5 Other Key Strategies

14 Company Profiling

  • 14.1 AfreecaTV Co. Ltd.
  • 14.2 Amazon.Com, Inc
  • 14.3 Dacast
  • 14.4 Empire Video Productions LLC
  • 14.5 Facebook Inc.
  • 14.6 Flux Broadcast
  • 14.7 Google Inc.
  • 14.8 Huya Inc.
  • 14.9 IBM Corporation
  • 14.10 Instagram Inc.
  • 14.11 Microsoft Corporation
  • 14.12 Periscope
  • 14.13 Twitch Interactive Inc.
  • 14.14 Vimeo

List of Tables

  • Table 1 Global Live Streaming Market Outlook, By Region (2019-2028) ($MN)
  • Table 2 Global Live Streaming Market Outlook, By Component (2019-2028) ($MN)
  • Table 3 Global Live Streaming Market Outlook, By Platforms (2019-2028) ($MN)
  • Table 4 Global Live Streaming Market Outlook, By Gaming Consoles (2019-2028) ($MN)
  • Table 5 Global Live Streaming Market Outlook, By Laptops & Desktops (2019-2028) ($MN)
  • Table 6 Global Live Streaming Market Outlook, By Smart TV (Television) (2019-2028) ($MN)
  • Table 7 Global Live Streaming Market Outlook, By Smartphones & Tablets (2019-2028) ($MN)
  • Table 8 Global Live Streaming Market Outlook, By Services (2019-2028) ($MN)
  • Table 9 Global Live Streaming Market Outlook, By Consulting (2019-2028) ($MN)
  • Table 10 Global Live Streaming Market Outlook, By Managed Services (2019-2028) ($MN)
  • Table 11 Global Live Streaming Market Outlook, By Professional Services (2019-2028) ($MN)
  • Table 12 Global Live Streaming Market Outlook, By Training, Support & Development (2019-2028) ($MN)
  • Table 13 Global Live Streaming Market Outlook, By Streaming Type (2019-2028) ($MN)
  • Table 14 Global Live Streaming Market Outlook, By Live Video Streaming (2019-2028) ($MN)
  • Table 15 Global Live Streaming Market Outlook, By Nonlinear Video Streaming (2019-2028) ($MN)
  • Table 16 Global Live Streaming Market Outlook, By Solution (2019-2028) ($MN)
  • Table 17 Global Live Streaming Market Outlook, By Internet Protocol TV (Television) (2019-2028) ($MN)
  • Table 18 Global Live Streaming Market Outlook, By Over the Top (OTT) (2019-2028) ($MN)
  • Table 19 Global Live Streaming Market Outlook, By Pay TV (Television) (2019-2028) ($MN)
  • Table 20 Global Live Streaming Market Outlook, By Deployment Type (2019-2028) ($MN)
  • Table 21 Global Live Streaming Market Outlook, By Cloud (2019-2028) ($MN)
  • Table 22 Global Live Streaming Market Outlook, By On-Premise (2019-2028) ($MN)
  • Table 23 Global Live Streaming Market Outlook, By Revenue Model (2019-2028) ($MN)
  • Table 24 Global Live Streaming Market Outlook, By Advertising (2019-2028) ($MN)
  • Table 25 Global Live Streaming Market Outlook, By Rental (2019-2028) ($MN)
  • Table 26 Global Live Streaming Market Outlook, By Subscription (2019-2028) ($MN)
  • Table 27 Global Live Streaming Market Outlook, By Application (2019-2028) ($MN)
  • Table 28 Global Live Streaming Market Outlook, By E-Learning (Electronic Learning) (2019-2028) ($MN)
  • Table 29 Global Live Streaming Market Outlook, By Social Networking (2019-2028) ($MN)
  • Table 30 Global Live Streaming Market Outlook, By Web Browsing (2019-2028) ($MN)
  • Table 31 Global Live Streaming Market Outlook, By Real-Time Sports (2019-2028) ($MN)
  • Table 32 Global Live Streaming Market Outlook, By Gaming (2019-2028) ($MN)
  • Table 33 Global Live Streaming Market Outlook, By End User (2019-2028) ($MN)
  • Table 34 Global Live Streaming Market Outlook, By Banking, Financial Services and Insurance (BFSI) (2019-2028) ($MN)
  • Table 35 Global Live Streaming Market Outlook, By Consumer (2019-2028) ($MN)
  • Table 36 Global Live Streaming Market Outlook, By Corporate Communications (2019-2028) ($MN)
  • Table 37 Global Live Streaming Market Outlook, By Education (2019-2028) ($MN)
  • Table 38 Global Live Streaming Market Outlook, By Enterprise (2019-2028) ($MN)
  • Table 39 Global Live Streaming Market Outlook, By Esports (2019-2028) ($MN)
  • Table 40 Global Live Streaming Market Outlook, By Events (2019-2028) ($MN)
  • Table 41 Global Live Streaming Market Outlook, By Government (2019-2028) ($MN)
  • Table 42 Global Live Streaming Market Outlook, By Healthcare (2019-2028) ($MN)
  • Table 43 Global Live Streaming Market Outlook, By Knowledge Sharing & Collaborations (2019-2028) ($MN)
  • Table 44 Global Live Streaming Market Outlook, By Marketing & Client Engagement (2019-2028) ($MN)
  • Table 45 Global Live Streaming Market Outlook, By Media & Realtime Entertainment (2019-2028) ($MN)
  • Table 46 Global Live Streaming Market Outlook, By Retail (2019-2028) ($MN)
  • Table 47 Global Live Streaming Market Outlook, By Telecommunications (2019-2028) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.