2026-2030年全球直播市場
市場調查報告書
商品編碼
1937237

2026-2030年全球直播市場

Global Live Streaming Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 299 Pages | 訂單完成後即時交付

價格
簡介目錄

預計 2025 年至 2030 年間,全球直播市場規模將成長 258.921 億美元,預測期內複合年成長率為 17.9%。

本報告對全球直播市場進行了全面分析,包括市場規模和預測、趨勢、成長要素和挑戰,以及對約 25 家公司的供應商分析。

該報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。市場成長的促進因素包括智慧型手機普及率的提高和網路存取的便利性、直播意識的增強以及電子競技的日益普及。

本研究採用客觀的方法,結合一手和二手訊息,包括來自主要行業相關人員的意見。報告包含全面的市場規模數據、區域細分分析、供應商格局以及對主要企業的分析。報告提供歷史數據和預測數據。

市場覆蓋範圍
基準年 2026
年末 2030
預測期 2026-2030
成長勢頭 加速度
2026 年與前一年相比 15%
複合年成長率 17.9%
增量 258.921億美元

該研究指出,先進技術和線上串流服務的整合是未來幾年推動全球直播市場成長的關鍵因素之一,智慧電視的日益普及和實施直播的新平台的出現預計將推動市場出現巨大的需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 價格、生命週期、顧客購買籃、採用率和購買標準分析
  • 投入與差異化因素的重要性
  • 混淆來源
  • 促進因素和挑戰的影響

第3章 市場情勢

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場定義
  • 市場區隔分析
  • 2025年市場規模
  • 2025-2030年市場展望

第5章 市場規模表現

  • 2020-2024年全球直播市場
  • 2020-2024年產品細分市場分析
  • 2020-2024年最終用戶細分市場分析
  • 類型細分市場分析 2020-2024
  • 2020-2024年區域市場分析
  • 2020-2024年國家細分市場分析

第6章 定性分析

  • 人工智慧對全球直播市場的影響 全球直播市場

第7章五力分析

  • 五力分析概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

第8章 按產品進行市場細分

  • 比較:按產品
  • 平台
  • 服務
  • 按產品分類的市場機會

9. 按最終用戶進行市場區隔

  • 比較:按最終用戶
  • 媒體與娛樂
  • 教育
  • 電競
  • 事件
  • 其他
  • 按最終用戶分類的市場機會

第10章 按類型分類的市場細分

  • 比較:按類型
  • 影片串流媒體
  • 音訊串流媒體
  • 按類型分類的市場機會

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非
    • 以色列
    • 土耳其
  • 各區域的市場機遇

第13章:促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 令人困惑的局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 企業排名指數
  • 公司市場定位
  • Alphabet Inc.
  • Amazon.com Inc.
  • Brightcove Inc.
  • ByteDance Ltd.
  • Flux Broadcast
  • Haivision Systems Inc.
  • IBM Corp.
  • Meta Platforms Inc.
  • MetaCDN
  • Microsoft Corp.
  • Muvi LLC
  • Tencent Holdings Ltd.
  • Vimeo.com Inc.
  • Wowza Media Systems LLC
  • ZEGOCLOUD Pte. Ltd.

第16章附錄

簡介目錄
Product Code: IRTNTR71840

The global live streaming market is forecasted to grow by USD 25892.1 mn during 2025-2030, accelerating at a CAGR of 17.9% during the forecast period. The report on the global live streaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising penetration of smartphones and easy access to internet, increasing awareness of live streaming, surge in popularity of esports.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202615%
CAGR17.9%
Incremental Value$25892.1 mn

Technavio's global live streaming market is segmented as below:

By Product

  • Platform
  • Services

By End-User

  • Media and entertainment
  • Education
  • Esports
  • Events
  • Others

By Type

  • Video streaming
  • Audio streaming

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the integration of advanced technologies with online streaming services as one of the prime reasons driving the global live streaming market growth during the next few years. Also, increasing penetration of smart tvs and new platforms to introduce live streaming will lead to sizable demand in the market.

The report on the global live streaming market covers the following areas:

  • Global live streaming market sizing
  • Global live streaming market forecast
  • Global live streaming market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global live streaming market vendors that include Alphabet Inc., Amazon.com Inc., Brightcove Inc., ByteDance Ltd., Flux Broadcast, Haivision Systems Inc., IBM Corp., Meta Platforms Inc., MetaCDN, Microsoft Corp., Muvi LLC, Panopto Inc., Stream Hatchet, Super Digital doo, Tencent Holdings Ltd., Vimeo.com Inc., WaveFX, Wowza Media Systems LLC, ZEGOCLOUD Pte. Ltd.. Also, the global live streaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Live Streaming Market 2020 - 2024
    • Historic Market Size - Data Table on Global Live Streaming Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ million)
  • 5.4 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in the Global Live Streaming Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Platform - Market size and forecast 2025-2030
  • 8.4 Services - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by End-user

  • 9.1 Market segments
  • 9.2 Comparison by End-user
  • 9.3 Media and entertainment - Market size and forecast 2025-2030
  • 9.4 Education - Market size and forecast 2025-2030
  • 9.5 Esports - Market size and forecast 2025-2030
  • 9.6 Events - Market size and forecast 2025-2030
  • 9.7 Others - Market size and forecast 2025-2030
  • 9.8 Market opportunity by End-user
    • Market opportunity by End-user ($ million)

10 Market Segmentation by Type

  • 10.1 Market segments
  • 10.2 Comparison by Type
  • 10.3 Video streaming - Market size and forecast 2025-2030
  • 10.4 Audio streaming - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 India - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 Australia - Market size and forecast 2025-2030
    • 12.3.6 Indonesia - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 UK - Market size and forecast 2025-2030
    • 12.5.2 Germany - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Colombia - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Rising penetration of smartphones and easy access to internet
    • Increasing awareness of live streaming
    • Surge in popularity of Esports
  • 13.2 Market challenges
    • Complicated privacy regulations and security concerns
    • Restrictions on certain digital content
    • Slow market growth due to popularity of video on demand
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Integration of advanced technologies with online streaming services
    • Increasing penetration of smart TVs
    • New platforms to introduce live streaming

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Alphabet Inc.
    • Alphabet Inc. - Overview
    • Alphabet Inc. - Business segments
    • Alphabet Inc. - Key offerings
    • Alphabet Inc. - Segment focus
    • SWOT
  • 15.5 Amazon.com Inc.
    • Amazon.com Inc. - Overview
    • Amazon.com Inc. - Business segments
    • Amazon.com Inc. - Key news
    • Amazon.com Inc. - Key offerings
    • Amazon.com Inc. - Segment focus
    • SWOT
  • 15.6 Brightcove Inc.
    • Brightcove Inc. - Overview
    • Brightcove Inc. - Product / Service
    • Brightcove Inc. - Key offerings
    • SWOT
  • 15.7 ByteDance Ltd.
    • ByteDance Ltd. - Overview
    • ByteDance Ltd. - Product / Service
    • ByteDance Ltd. - Key offerings
    • SWOT
  • 15.8 Flux Broadcast
    • Flux Broadcast - Overview
    • Flux Broadcast - Product / Service
    • Flux Broadcast - Key offerings
    • SWOT
  • 15.9 Haivision Systems Inc.
    • Haivision Systems Inc. - Overview
    • Haivision Systems Inc. - Product / Service
    • Haivision Systems Inc. - Key offerings
    • SWOT
  • 15.10 IBM Corp.
    • IBM Corp. - Overview
    • IBM Corp. - Business segments
    • IBM Corp. - Key news
    • IBM Corp. - Key offerings
    • IBM Corp. - Segment focus
    • SWOT
  • 15.11 Meta Platforms Inc.
    • Meta Platforms Inc. - Overview
    • Meta Platforms Inc. - Business segments
    • Meta Platforms Inc. - Key offerings
    • Meta Platforms Inc. - Segment focus
    • SWOT
  • 15.12 MetaCDN
    • MetaCDN - Overview
    • MetaCDN - Product / Service
    • MetaCDN - Key offerings
    • SWOT
  • 15.13 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 15.14 Muvi LLC
    • Muvi LLC - Overview
    • Muvi LLC - Product / Service
    • Muvi LLC - Key offerings
    • SWOT
  • 15.15 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key news
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 15.16 Vimeo.com Inc.
    • Vimeo.com Inc. - Overview
    • Vimeo.com Inc. - Product / Service
    • Vimeo.com Inc. - Key offerings
    • SWOT
  • 15.17 Wowza Media Systems LLC
    • Wowza Media Systems LLC - Overview
    • Wowza Media Systems LLC - Product / Service
    • Wowza Media Systems LLC - Key offerings
    • SWOT
  • 15.18 ZEGOCLOUD Pte. Ltd.
    • ZEGOCLOUD Pte. Ltd. - Overview
    • ZEGOCLOUD Pte. Ltd. - Product / Service
    • ZEGOCLOUD Pte. Ltd. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations