直播市場 - 2018-2028 年全球行業規模、佔有率、趨勢、機會和預測,按流媒體類型(音頻、影片)、按應用(媒體和娛樂、電子競技、活動、教育)按地區細分
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直播市場 - 2018-2028 年全球行業規模、佔有率、趨勢、機會和預測,按流媒體類型(音頻、影片)、按應用(媒體和娛樂、電子競技、活動、教育)按地區細分

Live Streaming Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2018-2028F Segmented By Streaming Type (Audio, Video), By Application (Media & Entertainment, Esports, Events, Education) By Region

出版日期: | 出版商: TechSci Research | 英文 111 Pages | 商品交期: 2-3個工作天內

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簡介目錄

由於不同國家的智慧手機用戶數量不斷增加,全球直播市場在預測期內將出現顯著成長。此外,通過快速寬頻連接的網際網路滲透率不斷提高,以及無需任何實體存在的連接不斷成長,正在推動全球直播市場需求。

電子競技和電動遊戲的擴張推動市場擴張

預計在預測期內推動直播市場成長的主要因素包括電動遊戲的日益普及、兒童對電子競技意識的提高、大規模投資以及先進遊戲技術的採用,這要歸功於越來越多的人遊戲玩家。美國大約有 22,987 名電子競技選手,2022 年每月觀看人數為 2960 萬。因此,隨著選手、比賽和觀看人數的增加,直播市場預計將在未來幾年大幅成長。

不斷上升的寬頻滲透率正在推動市場成長

根據經濟合作與發展組織(OECD)提供的數據,2021年12月,光纖用戶成長了18.6%,超過了電纜,目前電纜佔經合組織國家固定寬頻連接的32.4%。此外,根據《2020年美國電信行業指標與趨勢》報告,美國約85%的家庭擁有固定寬頻連接。因此,提供高速網際網路的寬頻連接在不同國家的日益普及將顯著推動其他國家的直播市場。

直播流媒體對社交帖子的偏好上升,推動市場成長

由於大多數人更喜歡觀看直播影片而不是閱讀BLOG或社交媒體帖子,因此直播吸引了大量觀眾。由於 COVID-19 爆發,許多國家實施了封鎖。結果,一些活動和電視節目被推遲,全球直播活動的數量顯著增加。 YouTube 和 Facebook 遊戲等多個 OTT 頻道的直播收視率在全球範圍內急劇增加。

各個行業用戶日益成長的影片流習慣推動了市場的擴張。此外,由於對更重要的品牌互動和通過直播影片進行影響力的需求不斷增加,市場正在擴大。隨著網際網路和智慧手機用戶數量的不斷增加,預計影響直播市場成長的其他因素包括 OTT 平台和直播內容的觀看人數增加。

可用的客製化

根據給定的市場數據,TechSci Research 可根據公司的具體需求提供客製化服務。該報告可以使用以下自定義選項:

公司資訊

  • 其他市場參與者(最多五個)的詳細分析和概況分析。

目錄

第 1 章:簡介

  • 市場概況
  • 報告的主要亮點
  • 市場覆蓋範圍
  • 涵蓋的細分市場
  • 考慮研究任期

第 2 章:研究方法

  • 研究目的
  • 基線方法
  • 主要行業合作夥伴
  • 主要協會和二手資料來源
  • 預測方法
  • 數據三角測量和驗證
  • 假設和限制

第 3 章:執行摘要

  • 市場概況
  • 市場預測
  • 重點地區
  • 關鍵環節

第 4 章:客戶之聲分析(B2C 模型分析)

  • 樣本量確定
  • 受訪者人口統計
    • 按性別
    • 按年齡
    • 按職業
  • 影響訂閱購買決策的因素
  • 面臨的挑戰

第 5 章:全球直播市場展望

  • 市場規模及預測
    • 按價值
  • 市場佔有率及預測
    • 按流媒體類型市場佔有率分析(音頻、影片)
    • 按應用市場佔有率分析(媒體與娛樂、電子競技、活動、教育)
    • 按地區市場佔有率分析
    • 按公司市場佔有率分析
  • 全球直播市場地圖與機會評估
    • 按流媒體類型市場測繪和機會評估
    • 按應用市場測繪和機會評估
    • 按區域市場測繪和機會評估

第 6 章:北美直播市場展望

  • 市場規模及預測
    • 按價值
  • 市場佔有率及預測
    • 按流媒體類型市場佔有率分析
    • 按應用市場佔有率分析
    • 按國家市場佔有率分析

第 7 章:歐洲直播市場展望

  • 市場規模及預測
    • 按價值
  • 市場佔有率及預測
    • 按流媒體類型市場佔有率分析
    • 按應用市場佔有率分析
    • 按國家市場佔有率分析

第 8 章:亞太地區直播市場展望

  • 市場規模及預測
    • 按價值
  • 市場佔有率及預測
    • 按流媒體類型市場佔有率分析
    • 按應用市場佔有率分析
    • 按國家市場佔有率分析

第 9 章:中東和非洲直播市場展望

  • 市場規模及預測
    • 按價值
  • 市場佔有率及預測
    • 按流媒體類型市場佔有率分析
    • 按應用市場佔有率分析
    • 按國家市場佔有率分析

第10章:南美直播市場展望

  • 市場規模及預測
    • 按價值
  • 市場佔有率及預測
    • 按流媒體類型市場佔有率分析
    • 按應用市場佔有率分析
    • 按國家市場佔有率分析

第 11 章:市場動態

  • 司機
    • 智慧手機用戶數量不斷增加
    • 電子競技和電動遊戲的擴張
  • 挑戰
    • 成本高
    • 網路連接問題

第 12 章:COVID-19 對全球直播市場的影響

  • 影響評估模型
    • 受影響的關鍵領域
    • 受影響的主要地區
    • 受影響的主要國家
    • 受影響的主要配銷通路

第 13 章:市場趨勢與發展

  • 在千禧一代中越來越受歡迎
  • 增加品牌促銷的使用
  • 教育目的的高需求
  • 人工智慧的運用

第 14 章:波特的五力模型

  • 競爭競爭
  • 買家的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅

第 15 章:SWOT 分析

  • 優勢
  • 弱點
  • 機會
  • 威脅

第16章:競爭格局

  • 公司簡介
    • Google LLC
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Meta Platforms, Inc.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Twitch Interactive, Inc.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Discord Inc.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Vimeo, Inc.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • International Business Machines Corp.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Empire Video Productions, LLC
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Huya Inc.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Vidizmo LLC
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • AfreecaTV Co., Ltd.
      • 公司詳情
      • 產品與服務
      • 財務(據報導)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員

第 17 章:戰略建議/行動計劃

  • 重點關注領域
  • 目標地區
  • 目標流媒體平台

第 18 章:關於我們和免責聲明

(注:公司名單可根據客戶要求客製化。)

簡介目錄
Product Code: 14597

The global live-streaming market is witnessing significant growth during the forecasted period, owing to the increasing number of smartphone users in different countries. Moreover, the rising penetration of the internet through a fast broadband connection and the growing connectivity without any physical presence is driving the global live streaming market demand.

As per the data provided by Data Report, there are approximately 5.31 billion smartphone users, which is about 67.1% of the total global population. Moreover, there are about 4.95 billion internet users with 4.62 billion active social media users. Thus, the rise in the increasing number of smartphone users and the internet is significantly boosting the demand for live streaming in several countries.

Live streaming is a social media tool that allows businesses and consumers to post unedited, live videos in real-time on websites such as Facebook and Instagram. Live streaming can teach an online lesson, launch and market new goods and services, and share important company news. Through live streaming, brands can connect with and engage with millions of people worldwide.

Live streams can help brands and influencers reach a large audience base on social media platforms and are more similar to crowd-pullers. These live broadcasts allow viewers to witness the event in its authentic setting, which obtains additional interest.

Previously due to lockdown, this video format has also become an essential component of brand social media marketing. People now prefer to watch live sessions online from the comfort of their homes instead of going on outings. Brands now have the chance to experiment with their content strategy. Nowadays, brands engage experts and influencers for live video since it improves the quality of the content and attracts more viewers. Moreover, live streaming is being utilized for various ranges, including tutorials and Q&A sessions.

Expansion of E-Sports and Video Games Propelling the Market's Expansion

The main factors anticipated to drive the growth of the live streaming market during the forecast period include the rising popularity of video games, increasing awareness of eSports among children, large-scale investments, and adoption of advanced gaming technologies, thanks to the growing number of gamers. There have been around 22,987 e-sports players in the United States, with a 29.6 million monthly viewership in 2022. Thus, with the increase in players, tournaments, and viewership, the live-streaming market is expected to grow significantly in the forecasted years.

Rising Broadband Penetration is Driving the Market Growth

As per the data provided by Organization for Economic Co-operation and Development (OECD), in the year December 2021, fiber subscriptions grew by 18.6%, surpassing cable, which currently accounts for 32.4% of fixed broadband connections in OECD countries. Moreover, according to the report "US Telecom Industry Metrics & Trends 2020," around 85% of households in the United States have a fixed broadband connection. Thus, the increasing penetration of broadband connections in different countries that provide high-speed internet will significantly drive the live streaming market in other countries.

Rise in Live Streaming Preference Over Social Posts to Fuel Market Growth

Since most people prefer watching a live video over reading blogs or social media posts, live streaming draws enormous viewers. Lockdowns were imposed in numerous nations because of the COVID-19 outbreak. As a result, several events and television programs were postponed, significantly increasing the amount of live-streaming activity worldwide. Live viewership on several OTT channels, including YouTube and Facebook games, has increased dramatically on a global scale.

Users' increasing video streaming habits across all industries fuel market expansion. Additionally, the market is expanding due to the increased demand for more significant brand interaction and reach through live videos. Along with the rising numbers of Internet and smartphone users, other factors anticipated to impact the growth of the live-streaming market include increased viewership of OTT platforms and live-streaming content.

Market Segmentation

The live streaming market is segmented into streaming types, streaming platforms, and applications. Based on streaming type, the market is divided into audio and video. Further, based on application, the market is fragmented into media & entertainment, esports, events, and education. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia-Pacific, South America, and Middle East & Africa.

Company Profiles

Google LLC, Meta Platforms, Inc., Twitch Interactive, Inc., Discord Inc., Vimeo, Inc., International Business Machines Corp., Empire Video Productions, LLC, Huya Inc., Vidizmo LLC, AfreecaTV Co., Ltd. are among the major market players in the global platform that lead the market growth of the global live streaming market.

Report Scope

In this report, the global live-streaming market has been segmented into the following categories, in addition to the industry trends, which have also been detailed below:

Global Live Streaming Market, By Streaming Type:

  • Audio
  • Video

Global Live Streaming Market, By Application:

  • Media & Entertainment
  • Esports
  • Events
  • Education

Global Live Streaming Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • Germany
    • Spain
    • Netherlands
    • United Kingdom
  • Asia-Pacific
    • China
    • India
    • Japan
    • Vietnam
    • South Korea
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • UAE
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the global live-streaming market.

Available Customizations

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Introduction

  • 1.1. Market Overview
  • 1.2. Key Highlights of the Report
  • 1.3. Market Coverage
  • 1.4. Market Segments Covered
  • 1.5. Research Tenure Considered

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Market Overview
  • 3.2. Market Forecast
  • 3.3. Key Regions
  • 3.4. Key Segments

4. Voice of Customer Analysis (B2C Model Analysis)

  • 4.1. Sample Size Determination
  • 4.2. Respondent Demographics
    • 4.2.1. By Gender
    • 4.2.2. By Age
    • 4.2.3. By Occupation
  • 4.3. Factors Influencing Subscription Purchase Decision
  • 4.4. Challenges Faced

5. Global Live Streaming Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Streaming Type Market Share Analysis (Audio, Video)
    • 5.2.2. By Application Market Share Analysis (Media & Entertainment, Esports, Events, Education)
    • 5.2.3. By Region Market Share Analysis
      • 5.2.3.1. North America Market Share Analysis
      • 5.2.3.2. South America Market Share Analysis
      • 5.2.3.3. Middle East & Africa Market Share Analysis
      • 5.2.3.4. Europe Market Share Analysis
      • 5.2.3.5. Asia-Pacific Market Share Analysis
    • 5.2.4. By Company Market Share Analysis
  • 5.3. Global Live Streaming Market Mapping & Opportunity Assessment
    • 5.3.1. By Streaming Type Market Mapping & Opportunity Assessment
    • 5.3.2. By Application Market Mapping & Opportunity Assessment
    • 5.3.3. By Region Market Mapping & Opportunity Assessment

6. North America Live Streaming Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Streaming Type Market Share Analysis
    • 6.2.2. By Application Market Share Analysis
    • 6.2.3. By Country Market Share Analysis
      • 6.2.3.1. United States Live Streaming Market Outlook
        • 6.2.3.1.1. Market Size & Forecast
        • 6.2.3.1.1.1. By Value
        • 6.2.3.1.2. Market Share & Forecast
        • 6.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 6.2.3.1.2.2. By Application Market Share Analysis
      • 6.2.3.2. Canada Live Streaming Market Outlook
        • 6.2.3.2.1. Market Size & Forecast
        • 6.2.3.2.1.1. By Value
        • 6.2.3.2.2. Market Share & Forecast
        • 6.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 6.2.3.2.2.2. By Application Market Share Analysis
      • 6.2.3.3. Mexico Live Streaming Market Outlook
        • 6.2.3.3.1. Market Size & Forecast
        • 6.2.3.3.1.1. By Value
        • 6.2.3.3.2. Market Share & Forecast
        • 6.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 6.2.3.3.2.2. By Application Market Share Analysis

7. Europe Live Streaming Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Streaming Type Market Share Analysis
    • 7.2.2. By Application Market Share Analysis
    • 7.2.3. By Country Market Share Analysis
      • 7.2.3.1. France Live Streaming Market Outlook
        • 7.2.3.1.1. Market Size & Forecast
        • 7.2.3.1.1.1. By Value
        • 7.2.3.1.2. Market Share & Forecast
        • 7.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.1.2.2. By Application Market Share Analysis
      • 7.2.3.2. Germany Live Streaming Market Outlook
        • 7.2.3.2.1. Market Size & Forecast
        • 7.2.3.2.1.1. By Value
        • 7.2.3.2.2. Market Share & Forecast
        • 7.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.2.2.2. By Application Market Share Analysis
      • 7.2.3.3. Spain Live Streaming Market Outlook
        • 7.2.3.3.1. Market Size & Forecast
        • 7.2.3.3.1.1. By Value
        • 7.2.3.3.2. Market Share & Forecast
        • 7.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.3.2.2. By Application Market Share Analysis
      • 7.2.3.4. Netherlands Live Streaming Market Outlook
        • 7.2.3.4.1. Market Size & Forecast
        • 7.2.3.4.1.1. By Value
        • 7.2.3.4.2. Market Share & Forecast
        • 7.2.3.4.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.4.2.2. By Application Market Share Analysis
      • 7.2.3.5. United Kingdom Live Streaming Market Outlook
        • 7.2.3.5.1. Market Size & Forecast
        • 7.2.3.5.1.1. By Value
        • 7.2.3.5.2. Market Share & Forecast
        • 7.2.3.5.2.1. By Streaming Type Market Share Analysis
        • 7.2.3.5.2.2. By Application Market Share Analysis

8. Asia-Pacific Live Streaming Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Streaming Type Market Share Analysis
    • 8.2.2. By Application Market Share Analysis
    • 8.2.3. By Country Market Share Analysis
      • 8.2.3.1. China Live Streaming Market Outlook
        • 8.2.3.1.1. Market Size & Forecast
        • 8.2.3.1.1.1. By Value
        • 8.2.3.1.2. Market Share & Forecast
        • 8.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.1.2.2. By Application Market Share Analysis
      • 8.2.3.2. Japan Live Streaming Market Outlook
        • 8.2.3.2.1. Market Size & Forecast
        • 8.2.3.2.1.1. By Value
        • 8.2.3.2.2. Market Share & Forecast
        • 8.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.2.2.2. By Application Market Share Analysis
      • 8.2.3.3. India Live Streaming Market Outlook
        • 8.2.3.3.1. Market Size & Forecast
        • 8.2.3.3.1.1. By Value
        • 8.2.3.3.2. Market Share & Forecast
        • 8.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.3.2.2. By Application Market Share Analysis
      • 8.2.3.4. Vietnam Live Streaming Market Outlook
        • 8.2.3.4.1. Market Size & Forecast
        • 8.2.3.4.1.1. By Value
        • 8.2.3.4.2. Market Share & Forecast
        • 8.2.3.4.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.4.2.2. By Application Market Share Analysis
      • 8.2.3.5. South Korea Live Streaming Market Outlook
        • 8.2.3.5.1. Market Size & Forecast
        • 8.2.3.5.1.1. By Value
        • 8.2.3.5.2. Market Share & Forecast
        • 8.2.3.5.2.1. By Streaming Type Market Share Analysis
        • 8.2.3.5.2.2. By Application Market Share Analysis

9. Middle East & Africa Live Streaming Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Streaming Type Market Share Analysis
    • 9.2.2. By Application Market Share Analysis
    • 9.2.3. By Country Market Share Analysis
      • 9.2.3.1. South Africa Live Streaming Market Outlook
        • 9.2.3.1.1. Market Size & Forecast
        • 9.2.3.1.1.1. By Value
        • 9.2.3.1.2. Market Share & Forecast
        • 9.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.1.2.2. By Application Market Share Analysis
      • 9.2.3.2. Saudi Arabia Live Streaming Market Outlook
        • 9.2.3.2.1. Market Size & Forecast
        • 9.2.3.2.1.1. By Value
        • 9.2.3.2.2. Market Share & Forecast
        • 9.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.2.2.2. By Application Market Share Analysis
      • 9.2.3.3. UAE Live Streaming Market Outlook
        • 9.2.3.3.1. Market Size & Forecast
        • 9.2.3.3.1.1. By Value
        • 9.2.3.3.2. Market Share & Forecast
        • 9.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.3.2.2. By Application Market Share Analysis
      • 9.2.3.4. Turkey Live Streaming Market Outlook
        • 9.2.3.4.1. Market Size & Forecast
        • 9.2.3.4.1.1. By Value
        • 9.2.3.4.2. Market Share & Forecast
        • 9.2.3.4.2.1. By Streaming Type Market Share Analysis
        • 9.2.3.4.2.2. By Application Market Share Analysis

10. South America Live Streaming Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Streaming Type Market Share Analysis
    • 10.2.2. By Application Market Share Analysis
    • 10.2.3. By Country Market Share Analysis
      • 10.2.3.1. Argentina Live Streaming Market Outlook
        • 10.2.3.1.1. Market Size & Forecast
        • 10.2.3.1.1.1. By Value
        • 10.2.3.1.2. Market Share & Forecast
        • 10.2.3.1.2.1. By Streaming Type Market Share Analysis
        • 10.2.3.1.2.2. By Application Market Share Analysis
      • 10.2.3.2. Colombia Live Streaming Market Outlook
        • 10.2.3.2.1. Market Size & Forecast
        • 10.2.3.2.1.1. By Value
        • 10.2.3.2.2. Market Share & Forecast
        • 10.2.3.2.2.1. By Streaming Type Market Share Analysis
        • 10.2.3.2.2.2. By Application Market Share Analysis
      • 10.2.3.3. Brazil Live Streaming Market Outlook
        • 10.2.3.3.1. Market Size & Forecast
        • 10.2.3.3.1.1. By Value
        • 10.2.3.3.2. Market Share & Forecast
        • 10.2.3.3.2.1. By Streaming Type Market Share Analysis
        • 10.2.3.3.2.2. By Application Market Share Analysis

11. Market Dynamics

  • 11.1. Drivers
    • 11.1.1. Increasing number of smartphones users
    • 11.1.2. Expansion of Esports and video games
  • 11.2. Challenges
    • 11.2.1. High cost
    • 11.2.2. Network Connectivity Issue

12. Impact of COVID-19 on Global Live Streaming Market

  • 12.1. Impact Assessment Model
    • 12.1.1. Key Segments Impacted
    • 12.1.2. Key Regions Impacted
    • 12.1.3. Key Countries Impacted
    • 12.1.4. Key Distribution Channel Impacted

13. Market Trends & Developments

  • 13.1. Rising popularity among millennials
  • 13.2. Increasing usage for brand promotions
  • 13.3. High demand for educational purposes
  • 13.4. Usage of artificial intelligence

14. Porter's Five Forces Model

  • 14.1. Competitive Rivalry
  • 14.2. Bargaining Power of Buyers
  • 14.3. Bargaining Power of Suppliers
  • 14.4. Threat of New Entrants
  • 14.5. Threat of Substitutes

15. SWOT Analysis

  • 15.1. Strengths
  • 15.2. Weaknesses
  • 15.3. Opportunities
  • 15.4. Threats

16. Competitive Landscape

  • 16.1. Company Profiles
    • 16.1.1. Google LLC
      • 16.1.1.1. Company Details
      • 16.1.1.2. Product & Services
      • 16.1.1.3. Financials (As Reported)
      • 16.1.1.4. Key Market Focus & Geographical Presence
      • 16.1.1.5. Recent Developments
      • 16.1.1.6. Key Management Personnel
    • 16.1.2. Meta Platforms, Inc.
      • 16.1.2.1. Company Details
      • 16.1.2.2. Product & Services
      • 16.1.2.3. Financials (As Reported)
      • 16.1.2.4. Key Market Focus & Geographical Presence
      • 16.1.2.5. Recent Developments
      • 16.1.2.6. Key Management Personnel
    • 16.1.3. Twitch Interactive, Inc.
      • 16.1.3.1. Company Details
      • 16.1.3.2. Product & Services
      • 16.1.3.3. Financials (As Reported)
      • 16.1.3.4. Key Market Focus & Geographical Presence
      • 16.1.3.5. Recent Developments
      • 16.1.3.6. Key Management Personnel
    • 16.1.4. Discord Inc.
      • 16.1.4.1. Company Details
      • 16.1.4.2. Product & Services
      • 16.1.4.3. Financials (As Reported)
      • 16.1.4.4. Key Market Focus & Geographical Presence
      • 16.1.4.5. Recent Developments
      • 16.1.4.6. Key Management Personnel
    • 16.1.5. Vimeo, Inc.
      • 16.1.5.1. Company Details
      • 16.1.5.2. Product & Services
      • 16.1.5.3. Financials (As Reported)
      • 16.1.5.4. Key Market Focus & Geographical Presence
      • 16.1.5.5. Recent Developments
      • 16.1.5.6. Key Management Personnel
    • 16.1.6. International Business Machines Corp.
      • 16.1.6.1. Company Details
      • 16.1.6.2. Product & Services
      • 16.1.6.3. Financials (As Reported)
      • 16.1.6.4. Key Market Focus & Geographical Presence
      • 16.1.6.5. Recent Developments
      • 16.1.6.6. Key Management Personnel
    • 16.1.7. Empire Video Productions, LLC
      • 16.1.7.1. Company Details
      • 16.1.7.2. Product & Services
      • 16.1.7.3. Financials (As Reported)
      • 16.1.7.4. Key Market Focus & Geographical Presence
      • 16.1.7.5. Recent Developments
      • 16.1.7.6. Key Management Personnel
    • 16.1.8. Huya Inc.
      • 16.1.8.1. Company Details
      • 16.1.8.2. Product & Services
      • 16.1.8.3. Financials (As Reported)
      • 16.1.8.4. Key Market Focus & Geographical Presence
      • 16.1.8.5. Recent Developments
      • 16.1.8.6. Key Management Personnel
    • 16.1.9. Vidizmo LLC
      • 16.1.9.1. Company Details
      • 16.1.9.2. Product & Services
      • 16.1.9.3. Financials (As Reported)
      • 16.1.9.4. Key Market Focus & Geographical Presence
      • 16.1.9.5. Recent Developments
      • 16.1.9.6. Key Management Personnel
    • 16.1.10. AfreecaTV Co., Ltd.
      • 16.1.10.1. Company Details
      • 16.1.10.2. Product & Services
      • 16.1.10.3. Financials (As Reported)
      • 16.1.10.4. Key Market Focus & Geographical Presence
      • 16.1.10.5. Recent Developments
      • 16.1.10.6. Key Management Personnel

17. Strategic Recommendations/Action Plan

  • 17.1. Key Focus Areas
  • 17.2. Target Regions
  • 17.3. Target Streaming Platform

18. About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements.)