Global Live Video Streaming Platforms Market - 2023-2030

Global Live Video Streaming Platforms Market - 2023-2030


Global Live Video Streaming Platforms Market reached US$ 54.5 billion in 2022 and is expected to reach US$ 252.3 billion by 2030, growing with a CAGR of 27.6% during the forecast period 2023-2030.

Live streaming offers a unique level of interaction and engagement with viewers. Creators can respond to real-time comments and questions, fostering a sense of community and connection. Live streaming has become a popular medium for covering events, conferences, sports matches and concerts enabling remote audiences to experience events as if they were there. As YouTube is the most popular place for watching live content 52.0% of users are tuning in this platform.

Asia-Pacific is among the growing regions in the global live video streaming platforms market covering more than 1/4th of the market. The rapid increase in internet penetration, with a large population gaining access to high-speed internet and this widespread connectivity enables more people to engage with live video streaming content. The prevalence of mobile devices and smartphones significantly rise the popularity of live-streaming platforms.

Dynamics

Adoption of Low Latency Streaming Protocol Videos

Low latency streaming protocols reduce the delay between live events and transmissions, this result can have real-time viewing experience which is important for live events like sports, games and interactive broadcasts. It also offers other interactive features like live chats, polls and viewer engagements. Low latency streaming enables more effective interactive advertising during live streams. Advertisers can deliver targeted ads in real-time, engaging viewers without disrupting their experience.

For instance, on 29 March 2023, 3Play Media introduced a live virtual caption encoding solution to simplify the process of live captioning for streaming platforms, this solution eliminates the need for additional live captioning hardware and aims to deliver high-accuracy and low-latency captions to enhance the audience experience. The benefits of this solution include an intuitive event scheduling interface, low latency captions and auto-caption failover.

Technology Advancement

Advancements in video compression and encoding technologies, such as High-Efficiency Video Coding and AV1 provide users with a live streaming platform to deliver higher-quality video content to viewers while optimizing bandwidth usage. The demand for real-time interaction and engagement during live events has led to increase development of low-latency streaming protocols and these protocols reduce the delay between the live event and its delivery to viewers, enhancing the interactive experience and enabling seamless conversations between content creators and audiences.

For instance, on 23 July 2023, MediaKind unveiled the MK/IO video streaming app development platform, which aims to deliver high-quality and reliable video streaming with an optimal user experience. Built on Microsoft Azure, MK/IO provides a platform for app developers and video platforms to enhance the experience they offer to customers. The platform includes features such as video-on-demand and live streaming, encoding, packaging services, digital rights management support and a native media player.

Rising Adoption of Digital Platforms

The widespread availability of high-speed internet connectivity across the country has made feasible platforms for audiences from various regions to watch live videos. Major social media platforms are integrated their live streaming features and allow users and content creators to share their real-time video content. Governments are also using digital platforms for promotions, event announcements and conferences.

For instance, on 25 July 2023, NASA is undergoing a significant digital transformation to enhance its online presence and provide improved access to its content and this initiative includes revamping its flagship and science websites, introducing its first on-demand streaming service called NASA+ and upgrading the NASA app.

NASA is updating its nasa.gov and science.nasa.gov websites to create a connected, topic-driven experience. NASA will launch NASA+, an ad-free, no-cost, family-friendly streaming service. As this platform will provide users with access to live coverage of NASA missions and original video series. The streaming service aims to engage audiences with NASA's space exploration and discovery efforts.

Poor Network Connectivity and Technical Glitch

Live streaming needs a stable and high-speed internet connection. Poor network connectivity can result in buffering, lagging and interruptions in the live stream leading to a frustrating user experience. Live video streaming inherently involves some level of latency or delay, between the actual event and its broadcast. While modern streaming protocols aim to minimize latency, there can still be a delay of several seconds, which can impact real-time interactions and engagement.

Not all devices and platforms may support live-streaming content. Some streaming platforms having limitations in terms of compatibility with certain devices, operating systems or web browsers. Setting up and managing a live stream can be technically complex, requiring proper equipment, encoding and streaming software. Technical glitches, hardware failures or software issues can disrupt the streaming experience.

Segment Analysis

The global live video streaming platforms market is segmented based on component, Deployment, Streaming, delivery channel, monetization model, end-user and region.

Cloud-Based Infrastructure and Cloud Streaming Games

Cloud-based is expected to be the major segment fueling the market growth with a share of about 1/3rd in 2022. The cloud-based infrastructure allows live streaming platforms to easily scale their resources up or down based on demand, this is crucial for handling sudden spikes in viewership during popular events without causing disruptions. Cloud platforms enable streaming providers to experiment with new features, such as interactive elements, real-time engagement and personalized content recommendations, enhancing the overall user experience.

Netflix is embarking on public testing of its cloud-streamed games, marking another expansion beyond its traditional film and TV offerings. Following the introduction of mobile games on its app in November 2021, the streaming giant is now venturing into gaming with two titles available to select users in U.S. and Canada. In August 2021, Netflix Games launched globally on mobile devices with five titles, including games based on” Stranger Things”.

Geographical Penetration

The Rise in Digital Culture and Partnerships

North America is the largest region in the global live video streaming platforms market covering more than 1/3rd of the market. The region has a risen digital culture with a significant portion of the population engaging in online activities and this culture encourages the adoption of new digital trends like live video streaming. The region has a well-developed technology infrastructure and partnerships boost the market.

For instance, on 22 August 2023, The North American Hockey League along with NA3HL and NAPHL, introduced the NAHLTV streaming platform for the 2023-24 season, providing fans with the opportunity to watch all games played in these leagues. The platform was created for various devices which includes PCs, MACs android phones and tablets and iOS phones and tablets. It is responsive and can adapt to different screen sizes.

Competitive Landscape

The major global players in the market include IBM, Kaltura, VBrick, Brightcove, Agile Content, Haivision, Sonic Foundry, Qumu, Panopto and Edgio.

COVID-19 Impact Analysis

The government-imposed lockdowns and restrictions in place, people turned to digital platforms for entertainment, information, education and communication. Live video streaming platforms experienced a surge in demand as individuals sought to connect virtually and access live events, conferences, webinars, concerts, fitness classes and more. Many physical events got canceled or postponed due to a rise in health concerns.

Educational institutions, businesses and organizations turned to live video streaming to facilitate remote learning, virtual meetings and training sessions. Live streaming became an essential tool for maintaining communication and productivity in a remote work and learning environment. Live video streaming platforms provided a means for real-time interaction and engagement between content creators and their audiences.

Viewers could participate in live chats, Q&A sessions and polls during broadcasts, enhancing the sense of community and connection. The sudden surge in demand for live streaming put pressure on platforms and content creators to ensure high-quality streams. Bandwidth limitations, technical glitches and connectivity issues sometimes led to disruptions in the viewing experience.

AI Impact

AI algorithms analyze viewer preferences, watching history and behavior to recommend relevant live streams and on-demand content, this enhances user engagement by tailoring content to individual preferences. AI-powered tools automatically tag and categorize live streams based on their content, making it easier for viewers to discover and search for specific types of streams.

AI can analyze live video feeds in real-time to detect objects, faces, scenes and emotions and this technology has applications in content moderation, detecting inappropriate content and enhancing user engagement through interactive features. AI-driven video processing tools can enhance video quality by reducing noise, improving resolution and optimizing streaming performance in real-time, resulting in better viewer experiences.

For instance, on 13 June 2023, SyncWords introduced a groundbreaking Unified Platform for In-player Delivery of Live AI Captions, Subtitles and Dubs, revolutionizing the live video streaming experience and this platform allows real-time captions, subtitles and audio translations to be accessed directly within a streaming media player, giving viewers the choice of multiple languages.

Russia- Ukraine War Impact

The war resulted in disruptions to critical infrastructure including communication networks. In the area directly affected by the conflict, the availability and reliability of internet and communication services may be compromised and this impacts the ability of individuals and organizations to access and utilize live video streaming platforms. In a conflict zone, timely information is crucial as live video streaming plays an important role because it streams live video of conflict areas.

For instance, on 21 March 2022, the Russian government banned Meta, the parent company of Facebook and Instagram, on the grounds of ""extremist activities."" The ban includes both Facebook and Instagram but excludes the WhatsApp messaging service. The ban was implemented due to concerns about content deemed extremist and the use of platforms for organizing activities that incite violence and unrest.

By Component
* Solutions
* Services

By Deployment
* Cloud
* On-Premises

By Streaming
* Live Streaming
* Video-on-Demand Streaming

By Delivery Channel
* Pay-Tv
* Internet Protocol TV
* Over-The-Top

By Monetization Model
* Subscription-Based
* Advertising-Based
* Transactions-Based

By End-User
* Media and Entertainment
* BFSI
* Healthcare
* Others

By Region
* North America
U.S.
Canada
Mexico
* Europe
Germany
UK
France
Italy
Russia
Rest of Europe
* South America
Brazil
Argentina
Rest of South America
* Asia-Pacific
China
India
Japan
Australia
Rest of Asia-Pacific
* Middle East and Africa

Key Developments
* On 5 August 2023, Twitter introduced a new feature that enables users to live stream video directly within the app and this move represents a technology advancement for Twitter as it aims to rival other social media platforms that have previously integrated live video streaming. Elon Musk, the CEO of various companies including SpaceX and Tesla showcased the functionality by live streaming himself and his colleagues on Twitter.
* On 10 July 2023, OKAST and Broadpeak collaborated to introduce the FAST 2.0 solution, aimed at enhancing the distribution and performance of FAST channels. OKAST, a European leader in OTT platforms, has combined its OKAST Channels cloud solution with Broadpeak's video delivery components to create FAST 2.0.
* On 10 August 2021, Microsoft Teams became a central platform for communication and collaboration in many organizations. Recognizing the need for integrated eCDN solutions for large-scale meetings and virtual events within Teams, Microsoft has acquired Peer5. Peer5 offers a WebRTC-based eCDN solution that operates within web browsers to optimize bandwidth usage.

Why Purchase the Report?
* To visualize the global live video streaming platforms market segmentation based on component, deployment, streaming, delivery channel, monetization model, end-user and region, as well as understand key commercial assets and players.
* Identify commercial opportunities by analyzing trends and co-development.
* Excel data sheet with numerous data points of live video streaming platforms market-level with all segments.
* PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
* Product mapping available as excel consisting of key products of all the major players.

The global live video streaming platforms market report would provide approximately 85 tables, 85 figures and 203 pages.

Target Audience 2023
• Manufacturers/ Buyers
• Industry Investors/Investment Bankers
• Research Professionals
• Emerging Companies


1. Methodology and Scope
1.1. Research Methodology
1.2. Research Objective and Scope of the Report
2. Definition and Overview
3. Executive Summary
3.1. Snippet by Component
3.2. Snippet by Deployment
3.3. Snippet by Streaming
3.4. Snippet by Delivery Channel
3.5. Snippet by Monetization Model
3.6. Snippet by End-User
3.7. Snippet by Region
4. Dynamics
4.1. Impacting Factors
4.1.1. Drivers
4.1.1.1. Adoption of Low Latency Streaming Protocol Videos
4.1.1.2. Technology Advancement
4.1.1.3. Rising Adoption of Digital Platforms
4.1.2. Restraints
4.1.2.1. Poor Network Connectivity and Technical Glitch
4.1.3. Opportunity
4.1.4. Impact Analysis
5. Industry Analysis
5.1. Porter's Five Force Analysis
5.2. Supply Chain Analysis
5.3. Pricing Analysis
5.4. Regulatory Analysis
5.5. Russia-Ukraine War Impact Analysis
5.6. DMI Opinion
6. COVID-19 Analysis
6.1. Analysis of COVID-19
6.1.1. Scenario Before COVID
6.1.2. Scenario During COVID
6.1.3. Scenario Post COVID
6.2. Pricing Dynamics Amid COVID-19
6.3. Demand-Supply Spectrum
6.4. Government Initiatives Related to the Market During Pandemic
6.5. Manufacturers Strategic Initiatives
6.6. Conclusion
7. By Component
7.1. Introduction
7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
7.1.2. Market Attractiveness Index, By Component
7.2. Solutions *
7.2.1. Introduction
7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
7.3. Services
8. By Deployment
8.1. Introduction
8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
8.1.2. Market Attractiveness Index, By Deployment
8.2. Cloud *
8.2.1. Introduction
8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
8.3. On-Premises
9. By Streaming
9.1. Introduction
9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Streaming
9.1.2. Market Attractiveness Index, By Streaming
9.2. Live Streaming *
9.2.1. Introduction
9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
9.3. Video-on-Demand Streaming
10. By Delivery Channel
10.1. Introduction
10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
10.1.2. Market Attractiveness Index, By Deployment
10.2. Cloud *
10.2.1. Introduction
10.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
10.3. Internet Protocol TV
10.4. Over-The-Top
11. By Monetization Model
11.1. Introduction
11.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Monetization Model
11.1.2. Market Attractiveness Index, By Monetization Model
11.2. Subscription-Based *
11.2.1. Introduction
11.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
11.3. Advertising-Based
11.4. Transactions-Based
12. By End-User
12.1. Introduction
12.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
12.1.2. Market Attractiveness Index, By End-User
12.2. Media and Entertainment *
12.2.1. Introduction
12.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
12.3. BFSI
12.4. Healthcare
12.5. Others
13. By Region
13.1. Introduction
13.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
13.1.2. Market Attractiveness Index, By Region
13.2. North America
13.2.1. Introduction
13.2.2. Key Region-Specific Dynamics
13.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
13.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
13.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Streaming
13.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Delivery Channel
13.2.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Monetization Model
13.2.8. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
13.2.9. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
13.2.9.1. U.S.
13.2.9.2. Canada
13.2.9.3. Mexico
13.3. Europe
13.3.1. Introduction
13.3.2. Key Region-Specific Dynamics
13.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
13.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
13.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Streaming
13.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Delivery Channel
13.3.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Monetization Model
13.3.8. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
13.3.9. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
13.3.9.1. Germany
13.3.9.2. UK
13.3.9.3. France
13.3.9.4. Italy
13.3.9.5. Russia
13.3.9.6. Rest of Europe
13.4. South America
13.4.1. Introduction
13.4.2. Key Region-Specific Dynamics
13.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
13.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
13.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Streaming
13.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Delivery Channel
13.4.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Monetization Model
13.4.8. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
13.4.9. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
13.4.9.1. Brazil
13.4.9.2. Argentina
13.4.9.3. Rest of South America
13.5. Asia-Pacific
13.5.1. Introduction
13.5.2. Key Region-Specific Dynamics
13.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
13.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
13.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Streaming
13.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Delivery Channel
13.5.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Monetization Model
13.5.8. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
13.5.9. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
13.5.9.1. China
13.5.9.2. India
13.5.9.3. Japan
13.5.9.4. Australia
13.5.9.5. Rest of Asia-Pacific
13.6. Middle East and Africa
13.6.1. Introduction
13.6.2. Key Region-Specific Dynamics
13.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
13.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Deployment
13.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Streaming
13.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Delivery Channel
13.6.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Monetization Model
13.6.8. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
14. Competitive Landscape
14.1. Competitive Scenario
14.2. Market Positioning/Share Analysis
14.3. Mergers and Acquisitions Analysis
15. Company Profiles
15.1. IBM*
15.1.1. Company Overview
15.1.2. Product Portfolio and Description
15.1.3. Financial Overview
15.1.4. Key Developments
15.2. Kaltura
15.3. VBrick
15.4. Brightcove
15.5. Agile Content
15.6. Haivision
15.7. Sonic Foundry
15.8. Qumu
15.9. Panopto
15.10. Edgio
LIST NOT EXHAUSTIVE
16. Appendix
16.1. About Us and Services
16.2. Contact Us

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