Streaming Media Devices Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

Streaming Media Devices Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028


Market Overview:

The global streaming media devices market size reached US$ 12.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 27.5 Billion by 2028, exhibiting a growth rate (CAGR) of 14.1% during 2023-2028.

Streaming media devices help in browsing and viewing content on video-sharing portals such as Hulu, Netflix, YouTube and Prime Video. They allow on-demand or real-time presentation and dispersal of audio, video and multimedia content over a communication channel. Moreover, these devices offer users complete control to pause, rewind, or move forward in the stream without downloading the entire file. As a significant part of the population is shifting from cable television (TV) toward streaming services for entertainment purposes, the demand for streaming media devices is increasing around the world.

One of the significant factors which are strengthening the streaming media devices market growth is the growing preference for online streaming services across the globe. This can be accredited to increasing internet penetration and the development of high-speed communication infrastructure, particularly in emerging economies. Additionally, the growing library of online streaming services, along with the inflating rates of cable and satellite pay TV, is escalating the demand for streaming media devices worldwide. Apart from this, as both small and large companies across the globe are utilizing online meeting services, it is further supporting the sales of these devices. These services help in creating a cost-effective and flexible working environment, thereby minimizing the overall capital expenditure as well as travel expenses involved in conducting face-to-face meetings. Further, manufacturers are financing research and development activities to introduce upgraded streaming devices with higher resolutions like 8K.

Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global streaming media devices market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on device type, application and end-use.

Breakup by Device Type:

Game Consoles
Media Streamers
Smart TVs

Breakup by Application:

E-Learning
Web-Browsing
Gaming
Real-Time Entertainment
Social Networking

Breakup by End-Use:

Commercial
Residential

Breakup by Region:

North America
Europe
Asia Pacific
Middle East and Africa
Latin America


Competitive Landscape:
The report has also analysed the competitive landscape of the market with some of the key players being Google LLC, Microsoft Corporation, Sony Corporation, Roku, Inc., Samsung Electronics Co. Ltd., AsusTek Computer Inc., LG Electronics Inc., Apple, Inc., Koninklijke Philips N.V., Amazon.com, Inc., Huawei Technologies Co., Ltd., HiMedia Technology Limited, ARRIS International Limited and D-Link Corporation.

Key Questions Answered in This Report:
How has the global streaming media devices market performed so far and how will it perform in the coming years?
What are the key regional markets in the global streaming media devices industry?
What has been the impact of COVID-19 on the global streaming media devices market?
What is the breakup of the market based on the device type?
What is the breakup of the market based on the application?
What is the breakup of the market based on the end-use?
What are the various stages in the value chain of the global streaming media devices industry?
What are the key driving factors and challenges in the global streaming media devices industry?
What is the structure of the global streaming media devices industry and who are the key players?
What is the degree of competition in the global streaming media devices industry?
What are the profit margins in the global streaming media devices industry?


1 Preface
2 Scope and Methodology
2.1Objectives of the Study
2.2Stakeholders
2.3Data Sources
2.3.1Primary Sources
2.3.2Secondary Sources
2.4Market Estimation
2.4.1Bottom-Up Approach
2.4.2Top-Down Approach
2.5Forecasting Methodology
3 Executive Summary
4 Introduction
4.1Overview
4.2Key Industry Trends
5 Global Streaming Media Devices Market
5.1Market Overview
5.2Market Performance
5.3Impact of COVID-19
5.4Market Breakup by Device Type
5.5Market Breakup by Application
5.6Market Breakup by End-Use
5.7Market Breakup by Region
5.8Market Forecast
6 Market Breakup by Device Type
6.1Game Consoles
6.1.1Market Trends
6.1.2Market Forecast
6.2Media Streamers
6.2.1Market Trends
6.2.2Market Forecast
6.3Smart TVs
6.3.1Market Trends
6.3.2Market Forecast
7 Market Breakup by Application
7.1E-Learning
7.1.1Market Trends
7.1.2Market Forecast
7.2Web-Browsing
7.2.1Market Trends
7.2.2Market Forecast
7.3Gaming
7.3.1Market Trends
7.3.2Market Forecast
7.4Real-Time Entertainment
7.4.1Market Trends
7.4.2Market Forecast
7.5Social Networking
7.5.1Market Trends
7.5.2Market Forecast
8 Market Breakup by End-Use
8.1Commercial
8.1.1Market Trends
8.1.2Market Forecast
8.2Residential
8.2.1Market Trends
8.2.2Market Forecast
9 Market Breakup by Region
9.1North America
9.1.1Market Trends
9.1.2Market Forecast
9.2Europe
9.2.1Market Trends
9.2.2Market Forecast
9.3Asia Pacific
9.3.1Market Trends
9.3.2Market Forecast
9.4Middle East and Africa
9.4.1Market Trends
9.4.2Market Forecast
9.5Latin America
9.5.1Market Trends
9.5.2Market Forecast
10 SWOT Analysis
10.1Overview
10.2Strengths
10.3Weaknesses
10.4Opportunities
10.5Threats
11 Value Chain Analysis
12 Porters Five Forces Analysis
12.1Overview
12.2Bargaining Power of Buyers
12.3Bargaining Power of Suppliers
12.4Degree of Competition
12.5Threat of New Entrants
12.6Threat of Substitutes
13 Price Analysis
14 Competitive Landscape
14.1Market Structure
14.2Key Players
14.3Profiles of Key Players
14.3.1Google LLC
14.3.2Microsoft Corporation
14.3.3Sony Corporation
14.3.4Roku, Inc.
14.3.5Samsung Electronics Co., Ltd.
14.3.6AsusTek Computer Inc.
14.3.7LG Electronics Inc.
14.3.8Apple, Inc.
14.3.9Koninklijke Philips N.V.
14.3.10 Amazon.com, Inc.
14.3.11 Huawei Technologies Co., Ltd.
14.3.12 HiMedia Technology Limited
14.3.13 ARRIS International Limited
14.3.14 D-Link Corporation

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