Global and United States Live Streaming Market Report & Forecast 2024-2034
Published on: 2024-01-04 | No of Pages : 400 | Industry : Software
Publisher : MRA | Format : PDF
Global and United States Live Streaming Market Report & Forecast 2024-2034
Livestreaming is streaming media simultaneously recorded and broadcast in real-time over the internet. It is often referred to simply as streaming. Non-live media such as video-on-demand, vlogs, and YouTube videos are technically streamed, but not live-streamed. A live streaming platform is a website, application or software that allows you to broadcast live videos. When you upload a video to the platform, viewers can watch it in real time. Livestream services encompass a wide variety of topics, from social media to video games to professional sports.
Market Analysis and InsightsGlobal and United States Live Streaming Market
This report focuses on global and United States Live Streaming market, also covers the segmentation data of other regions in regional level and county level.
The global Live Streaming revenue was US$ 45770 million in 2023 and is forecast to a readjusted size of US$ 96100 million by 2033 with a CAGR of 10.9% during the review period (2023-2033).
The main companies providing live streaming globally are ByteDance, Kuaishou, Twitch, Tencent Music Entertainment Group, Bigo, YouTube, Huya, Bilibili, YY, Douyu and Hello Group (MOMO), etc. The top five producers occupy more than 50% of the market share in total, of which the largest producer is ByteDance with a market share of 24.22%. The global live streaming platform provides regions mainly distributed in China, the United States, Japan, South Korea and so on. In terms of their product categories, music, dance and talk shows have the highest market share at 44.84%, followed by games at 31.74%. In terms of its revenue sources, donations and virtual gifts hold a larger market share at 62.78%, followed by advertising and subscriptions.
Global Live Streaming Scope and Market Size
Live Streaming market is segmented in regional and country level, by players, by Type and by Revenue Source. Companies, stakeholders, and other participants in the global Live Streaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Revenue Source for the period 2018-2033.
For United States market, this report focuses on the Live Streaming market size by players, by Type and by Revenue Source, for the period 2018-2033. The key players include the global and local players, which play important roles in United States.
ByteDance
Kuaishou
Twitch
Tencent Music Entertainment (TME)
Bigo
YouTube
Huya
Bilibili
YY
Douyu
Hello Group (MOMO)
17LIVE
HuaFang Group (Huajiao)
Facebook Live
Instagram Live
Uplive
Afreeca TV
DeNA (Pococha and Showroom)
Inke
LiveMe
Vimeo (Livestream)
ShareChat
Segment by Type
Music, Dancing and Talk Shows
Game
Dating Shows
Outdoor Activities and Sports
Others
Segment by Revenue Source
Advertising
Subscriptions
Donations & Virtual Gifts
Others
By Region
Americas
United States
Canada
Mexico
Brazil
China
APAC (excluding China)
Japan
South Korea
China Taiwan
ASEAN
India
EMEA
Europe
Middle East
Africa
Chapter 1Introduces Live Streaming definition, global market size, United States market size, United States percentage in global market. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 2Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3Provides the analysis of various market segments by revenue source, covering the revenue and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4Detailed analysis of Live Streaming companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger and acquisition information, etc.
Chapter 5Revenue of Live Streaming in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 6Americas by type, by revenue source and by country revenue for each segment.
Chapter 7EMEA by type, by revenue source and by region, revenue for each segment.
Chapter 8China by type, by revenue source revenue for each segment.
Chapter 9APAC (excluding China) by type, by revenue source and by region, revenue for each segment.
Chapter 10Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Live Streaming revenue, gross margin and recent development, etc.
Chapter 11Analyst's Viewpoints/Conclusions
Market Analysis and InsightsGlobal and United States Live Streaming Market
This report focuses on global and United States Live Streaming market, also covers the segmentation data of other regions in regional level and county level.
The global Live Streaming revenue was US$ 45770 million in 2023 and is forecast to a readjusted size of US$ 96100 million by 2033 with a CAGR of 10.9% during the review period (2023-2033).
The main companies providing live streaming globally are ByteDance, Kuaishou, Twitch, Tencent Music Entertainment Group, Bigo, YouTube, Huya, Bilibili, YY, Douyu and Hello Group (MOMO), etc. The top five producers occupy more than 50% of the market share in total, of which the largest producer is ByteDance with a market share of 24.22%. The global live streaming platform provides regions mainly distributed in China, the United States, Japan, South Korea and so on. In terms of their product categories, music, dance and talk shows have the highest market share at 44.84%, followed by games at 31.74%. In terms of its revenue sources, donations and virtual gifts hold a larger market share at 62.78%, followed by advertising and subscriptions.
Global Live Streaming Scope and Market Size
Live Streaming market is segmented in regional and country level, by players, by Type and by Revenue Source. Companies, stakeholders, and other participants in the global Live Streaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Revenue Source for the period 2018-2033.
For United States market, this report focuses on the Live Streaming market size by players, by Type and by Revenue Source, for the period 2018-2033. The key players include the global and local players, which play important roles in United States.
By Company
ByteDance
Kuaishou
Twitch
Tencent Music Entertainment (TME)
Bigo
YouTube
Huya
Bilibili
YY
Douyu
Hello Group (MOMO)
17LIVE
HuaFang Group (Huajiao)
Facebook Live
Instagram Live
Uplive
Afreeca TV
DeNA (Pococha and Showroom)
Inke
LiveMe
Vimeo (Livestream)
ShareChat
Segment by Type
Music, Dancing and Talk Shows
Game
Dating Shows
Outdoor Activities and Sports
Others
Segment by Revenue Source
Advertising
Subscriptions
Donations & Virtual Gifts
Others
By Region
Americas
United States
Canada
Mexico
Brazil
China
APAC (excluding China)
Japan
South Korea
China Taiwan
ASEAN
India
EMEA
Europe
Middle East
Africa
Chapter Introduction
Chapter 1Introduces Live Streaming definition, global market size, United States market size, United States percentage in global market. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 2Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3Provides the analysis of various market segments by revenue source, covering the revenue and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4Detailed analysis of Live Streaming companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger and acquisition information, etc.
Chapter 5Revenue of Live Streaming in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 6Americas by type, by revenue source and by country revenue for each segment.
Chapter 7EMEA by type, by revenue source and by region, revenue for each segment.
Chapter 8China by type, by revenue source revenue for each segment.
Chapter 9APAC (excluding China) by type, by revenue source and by region, revenue for each segment.
Chapter 10Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Live Streaming revenue, gross margin and recent development, etc.
Chapter 11Analyst's Viewpoints/Conclusions