Live Streaming Software Market Overview

Global Live Streaming Software Market was valued at USD 55.80 billion in 2022 and is expected to reach USD 214.05 billion by the year 2030, at a CAGR of 18.30%.

Most people tend to watch live videos over reading a blog or social media, so live streaming draws a wider audience. Countries all over the world were placed on lockdown as a result of the spread of COVID-19. As a result, a number of events and shows were canceled, resulting in a huge increase in live streaming software activity around the world. OTT platforms such as Twitch, Facebook gaming, and YouTube saw a huge increase in live viewership globally, particularly in April.

Live Streaming Software : Key Market Dynamics

The growth of the live streaming software industry can be attributed to the substantial rise in live videos or live streaming activities by the middle of 2015. TV is the most common type of live video content accessed, and social media are the primary source of live video content. Via online outlets such as YouTube, Facebook, and Instagram brands and public figures began actively engaging with their target audiences. Furthermore, as the popularity of eSports and video games grew among people of all ages, live streaming software, live video game streaming grew in popularity. In one of its 2018 studies, the Interactive Advertising Bureau (IAB) reported that more than 67% of global consumers had streamed live video content and that more than 52 percent of that audience favored free, ad-supported live streaming software over subscription-based and à la carte services.

Furthermore, nearly 47% of consumers worldwide have increased their live streaming software time since 2019. As a result, the global live streaming software industry continues to expand at a rapid rate. The rising population and increasing urbanization levels in emerging regions have a positive effect on business growth. The market's recent growth has been fuelled by the country's rapid economic growth. live streaming software e-commerce is exploding, assisting the retail industry worldwide in recovering from the effects of the coronavirus. However, buying fake traffic to inflate viewer counts is a common practice. Fake traffic is a well-known problem that affects the live streaming software industry as well as the entire internet industry globally. It's spreading through the world's social media sites.

Live Streaming Software Market

COVID-19 Impact on the Global Live Streaming Software Market

The outbreak of COVID-19 has had a positive effect on the live streaming software industry. In comparison to the pre-COVID era, the full/partial lockdown implemented worldwide to monitor the spread of coronavirus increased live streaming activities by nearly 50%. Several live streaming software services saw a large rise in audiences in April 2020 alone. live streaming software coronavirus lockdown resulted in massive revenue losses across industries and forced the closure of many manufacturing facilities across the world, halting production, but live video streaming activities have increased even more.

Growing Preference For Live Streaming Over Social Posts To Boost Growth

Increased consumer video streaming habits across verticals are driving live streaming software market growth. Furthermore, live streaming software market's growth is fueled by the increasing demand for greater brand engagement and reach through live videos. Other factors expected to affect live streaming software market growth include the rising popularity of OTT channels and live streaming video, as well as the growing number of Smartphone and Internet users.

Developing Regions To Offer Various Lucrative Opportunities

Emerging live streaming software markets around the world offer untapped opportunities for live video content consumption. The advent of the live streaming network, which allows potential customers to link and engage in real-time to buy and sell the hottest collectibles and products they want, poses major growth opportunities. To position them to profit from live streaming early success, live streaming software platforms and marketplaces are tapping into the collectible and enthusiast communities in emerging regions.

Market Segmentation

With a large user base, the Asia Pacific region currently dominates the global live streaming software industry. Furthermore, the industry is being influenced by the proliferation of live video-streaming platforms and the increasing user preference for live streaming over traditional television channels. Also, increasing digital innovation adoption and increased Internet penetration in emerging economies such as China, Malaysia, Singapore, and India have accelerated regional market growth. The APAC live streaming market was valued at US$ 8,802.9 million in 2018, and is projected to rise to US$ 93,405.2 million by 2027, with a 30.6% compound annual growth rate.

Players Covered in Live Streaming Software Market are :

  • Tencent
  • Alibaba
  • Baidu
  • Xiaomi
  • Youtube
  • Facebook
  • Periscope

Global Live Streaming Software Market

Base Year:

2022

Forecast Period:

2023-2030

Historical Data:

2016 to 2020

Market Size in 2022:

USD 55.80 Bn.

Forecast Period 2023-30 CAGR:

18.30%

Market Size in 2030:

USD 214.05 Bn.

Segments Covered:

By Type

  • Platforms
  • Services

By End users

  • eSports
  • Events
  • Education
  • Retail
  • Media
  • Government

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Growing Preference for Live Streaming Over Social Posts

Key Market Restraints:

  • Buying Fake Traffic to Inflate Viewer Counts

Key Opportunities:

  • Developing Regions to Offer Various Lucrative Opportunities

Companies Covered in the report:

  • Tencent, Alibaba, Baidu, Xiaomi, YouTube, and Other major players.

Chapter 1: Introduction
 1.1 Research Objectives
 1.2 Research Methodology
 1.3 Research Process
 1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
 1.5 Market Segmentation

Chapter 2:Executive Summary

Chapter 3:Growth Opportunities By Segment
 3.1 By Type
 3.2 By End-user

Chapter 4: Market Landscape
 4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
 4.2 Industry Value Chain Analysis
 4.3 Market Dynamics
  4.3.1 Drivers
  4.3.2 Restraints
  4.3.3 Opportunities
  4.5.4 Challenges
 4.4 Pestle Analysis
 4.5 Technological Roadmap
 4.6 Regulatory Landscape
 4.7 SWOT Analysis
 4.8 Price Trend Analysis
 4.9 Patent Analysis
 4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

Chapter 5: Live Streaming Software Market by Type
 5.1 Live Streaming Software Market Overview Snapshot and Growth Engine
 5.2 Live Streaming Software Market Overview
 5.3 Platforms
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Platforms: Grographic Segmentation
 5.4 Services
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Services: Grographic Segmentation

Chapter 6: Live Streaming Software Market by End-user
 6.1 Live Streaming Software Market Overview Snapshot and Growth Engine
 6.2 Live Streaming Software Market Overview
 6.3 eSport
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 eSport: Grographic Segmentation
 6.4 Events
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Events: Grographic Segmentation
 6.5 Education
  6.5.1 Introduction and Market Overview
  6.5.2 Historic and Forecasted Market Size (2016-2028F)
  6.5.3 Key Market Trends, Growth Factors and Opportunities
  6.5.4 Education: Grographic Segmentation
 6.6 Retail
  6.6.1 Introduction and Market Overview
  6.6.2 Historic and Forecasted Market Size (2016-2028F)
  6.6.3 Key Market Trends, Growth Factors and Opportunities
  6.6.4 Retail: Grographic Segmentation
 6.7 Media
  6.7.1 Introduction and Market Overview
  6.7.2 Historic and Forecasted Market Size (2016-2028F)
  6.7.3 Key Market Trends, Growth Factors and Opportunities
  6.7.4 Media: Grographic Segmentation
 6.8 Government
  6.8.1 Introduction and Market Overview
  6.8.2 Historic and Forecasted Market Size (2016-2028F)
  6.8.3 Key Market Trends, Growth Factors and Opportunities
  6.8.4 Government: Grographic Segmentation

Chapter 7: Company Profiles and Competitive Analysis
 7.1 Competitive Landscape
  7.1.1 Competitive Positioning
  7.1.2 Live Streaming Software Sales and Market Share By Players
  7.1.3 Industry BCG Matrix
  7.1.4 Ansoff Matrix
  7.1.5 Live Streaming Software Industry Concentration Ratio (CR5 and HHI)
  7.1.6 Top 5 Live Streaming Software Players Market Share
  7.1.7 Mergers and Acquisitions
  7.1.8 Business Strategies By Top Players
 7.2 TENCENT
  7.2.1 Company Overview
  7.2.2 Key Executives
  7.2.3 Company Snapshot
  7.2.4 Operating Business Segments
  7.2.5 Product Portfolio
  7.2.6 Business Performance
  7.2.7 Key Strategic Moves and Recent Developments
  7.2.8 SWOT Analysis
 7.3 ALIBABA
 7.4 BAIDU
 7.5 XIAOMI
 7.6 YOUTUBE
 7.7 FACEBOOK
 7.8 PERISCOPE
 7.9 OTHER MAJOR PLAYERS

Chapter 8: Global Live Streaming Software Market Analysis, Insights and Forecast, 2016-2028
 8.1 Market Overview
 8.2 Historic and Forecasted Market Size By Type
  8.2.1 Platforms
  8.2.2 Services
 8.3 Historic and Forecasted Market Size By End-user
  8.3.1 eSport
  8.3.2 Events
  8.3.3 Education
  8.3.4 Retail
  8.3.5 Media
  8.3.6 Government

Chapter 9: North America Live Streaming Software Market Analysis, Insights and Forecast, 2016-2028
 9.1 Key Market Trends, Growth Factors and Opportunities
 9.2 Impact of Covid-19
 9.3 Key Players
 9.4 Key Market Trends, Growth Factors and Opportunities
 9.4 Historic and Forecasted Market Size By Type
  9.4.1 Platforms
  9.4.2 Services
 9.5 Historic and Forecasted Market Size By End-user
  9.5.1 eSport
  9.5.2 Events
  9.5.3 Education
  9.5.4 Retail
  9.5.5 Media
  9.5.6 Government
 9.6 Historic and Forecast Market Size by Country
  9.6.1 U.S.
  9.6.2 Canada
  9.6.3 Mexico

Chapter 10: Europe Live Streaming Software Market Analysis, Insights and Forecast, 2016-2028
 10.1 Key Market Trends, Growth Factors and Opportunities
 10.2 Impact of Covid-19
 10.3 Key Players
 10.4 Key Market Trends, Growth Factors and Opportunities
 10.4 Historic and Forecasted Market Size By Type
  10.4.1 Platforms
  10.4.2 Services
 10.5 Historic and Forecasted Market Size By End-user
  10.5.1 eSport
  10.5.2 Events
  10.5.3 Education
  10.5.4 Retail
  10.5.5 Media
  10.5.6 Government
 10.6 Historic and Forecast Market Size by Country
  10.6.1 Germany
  10.6.2 U.K.
  10.6.3 France
  10.6.4 Italy
  10.6.5 Russia
  10.6.6 Spain
  10.6.7 Rest of Europe

Chapter 11: Asia-Pacific Live Streaming Software Market Analysis, Insights and Forecast, 2016-2028
 11.1 Key Market Trends, Growth Factors and Opportunities
 11.2 Impact of Covid-19
 11.3 Key Players
 11.4 Key Market Trends, Growth Factors and Opportunities
 11.4 Historic and Forecasted Market Size By Type
  11.4.1 Platforms
  11.4.2 Services
 11.5 Historic and Forecasted Market Size By End-user
  11.5.1 eSport
  11.5.2 Events
  11.5.3 Education
  11.5.4 Retail
  11.5.5 Media
  11.5.6 Government
 11.6 Historic and Forecast Market Size by Country
  11.6.1 China
  11.6.2 India
  11.6.3 Japan
  11.6.4 Singapore
  11.6.5 Australia
  11.6.6 New Zealand
  11.6.7 Rest of APAC

Chapter 12: Middle East & Africa Live Streaming Software Market Analysis, Insights and Forecast, 2016-2028
 12.1 Key Market Trends, Growth Factors and Opportunities
 12.2 Impact of Covid-19
 12.3 Key Players
 12.4 Key Market Trends, Growth Factors and Opportunities
 12.4 Historic and Forecasted Market Size By Type
  12.4.1 Platforms
  12.4.2 Services
 12.5 Historic and Forecasted Market Size By End-user
  12.5.1 eSport
  12.5.2 Events
  12.5.3 Education
  12.5.4 Retail
  12.5.5 Media
  12.5.6 Government
 12.6 Historic and Forecast Market Size by Country
  12.6.1 Turkey
  12.6.2 Saudi Arabia
  12.6.3 Iran
  12.6.4 UAE
  12.6.5 Africa
  12.6.6 Rest of MEA

Chapter 13: South America Live Streaming Software Market Analysis, Insights and Forecast, 2016-2028
 13.1 Key Market Trends, Growth Factors and Opportunities
 13.2 Impact of Covid-19
 13.3 Key Players
 13.4 Key Market Trends, Growth Factors and Opportunities
 13.4 Historic and Forecasted Market Size By Type
  13.4.1 Platforms
  13.4.2 Services
 13.5 Historic and Forecasted Market Size By End-user
  13.5.1 eSport
  13.5.2 Events
  13.5.3 Education
  13.5.4 Retail
  13.5.5 Media
  13.5.6 Government
 13.6 Historic and Forecast Market Size by Country
  13.6.1 Brazil
  13.6.2 Argentina
  13.6.3 Rest of SA

Chapter 14 Investment Analysis

Chapter 15 Analyst Viewpoint and Conclusion

Global Live Streaming Software Market

Base Year:

2022

Forecast Period:

2023-2030

Historical Data:

2016 to 2020

Market Size in 2022:

USD 55.80 Bn.

Forecast Period 2023-30 CAGR:

18.30%

Market Size in 2030:

USD 214.05 Bn.

Segments Covered:

By Type

  • Platforms
  • Services

By End users

  • eSports
  • Events
  • Education
  • Retail
  • Media
  • Government

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Growing Preference for Live Streaming Over Social Posts

Key Market Restraints:

  • Buying Fake Traffic to Inflate Viewer Counts

Key Opportunities:

  • Developing Regions to Offer Various Lucrative Opportunities

Companies Covered in the report:

  • Tencent, Alibaba, Baidu, Xiaomi, YouTube, and Other major players.

LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. LIVE STREAMING SOFTWARE MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. LIVE STREAMING SOFTWARE MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. LIVE STREAMING SOFTWARE MARKET COMPETITIVE RIVALRY
TABLE 005. LIVE STREAMING SOFTWARE MARKET THREAT OF NEW ENTRANTS
TABLE 006. LIVE STREAMING SOFTWARE MARKET THREAT OF SUBSTITUTES
TABLE 007. LIVE STREAMING SOFTWARE MARKET BY TYPE
TABLE 008. PLATFORMS MARKET OVERVIEW (2016-2028)
TABLE 009. SERVICES MARKET OVERVIEW (2016-2028)
TABLE 010. LIVE STREAMING SOFTWARE MARKET BY END-USER
TABLE 011. ESPORT MARKET OVERVIEW (2016-2028)
TABLE 012. EVENTS MARKET OVERVIEW (2016-2028)
TABLE 013. EDUCATION MARKET OVERVIEW (2016-2028)
TABLE 014. RETAIL MARKET OVERVIEW (2016-2028)
TABLE 015. MEDIA MARKET OVERVIEW (2016-2028)
TABLE 016. GOVERNMENT MARKET OVERVIEW (2016-2028)
TABLE 017. NORTH AMERICA LIVE STREAMING SOFTWARE MARKET, BY TYPE (2016-2028)
TABLE 018. NORTH AMERICA LIVE STREAMING SOFTWARE MARKET, BY END-USER (2016-2028)
TABLE 019. N LIVE STREAMING SOFTWARE MARKET, BY COUNTRY (2016-2028)
TABLE 020. EUROPE LIVE STREAMING SOFTWARE MARKET, BY TYPE (2016-2028)
TABLE 021. EUROPE LIVE STREAMING SOFTWARE MARKET, BY END-USER (2016-2028)
TABLE 022. LIVE STREAMING SOFTWARE MARKET, BY COUNTRY (2016-2028)
TABLE 023. ASIA PACIFIC LIVE STREAMING SOFTWARE MARKET, BY TYPE (2016-2028)
TABLE 024. ASIA PACIFIC LIVE STREAMING SOFTWARE MARKET, BY END-USER (2016-2028)
TABLE 025. LIVE STREAMING SOFTWARE MARKET, BY COUNTRY (2016-2028)
TABLE 026. MIDDLE EAST & AFRICA LIVE STREAMING SOFTWARE MARKET, BY TYPE (2016-2028)
TABLE 027. MIDDLE EAST & AFRICA LIVE STREAMING SOFTWARE MARKET, BY END-USER (2016-2028)
TABLE 028. LIVE STREAMING SOFTWARE MARKET, BY COUNTRY (2016-2028)
TABLE 029. SOUTH AMERICA LIVE STREAMING SOFTWARE MARKET, BY TYPE (2016-2028)
TABLE 030. SOUTH AMERICA LIVE STREAMING SOFTWARE MARKET, BY END-USER (2016-2028)
TABLE 031. LIVE STREAMING SOFTWARE MARKET, BY COUNTRY (2016-2028)
TABLE 032. TENCENT: SNAPSHOT
TABLE 033. TENCENT: BUSINESS PERFORMANCE
TABLE 034. TENCENT: PRODUCT PORTFOLIO
TABLE 035. TENCENT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 035. ALIBABA: SNAPSHOT
TABLE 036. ALIBABA: BUSINESS PERFORMANCE
TABLE 037. ALIBABA: PRODUCT PORTFOLIO
TABLE 038. ALIBABA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 038. BAIDU: SNAPSHOT
TABLE 039. BAIDU: BUSINESS PERFORMANCE
TABLE 040. BAIDU: PRODUCT PORTFOLIO
TABLE 041. BAIDU: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 041. XIAOMI: SNAPSHOT
TABLE 042. XIAOMI: BUSINESS PERFORMANCE
TABLE 043. XIAOMI: PRODUCT PORTFOLIO
TABLE 044. XIAOMI: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 044. YOUTUBE: SNAPSHOT
TABLE 045. YOUTUBE: BUSINESS PERFORMANCE
TABLE 046. YOUTUBE: PRODUCT PORTFOLIO
TABLE 047. YOUTUBE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 047. FACEBOOK: SNAPSHOT
TABLE 048. FACEBOOK: BUSINESS PERFORMANCE
TABLE 049. FACEBOOK: PRODUCT PORTFOLIO
TABLE 050. FACEBOOK: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 050. PERISCOPE: SNAPSHOT
TABLE 051. PERISCOPE: BUSINESS PERFORMANCE
TABLE 052. PERISCOPE: PRODUCT PORTFOLIO
TABLE 053. PERISCOPE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 053. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 054. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 055. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 056. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. LIVE STREAMING SOFTWARE MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. LIVE STREAMING SOFTWARE MARKET OVERVIEW BY TYPE
FIGURE 012. PLATFORMS MARKET OVERVIEW (2016-2028)
FIGURE 013. SERVICES MARKET OVERVIEW (2016-2028)
FIGURE 014. LIVE STREAMING SOFTWARE MARKET OVERVIEW BY END-USER
FIGURE 015. ESPORT MARKET OVERVIEW (2016-2028)
FIGURE 016. EVENTS MARKET OVERVIEW (2016-2028)
FIGURE 017. EDUCATION MARKET OVERVIEW (2016-2028)
FIGURE 018. RETAIL MARKET OVERVIEW (2016-2028)
FIGURE 019. MEDIA MARKET OVERVIEW (2016-2028)
FIGURE 020. GOVERNMENT MARKET OVERVIEW (2016-2028)
FIGURE 021. NORTH AMERICA LIVE STREAMING SOFTWARE MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 022. EUROPE LIVE STREAMING SOFTWARE MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 023. ASIA PACIFIC LIVE STREAMING SOFTWARE MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. MIDDLE EAST & AFRICA LIVE STREAMING SOFTWARE MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 025. SOUTH AMERICA LIVE STREAMING SOFTWARE MARKET OVERVIEW BY COUNTRY (2016-2028)

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Frequently Asked Questions :

What would be the forecast period in the Live Streaming Software Market research report?

The forecast period in the Live Streaming Softwares Market research report is 2022-2028

Who are the key players in Live Streaming Software Market?

Tencent, Alibaba, Baidu, Xiaomi, YouTube, and Other major players.

What are the segments of the Live Streaming Software Market?

The Live Streaming Softwares Market is segmented into Type, End-user, and region. By Type, the market is categorized into Platforms, and Services. By End-user, the market is categorized into eSport, Events, Education, Retail, Media, and Government. By region, it is analyzed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).

What is the Live Streaming Software Market?

Live streaming software is software is designed to transfer files to customers via the Internet. With an abundance of application devices, a few aspects go into influencing the selection of venture, clients, and personal use.

How big is the Live Streaming Software Market?

Global Live Streaming Software Market was valued at USD 55.80 billion in 2022 and is expected to reach USD 214.05 billion by the year 2030, at a CAGR of 18.30%.