Live Video Streaming Services Market Research: Global Status & Forecast by Geography, Type & Application (2015-2025)

  • Category : Telecom and IT
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  • ID : 1075110
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  • Publishe Date : 10-Jun-19
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  • No of Pages: 80
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  • Publisher : 99strategy

According to 99Strategy, the Global Live Video Streaming Services Market is estimated to reach xxx million USD in 2019 and projected to grow at the CAGR of xx% during the 2020-2025. The report analyses the global Live Video Streaming Services market, the market size and growth, as well as the major market participants.
The analysis includes market size, upstream situation, market segmentation, market segmentation, price & cost and industry environment. In addition, the report outlines the factors driving industry growth and the description of market channels.The report begins from overview of industrial chain structure, and describes the upstream. Besides, the report analyses market size and forecast in different geographies, type and end-use segment, in addition, the report introduces market competition overview among the major companies and companies profiles, besides, market price and channel features are covered in the report.
Key Regions
Asia Pacific
North America
Europe
South America
Middle East & Africa
Key Companies
Netflix
Hulu
Amazon Instant Video
Playstation Vue
Sling Orange
Crackle
Funny or Die
Twitch
Vevo
HBO Now
YouTube TV
IQIYI
Youku
Acorn TV
CBS All Access
DirectTV Now
FuboTV Premier
Key Product Type
Real time entertainment
Web browsing & advertising
Gaming
Social networking
E-learning/distance learning
Others
Market by Application
Personal/domestic users
Educational institutions
Business organizations
Main Aspects covered in the Report
Overview of the Live Video Streaming Services market including production, consumption, status & forecast and market growth
2015-2018 historical data and 2019-2025 market forecast
Geographical analysis including major countries
Overview the product type market including development
Overview the end-user market including development

Table of Content
1 Industrial Chain Overview
1.1 Live Video Streaming Services Industry
1.1.1 Overview
1.1.2 Characteristics of Live Video Streaming Services
1.2 Upstream
1.2.1 Major Materials
1.2.2 Manufacturing Overview
1.3 Product List By Type
1.3.1 Real time entertainment
1.3.2 Web browsing & advertising
1.3.3 Gaming
1.3.4 Social networking
1.3.5 E-learning/distance learning
1.3.6 Others
1.4 End-Use List
1.4.1 Demand in Personal/domestic users
1.4.2 Demand in Educational institutions
1.4.3 Demand in Business organizations
1.5 Global Market Overview
1.5.1 Global Market Size and Forecast, 2015-2025
1.5.2 Global Market Size and Forecast by Geography with CAGR, 2015-2025
1.5.3 Global Market Size and Forecast by Product Type with CAGR, 2015-2025
1.5.4 Global Market Size and Forecast by End-Use with CAGR, 2015-2025
2 Global Production & Consumption by Geography
2.1 Global Production & Consumption
2.1.1 Global Production
2.1.2 Global Consumption
2.2 Geographic Production & Consumption
2.2.1 Production
2.2.1.1 Asia-Pacific
2.2.1.2 North America
2.2.1.3 South America
2.2.1.4 Europe
2.2.1.5 Middle East & Africa
2.2.2 Consumption
2.2.2.1 Asia-Pacific
2.2.2.2 North America
2.2.2.3 South America
2.2.2.4 Europe
2.2.2.5 Middle East & Africa
3 Major Manufacturers Introduction
3.1 Manufacturers Overview
3.2 Manufacturers List
3.2.1 Netflix Overview
3.2.1.1 Product Specifications
3.2.1.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.1.3 Recent Developments
3.2.1.4 Future Strategic Planning
3.2.2 Hulu Overview
3.2.2.1 Product Specifications
3.2.2.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.2.3 Recent Developments
3.2.2.4 Future Strategic Planning
3.2.3 Amazon Instant Video Overview
3.2.3.1 Product Specifications
3.2.3.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.3.3 Recent Developments
3.2.3.4 Future Strategic Planning
3.2.4 Playstation Vue Overview
3.2.4.1 Product Specifications
3.2.4.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.4.3 Recent Developments
3.2.4.4 Future Strategic Planning
3.2.5 Sling Orange Overview
3.2.5.1 Product Specifications
3.2.5.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.5.3 Recent Developments
3.2.5.4 Future Strategic Planning
3.2.6 Crackle Overview
3.2.6.1 Product Specifications
3.2.6.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.6.3 Recent Developments
3.2.6.4 Future Strategic Planning
3.2.7 Funny or Die Overview
3.2.7.1 Product Specifications
3.2.7.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.7.3 Recent Developments
3.2.7.4 Future Strategic Planning
3.2.8 Twitch Overview
3.2.8.1 Product Specifications
3.2.8.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.8.3 Recent Developments
3.2.8.4 Future Strategic Planning
3.2.9 Vevo Overview
3.2.9.1 Product Specifications
3.2.9.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.9.3 Recent Developments
3.2.9.4 Future Strategic Planning
3.2.10 HBO Now Overview
3.2.10.1 Product Specifications
3.2.10.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.10.3 Recent Developments
3.2.10.4 Future Strategic Planning
3.2.11 YouTube TV Overview
3.2.11.1 Product Specifications
3.2.11.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.11.3 Recent Developments
3.2.11.4 Future Strategic Planning
3.2.12 IQIYI Overview
3.2.12.1 Product Specifications
3.2.12.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.12.3 Recent Developments
3.2.12.4 Future Strategic Planning
3.2.13 Youku Overview
3.2.13.1 Product Specifications
3.2.13.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.13.3 Recent Developments
3.2.13.4 Future Strategic Planning
3.2.14 Acorn TV Overview
3.2.14.1 Product Specifications
3.2.14.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.14.3 Recent Developments
3.2.14.4 Future Strategic Planning
3.2.15 CBS All Access Overview
3.2.15.1 Product Specifications
3.2.15.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.15.3 Recent Developments
3.2.15.4 Future Strategic Planning
3.2.16 DirectTV Now Overview
3.2.16.1 Product Specifications
3.2.16.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.16.3 Recent Developments
3.2.16.4 Future Strategic Planning
3.2.17 FuboTV Premier Overview
3.2.17.1 Product Specifications
3.2.17.2 Business Data (Production Amount (Million USD), Cost, Margin)
3.2.17.3 Recent Developments
3.2.17.4 Future Strategic Planning
4 Market Competition Pattern
4.1 Market Size and Sketch
4.2 Company Market Share
4.2.1 Global Production by Major Manufacturers
4.2.2 Market Concentration Analysis
4.3 Market News and Trend
4.3.1 Merger & Acquisition
4.3.2 New Product Launch
5 Product Type Segment
5.1 Global Overview by Product Type Segment
5.2 Segment Subdivision by Product Type
5.2.1 Market in Real time entertainment
5.2.1.1 Market Size
5.2.1.2 Situation & Development
5.2.2 Market in Web browsing & advertising
5.2.2.1 Market Size
5.2.2.2 Situation & Development
5.2.3 Market in Gaming
5.2.3.1 Market Size
5.2.3.2 Situation & Development
5.2.4 Market in Social networking
5.2.4.1 Market Size
5.2.4.2 Situation & Development
5.2.5 Market in E-learning/distance learning
5.2.5.1 Market Size
5.2.5.2 Situation & Development
5.2.6 Market in Others
5.2.6.1 Market Size
5.2.6.2 Situation & Development
6 End-Use Segment
6.1 Global Overview by End-Use Segment
6.2 Segment Subdivision
6.2.1 Market in Personal/domestic users
6.2.1.1 Market Size
6.2.1.2 Situation & Development
6.2.2 Market in Educational institutions
6.2.2.1 Market Size
6.2.2.2 Situation & Development
6.2.3 Market in Business organizations
6.2.3.1 Market Size
6.2.3.2 Situation & Development
7 Market Forecast & Trend
7.1 Regional Forecast
7.2 Consumption Forecast
7.2.1 Product Type Forecast
7.2.2 End-Use Forecast
7.3 Investment Trend
7.4 Consumption Trend
8 Price & Channel
8.1 Price and Cost
8.1.1 Price
8.1.2 Cost
8.2 Channel Segment
9 Market Drivers & Investment Environment
9.1 Market Drivers
9.2 Investment Environment
10 Research Conclusion

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