表紙:ライブ動画ストリーミングプラットフォームの世界市場-2023年~2030年
市場調査レポート
商品コード
1347954

ライブ動画ストリーミングプラットフォームの世界市場-2023年~2030年

Global Live Video Streaming Platforms Market - 2023-2030

出版日: | 発行: DataM Intelligence | ページ情報: 英文 203 Pages | 納期: 約2営業日

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ライブ動画ストリーミングプラットフォームの世界市場-2023年~2030年
出版日: 2023年09月11日
発行: DataM Intelligence
ページ情報: 英文 203 Pages
納期: 約2営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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  • 概要
  • 目次
概要

概要

世界のライブ動画ストリーミングプラットフォーム市場は、2022年に545億米ドルに達し、2023-2030年の予測期間中にCAGR 27.6%で成長し、2030年には2,523億米ドルに達すると予測されています。

ライブ・ストリーミングは、視聴者とのユニークなインタラクションやエンゲージメントを提供します。クリエイターはリアルタイムのコメントや質問に答えることができ、コミュニティやつながりの感覚を育むことができます。ライブストリーミングは、イベント、会議、スポーツの試合、コンサートを取材するための人気メディアとなっており、遠隔地の視聴者はまるでその場にいるかのようにイベントを体験することができます。YouTubeはライブコンテンツを視聴するための最も人気のある場所であり、52.0%のユーザーがこのプラットフォームで視聴しています。

アジア太平洋は、世界のライブ動画ストリーミングプラットフォーム市場の1/4以上を占める成長地域です。インターネットの普及が急速に進み、多くの人口が高速インターネットにアクセスできるようになり、この広範な接続性が、より多くの人々がライブ動画ストリーミングコンテンツに関与することを可能にしています。モバイル機器やスマートフォンの普及は、ライブストリーミングプラットフォームの人気を著しく高めています。

ダイナミクス

低遅延ストリーミングプロトコル動画の採用

低遅延ストリーミングプロトコルは、ライブ・イベントと伝送間の遅延を低減し、この結果、スポーツ、ゲーム、インタラクティブ放送などのライブ・イベントにとって重要なリアルタイム視聴体験を得ることができます。また、ライブチャット、投票、視聴者の参加など、他のインタラクティブな機能も提供します。低遅延ストリーミングは、ライブストリーム中に、より効果的なインタラクティブ広告を可能にします。広告主は、視聴者の体験を妨げることなく、ターゲット広告をリアルタイムで配信し、視聴者を惹きつけることができます。

例えば、2023年3月29日、3Play Mediaは、ストリーミングプラットフォーム向けのライブキャプションのプロセスを簡素化するライブ・バーチャル・キャプション・エンコーディング・ソリューションを発表しました。このソリューションは、追加のライブ・キャプション・ハードウェアの必要性を排除し、高精度で低遅延のキャプションを配信して視聴者の体験を向上させることを目的としています。このソリューションの利点には、直感的なイベント・スケジューリング・インターフェース、低遅延キャプション、自動キャプション・フェイルオーバーなどがあります。

技術進歩

High-Efficiency Video CodingやAV1などのビデオ圧縮やエンコーディング技術の進歩は、帯域幅の使用を最適化しながら、より高品質のビデオコンテンツを視聴者に配信するライブストリーミングプラットフォームをユーザーに提供します。ライブ・イベント中のリアルタイムのインタラクションやエンゲージメントの需要は、低遅延ストリーミングプロトコルの開発の増加につながっています。これらのプロトコルは、ライブ・イベントと視聴者への配信の間の遅延を減らし、インタラクティブな体験を強化し、コンテンツ制作者と視聴者の間のシームレスな会話を可能にします。

例えば、2023年7月23日、MediaKindは、最適なユーザー体験とともに高品質で信頼性の高い動画ストリーミングを提供することを目的としたMK/IO動画ストリーミングアプリ開発プラットフォームを発表しました。マイクロソフト・アジュール上に構築されたMK/IOは、アプリ開発者や動画プラットフォームが顧客に提供する体験を向上させるためのプラットフォームを提供します。このプラットフォームには、ビデオオンデマンドやライブストリーミング、エンコーディング、パッケージングサービス、デジタル著作権管理サポート、ネイティブメディアプレーヤーなどの機能が含まれています。

デジタルプラットフォームの普及

全国に高速インターネット接続が普及したことで、さまざまな地域の視聴者がライブ動画を視聴するためのプラットフォームが実現可能になっています。主要なソーシャルメディア・プラットフォームは、ライブストリーミング機能を統合し、ユーザーやコンテンツ制作者がリアルタイムの動画コンテンツを共有できるようにしています。各国政府も、プロモーション、イベント告知、会議などにデジタル・プラットフォームを利用しています。

例えば、2023年7月25日、NASAはオンラインプレゼンスを強化し、コンテンツへのアクセスを向上させるため、大幅なデジタル変革を進めています。この取り組みには、フラッグシップWebサイトと科学Webサイトの刷新、「NASA+」と呼ばれる初のオンデマンド・ストリーミングサービスの導入、NASAアプリのアップグレードなどが含まれます。

NASAはnasa.govとscience.nasa.govのウェブサイトを更新し、つながりのあるトピック主導の体験を提供します。NASAは、広告なし、費用なし、家族向けのストリーミングサービスNASA+を開始します。このプラットフォームは、NASAミッションのライブ中継やオリジナルビデオシリーズへのアクセスをユーザーに提供します。このストリーミングサービスは、NASAの宇宙探査と発見の取り組みに視聴者を引き込むことを目的としています。

ネットワークの接続不良と技術的不具合

ライブストリーミングには、安定した高速インターネット接続が必要です。ネットワーク接続性が悪いと、バッファリング、ラグ、ライブストリーミングの中断が発生し、ユーザー体験にフラストレーションを与えることになります。ライブ動画ストリーミングは本質的に、実際のイベントとその放送の間に、ある程度の遅延を伴います。最新のストリーミングプロトコルは遅延を最小限に抑えることを目的としていますが、それでも数秒の遅延が発生することがあり、リアルタイムのインタラクションやエンゲージメントに影響を与える可能性があります。

すべてのデバイスやプラットフォームがライブストリーミングコンテンツをサポートしているわけではありません。一部のストリーミングプラットフォームは、特定のデバイス、オペレーティング・システム、またはウェブ・ブラウザとの互換性の点で制限があります。ライブストリームの設定と管理は技術的に複雑な場合があり、適切な機器、エンコーディング、ストリーミングソフトウェアを必要とします。技術的な不具合、ハードウェアの故障またはソフトウェアの問題により、ストリーミング体験が中断される可能性があります。

目次

第1章 調査手法と調査範囲

第2章 定義と概要

第3章 エグゼクティブサマリー

第4章 市場力学

  • 影響要因
    • 促進要因
      • 低遅延ストリーミングプロトコル動画の採用
      • 技術進歩
      • デジタルプラットフォームの普及
    • 抑制要因
      • ネットワークの接続不良と技術的不具合
    • 機会
    • 影響分析

第5章 産業分析

  • ポーターのファイブフォース分析
  • サプライチェーン分析
  • 価格分析
  • 規制分析
  • ロシア・ウクライナ戦争の影響分析
  • DMIの見解

第6章 COVID-19分析

第7章 コンポーネント別

  • ソリューション
  • サービス

第8章 展開方式別

  • クラウド
  • オンプレミス

第9章 ストリーミング

  • ライブストリーミング
  • 動画オンデマンドストリーミング

第10章 配信チャンネル別

  • クラウド
  • IP (Internet Protocol) TV
  • OTT (Over-the-Top)

第11章 収益化モデル別

  • サブスクリプションベース
  • 広告ベース
  • トランザクションベース

第12章 エンドユーザー別

  • メディア・エンターテインメント
  • BFSI
  • 医療
  • その他

第13章 地域別

  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • イタリア
    • ロシア
    • その他欧州
  • 南米
    • ブラジル
    • アルゼンチン
    • その他南米
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • オーストラリア
    • その他アジア太平洋
  • 中東・アフリカ

第14章 競合情勢

  • 競合シナリオ
  • 市況/シェア分析
  • M&A分析

第15章 企業プロファイル

  • IBM
    • 企業概要
    • 製品ポートフォリオと説明
    • 財務概要
    • 主な動向
  • Kaltura
  • VBrick
  • Brightcove
  • Agile Content
  • Haivision
  • Sonic Foundry
  • Qumu
  • Panopto
  • Edgio

第16章 付録

目次
Product Code: ICT6839

Overview

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

Table of Contents

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