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市場調査レポート
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1727848

インタラクティブストリーミングの世界市場レポート 2025年

Interactive Streaming Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=143.74円
インタラクティブストリーミングの世界市場レポート 2025年
出版日: 2025年05月05日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 全表示
  • 概要
  • 目次
概要

インタラクティブストリーミング市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年には年間平均成長率(CAGR)28.6%で1,162億8,000万米ドルに成長します。予測期間中の成長は、インターネット普及率の上昇、リアルタイムコンテンツに対する需要の高まり、モバイルデバイスの利用率の上昇、ライブ・コマースへの関心の高まり、インフルエンサーの数の拡大といった要因によるものと考えられます。この期間の主要動向には、技術の進歩、ソーシャルメディアとの統合、拡張現実、インタラクティブ投票、サブスクリプションモデルの継続的な人気などが含まれます。

インターネットへのアクセスの増加は、今後数年間のインタラクティブストリーミング市場の成長を促進すると予想されます。インターネット普及率とは、ある地域や人口において、インターネットがどの程度利用可能で、どの程度利用されているかを指します。技術の進歩、モバイル機器の利用増加、ネットワークインフラの拡大などの要因が、インターネット普及率の拡大に寄与しています。インターネットはリアルタイムのデータ伝送を可能にし、ライブ・チャット、投票、インスタントフィードバックなどの機能を通じて視聴者がコンテンツに関与できるようにすることで、インタラクティブストリーミングを支えています。例えば、2023年10月、スイスに本部を置く情報通信技術の専門機関である国際電気通信連合(ITU)は、世界人口の67%にあたる約54億人がインターネットを利用していると報告しました。これは2021年から45%の増加です。その結果、インターネット普及率の上昇がインタラクティブストリーミング市場の成長に拍車をかけています。

インタラクティブストリーミング市場の多くの企業は、ライブ・ビデオストリーミングのような革新的なソリューションの開発に注力し、ユーザーエンゲージメント、リアルタイムインタラクション、視聴者へのリーチを強化しています。ライブ・ビデオストリーミングとは、ビデオコンテンツをインターネット経由でリアルタイムに視聴者に送信するプロセスです。例えば、2022年3月、米国を拠点とするソフトウェア会社Emplifiは、ブランドがライブ・ビデオストリーミングを通じて無限の視聴者とエンゲージすることを可能にするインタラクティブライブ・ショッピングプラットフォームShopStreamを発表しました。このプラットフォームは、リアルタイムでの消費者との対話を可能にし、買い物客を閲覧から購入までシームレスに誘導します。主要機能には、Live Advisorによるパーソナライズされた支援、ライブチャット、インタラクティブなQ& Aセッションなどがあります。ブランドは、TikTok、Instagram、YouTubeなどのソーシャルメディアプラットフォームや、ウェブサイトに直接ストリーミングすることでリーチを拡大し、没入型の製品デモンストレーションを提供したり、インフルエンサー主導のイベントを推進したりすることができます。ShopStreamは、顧客エンゲージメントを向上させ、体験をパーソナライズし、カスタマージャーニー全体を通じて売上を増加させるように設計されています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場-マクロ経済シナリオ金利、インフレ、地政学、新型コロナウイルス感染症の影響と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のインタラクティブストリーミング PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のインタラクティブストリーミング市場:成長率分析
  • 世界のインタラクティブストリーミング市場の実績:規模と成長、2019~2024年
  • 世界のインタラクティブストリーミング市場の予測:規模と成長、2024~2029年、2034年
  • 世界のインタラクティブストリーミング総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のインタラクティブストリーミング市場:プラットフォーム別、実績と予測、2019~2024年、2024~2029年、2034年
  • ゲーム機
  • ノートパソコンとデスクトップ
  • スマートフォンとタブレット
  • スマートテレビ
  • 世界のインタラクティブストリーミング市場:ソリューション別、実績と予測、2019~2024年、2024~2029年、2034年
  • 広告ベース
  • サブスクリプションベース
  • トランザクションベース
  • 世界のインタラクティブストリーミング市場:エンドユーザー別、実績と予測、2019~2024年、2024~2029年、2034年
  • 企業
  • 消費者
  • 世界のインタラクティブストリーミング市場、ゲーム機のサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • プレイステーション
  • Xbox
  • ニンテンドースイッチ
  • その他のゲーム機
  • 世界のインタラクティブストリーミング市場、ノートパソコンとデスクトップパソコンのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • Windows PC
  • MacBook
  • ゲーミングPC
  • オールインワンPC
  • 世界のインタラクティブストリーミング市場、スマートフォンとタブレットのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • Androidスマートフォン
  • iOSスマートフォン
  • Androidタブレット
  • iOSタブレット
  • 世界のインタラクティブストリーミング市場、スマートテレビのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • Androidスマートテレビ
  • Samsungスマートテレビ
  • LGスマートテレビ
  • Rokuスマートテレビ
  • AppleTV

第7章 地域別・国別分析

  • 世界のインタラクティブストリーミング市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界のインタラクティブストリーミング市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • インタラクティブストリーミング市場:競合情勢
  • インタラクティブストリーミング市場:企業プロファイル
    • Dolby Laboratories Inc.
    • Vimeo Inc.
    • Brightcove Inc.
    • ON24 Inc.
    • Kaltura Inc.

第31章 その他の大手企業と革新的企業

  • Emplifi Inc.
  • Agora Lab Inc.
  • Telestream LLC
  • SplitmediaLabs Ltd.
  • Muvi LLC
  • Wowza Media Systems LLC
  • Contus
  • BigMarker LLC
  • Ant Media Server Inc.
  • Dacast Inc.
  • Infrared5 Inc.
  • OBS Studio
  • LongTail Ad Solutions Inc.
  • Livery Video Technologies BV
  • Castr Live Streaming Inc.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、戦略

  • インタラクティブストリーミング市場、2029年:新たな機会を提供する国
  • インタラクティブストリーミング市場、2029年:新たな機会を提供するセグメント
  • インタラクティブストリーミング市場、2029年:成長戦略
    • 市場動向による戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r34318

Interactive streaming is a type of online content delivery that enables viewers to actively engage with the experience through real-time interactions. This allows users to participate in live or on-demand video content by taking part in activities such as polls, quizzes, chats, or making decisions, which enhances the overall user experience.

The primary platforms for interactive streaming include gaming consoles, laptops and desktops, smartphones and tablets, and smart televisions. Gaming consoles are devices designed for playing video games, typically connecting to a TV or monitor. The available solutions include advertising-based, subscription-based, and transaction-based models, with both enterprises and consumers serving as the end-users.

The interactive streaming market research report is one of a series of new reports from The Business Research Company that provides interactive streaming market statistics, including interactive streaming industry global market size, regional shares, competitors with a interactive streaming market share, detailed interactive streaming market segments, market trends and opportunities, and any further data you may need to thrive in the interactive streaming industry. This interactive streaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The interactive streaming market size has grown exponentially in recent years. It will grow from $32.93 billion in 2024 to $42.45 billion in 2025 at a compound annual growth rate (CAGR) of 28.9%. The growth during the historical period can be attributed to several factors, including the rise in mobile device usage, the expansion of internet infrastructure, the growth of subscription-based models, the increased adoption of cloud technologies, and the growing number of OTT platforms.

The interactive streaming market size is expected to see exponential growth in the next few years. It will grow to $116.28 billion in 2029 at a compound annual growth rate (CAGR) of 28.6%. The growth during the forecast period can be attributed to factors such as increasing internet penetration, rising demand for real-time content, higher use of mobile devices, a growing interest in live commerce, and an expanding number of influencers. Key trends during this period include technological advancements, integration with social media, augmented reality, interactive polling, and the continued popularity of subscription models.

The increasing accessibility of the internet is expected to drive the growth of the interactive streaming market in the coming years. Internet penetration refers to the extent to which the internet is available and used by individuals in a given region or population. Factors such as advancements in technology, the rise in mobile device usage, and the expansion of network infrastructure contribute to the growing internet penetration. The internet enables the transmission of real-time data, supporting interactive streaming by allowing viewers to engage with content through features such as live chats, voting, and instant feedback. For example, in October 2023, the International Telecommunication Union (ITU), a Switzerland-based agency specializing in information and communication technologies, reported that approximately 5.4 billion people, or 67 percent of the global population, were using the internet. This represented a 45 percent increase from 2021. As a result, the rising internet penetration is fueling the growth of the interactive streaming market.

Many companies in the interactive streaming market are focusing on developing innovative solutions such as live video streaming to enhance user engagement, real-time interaction, and audience reach. Live video streaming is the process of transmitting video content in real-time over the internet to viewers. For instance, in March 2022, Emplifi, a software company based in the United States, introduced ShopStream, an interactive live shopping platform that enables brands to engage with limitless audiences through live video streaming. The platform allows real-time consumer interaction, guiding shoppers seamlessly from browsing to purchasing. Key features include personalized assistance via Live Advisor, live chats, and interactive Q&A sessions. Brands can extend their reach by streaming across social media platforms such as TikTok, Instagram, and YouTube, or directly on their websites, offering immersive product demonstrations and driving influencer-led events. ShopStream is designed to improve customer engagement, personalize the experience, and increase sales throughout the customer journey.

In February 2022, Dolby Laboratories Inc., a US-based technology company, acquired Millicast Inc. for an undisclosed sum. The acquisition aimed to enhance the Dolby.io platform by incorporating Millicast's ultra-low-latency streaming capabilities, which would enable the creation of immersive, large-scale interactive experiences for audiences around the world. Millicast Inc. is a technology company based in the United States, specializing in interactive streaming.

Major players in the interactive streaming market are Dolby Laboratories Inc., Vimeo Inc., Brightcove Inc., ON24 Inc., Kaltura Inc., Emplifi Inc., Agora Lab Inc., Telestream LLC, SplitmediaLabs Ltd., Muvi LLC, Wowza Media Systems LLC, Contus, BigMarker LLC, Ant Media Server Inc., Dacast Inc., Infrared5 Inc., OBS Studio, LongTail Ad Solutions Inc., Livery Video Technologies BV, Castr Live Streaming Inc., Xiris Automation Inc., and BeLive Studios Ltd.

North America was the largest region in the interactive streaming market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in interactive streaming report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the interactive streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The interactive streaming market consists of revenues earned by entities providing services such as live video streaming, real-time chat, and virtual events. The market value includes the value of related goods sold by the service provider or included within the service offering. The interactive streaming market also includes sales of cameras, microphones, and capture cards. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Interactive Streaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on interactive streaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for interactive streaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The interactive streaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Platform: Gaming Consoles; Laptops And Desktops; Smartphones And Tablets; Smart Televisions
  • 2) By Solution: Advertising-Based; Subscription-Based; Transaction-Based
  • 3) By End-User: Enterprise; Consumer
  • Subsegments:
  • 1) By Gaming Consoles: PlayStation; Xbox; Nintendo Switch; Other Gaming Consoles
  • 2) By Laptops and Desktops: Windows PCs; MacBooks; Gaming PCs; All-in-One PCs
  • 3) By Smartphones and Tablets: Android Smartphones; iOS Smartphones; Android Tablets; iOS Tablets
  • 4) By Smart Televisions: Android Smart TVs; Samsung Smart TVs; LG Smart TVs; Roku Smart TVs; Apple TV
  • Companies Mentioned: Dolby Laboratories Inc.; Vimeo Inc.; Brightcove Inc.; ON24 Inc.; Kaltura Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Interactive Streaming Market Characteristics

3. Interactive Streaming Market Trends And Strategies

4. Interactive Streaming Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Interactive Streaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Interactive Streaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Interactive Streaming Market Growth Rate Analysis
  • 5.4. Global Interactive Streaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Interactive Streaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Interactive Streaming Total Addressable Market (TAM)

6. Interactive Streaming Market Segmentation

  • 6.1. Global Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming Consoles
  • Laptops And Desktops
  • Smartphones And Tablets
  • Smart Televisions
  • 6.2. Global Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Advertising-Based
  • Subscription-Based
  • Transaction-Based
  • 6.3. Global Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Enterprise
  • Consumer
  • 6.4. Global Interactive Streaming Market, Sub-Segmentation Of Gaming Consoles, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • PlayStation
  • Xbox
  • Nintendo Switch
  • Other Gaming Consoles
  • 6.5. Global Interactive Streaming Market, Sub-Segmentation Of Laptops and Desktops, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Windows PCs
  • MacBooks
  • Gaming PCs
  • All-in-One PCs
  • 6.6. Global Interactive Streaming Market, Sub-Segmentation Of Smartphones and Tablets, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Android Smartphones
  • iOS Smartphones
  • Android Tablets
  • iOS Tablets
  • 6.7. Global Interactive Streaming Market, Sub-Segmentation Of Smart Televisions, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Android Smart TVs
  • Samsung Smart TVs
  • LG Smart TVs
  • Roku Smart TVs
  • Apple TV

7. Interactive Streaming Market Regional And Country Analysis

  • 7.1. Global Interactive Streaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Interactive Streaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Interactive Streaming Market

  • 8.1. Asia-Pacific Interactive Streaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Interactive Streaming Market

  • 9.1. China Interactive Streaming Market Overview
  • 9.2. China Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Interactive Streaming Market

  • 10.1. India Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Interactive Streaming Market

  • 11.1. Japan Interactive Streaming Market Overview
  • 11.2. Japan Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Interactive Streaming Market

  • 12.1. Australia Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Interactive Streaming Market

  • 13.1. Indonesia Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Interactive Streaming Market

  • 14.1. South Korea Interactive Streaming Market Overview
  • 14.2. South Korea Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Interactive Streaming Market

  • 15.1. Western Europe Interactive Streaming Market Overview
  • 15.2. Western Europe Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Interactive Streaming Market

  • 16.1. UK Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Interactive Streaming Market

  • 17.1. Germany Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Interactive Streaming Market

  • 18.1. France Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Interactive Streaming Market

  • 19.1. Italy Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Interactive Streaming Market

  • 20.1. Spain Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Interactive Streaming Market

  • 21.1. Eastern Europe Interactive Streaming Market Overview
  • 21.2. Eastern Europe Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Interactive Streaming Market

  • 22.1. Russia Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Interactive Streaming Market

  • 23.1. North America Interactive Streaming Market Overview
  • 23.2. North America Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Interactive Streaming Market

  • 24.1. USA Interactive Streaming Market Overview
  • 24.2. USA Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Interactive Streaming Market

  • 25.1. Canada Interactive Streaming Market Overview
  • 25.2. Canada Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Interactive Streaming Market

  • 26.1. South America Interactive Streaming Market Overview
  • 26.2. South America Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Interactive Streaming Market

  • 27.1. Brazil Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Interactive Streaming Market

  • 28.1. Middle East Interactive Streaming Market Overview
  • 28.2. Middle East Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Interactive Streaming Market

  • 29.1. Africa Interactive Streaming Market Overview
  • 29.2. Africa Interactive Streaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Interactive Streaming Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Interactive Streaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Interactive Streaming Market Competitive Landscape And Company Profiles

  • 30.1. Interactive Streaming Market Competitive Landscape
  • 30.2. Interactive Streaming Market Company Profiles
    • 30.2.1. Dolby Laboratories Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Vimeo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Brightcove Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. ON24 Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kaltura Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Interactive Streaming Market Other Major And Innovative Companies

  • 31.1. Emplifi Inc.
  • 31.2. Agora Lab Inc.
  • 31.3. Telestream LLC
  • 31.4. SplitmediaLabs Ltd.
  • 31.5. Muvi LLC
  • 31.6. Wowza Media Systems LLC
  • 31.7. Contus
  • 31.8. BigMarker LLC
  • 31.9. Ant Media Server Inc.
  • 31.10. Dacast Inc.
  • 31.11. Infrared5 Inc.
  • 31.12. OBS Studio
  • 31.13. LongTail Ad Solutions Inc.
  • 31.14. Livery Video Technologies BV
  • 31.15. Castr Live Streaming Inc.

32. Global Interactive Streaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Interactive Streaming Market

34. Recent Developments In The Interactive Streaming Market

35. Interactive Streaming Market High Potential Countries, Segments and Strategies

  • 35.1 Interactive Streaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Interactive Streaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Interactive Streaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer