As per the current market research conducted by the CMI Team, the global live streaming market size is expected to record a CAGR of 23.2% from 2024 to 2033. In 2024, the market size is projected to reach a valuation of USD 104.9 Billion. By 2033, the valuation is anticipated to reach USD 712.9 Billion.

Live Streaming Market: Overview

According to industry experts at CMI, live streaming is defined as the real-time transmission of video and audio content to the viewer. Unlike pre-recorded content, live streaming broadcasts events, performances, gaming sessions, and other activities in real time.

The live streaming market is being driven by several factors, such as increasing internet penetration and bandwidth availability, rising demand for real-time content, the popularity of gaming and e-sports, adoption in corporate and educational sectors, growing e-commerce integration, advancement in technology, growing product launch, shift towards mobile streaming and others.

However, the high infrastructure and bandwidth cost, concern over data security and increasing competition are acting as a major restraint for the industry expansion during the forecast period.

Live Streaming Market: Growth Factors and Dynamics

Social media integration

Social networking companies have integrated live streaming features into their platforms, offering users a smooth viewing experience. Numerous platforms have encouraged its adoption and engagement by leveraging their existing user populations, including Facebook Live, Instagram Live, and YouTube Live.

Integrating these services with social media allows content providers to reach a bigger audience. Also, they allow for cross-promotion and collaboration among content developers. Streamers can use their existing social media presence to market their live streams. This collaboration between social media and live streaming promotes partnerships and broadens the reach of live streams.

Increasing collaboration

The growing collaboration drives revenue growth in the live-streaming industry. For instance, in January 2024, Huya Inc. teamed with Tencent WeChat Channels to offer live streaming of games. This collaboration results from Tencent’s WeChat increasing viewership of original content. Huya intends to use this platform to engage with gamers further.

Technological limitation

The live-streaming market has expanded significantly, but various technological constraints impede the industry’s expansion. For example, high-quality live streaming such as HD, 4K, or VR demands a substantial bandwidth and might not be available in several regions, especially developing ones. Thus, this technical constraint acts as a significant challenge to market growth.

Report Scope

Feature of the ReportDetails
Market Size in 2024USD 104.9 Billion
Projected Market Size in 2033USD 712.9 Billion
Market Size in 2023USD 88.5 Billion
CAGR Growth Rate23.2% CAGR
Base Year2023
Forecast Period2024-2033
Key SegmentBy Component, Type, Revenue Model, End-use, Gender and Region
Report CoverageRevenue Estimation and Forecast, Company Profile, Competitive Landscape, Growth Factors and Recent Trends
Regional ScopeNorth America, Europe, Asia Pacific, Middle East & Africa, and South & Central America
Buying OptionsRequest tailored purchasing options to fulfil your research requirements.

Live Streaming Market: New Launches and Acquisitions

  • In July 2023, MediaKind unveiled MK/IO, a streaming solution designed on Microsoft Azure.

List of the prominent players in the Live Streaming Market:

  • Dacast Inc.
  • Empire Video Productions LLC
  • Flux Broadcast Ltd.
  • Huya Inc.
  • International Business Machines Corporation
  • Meta
  • Pluto Inc.
  • TikTok Inc.
  • Twitch Interactive Inc.
  • Vimeo Inc.
  • Others

Global Live Streaming Market 2024–2033 (By Billion)

www.custommarketinsight.com

The Live Streaming Market is segmented as follows:

By Component

  • Platforms
  • Services

By Type

  • Audio Streaming
  • Video Streaming

By Revenue Model

  • Ad-Supported
  • Subscription-Based
  • Pay-Per-View

By End-use

  • Gaming
  • Media & Entertainment
  • Education & Professional & Professional
  • Sports
  • News & Events
  • Others

By Gender

  • Male
  • Female

Regional Coverage:

North America

  • U.S.
  • Canada
  • Mexico
  • Rest of North America

Europe

  • Germany
  • France
  • U.K.
  • Russia
  • Italy
  • Spain
  • Netherlands
  • Rest of Europe

Asia Pacific

  • China
  • Japan
  • India
  • New Zealand
  • Australia
  • South Korea
  • Taiwan
  • Rest of Asia Pacific

The Middle East & Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • Kuwait
  • South Africa
  • Rest of the Middle East & Africa

Latin America

  • Brazil
  • Argentina
  • Rest of Latin America