Global Live Entertainment Platforms Market Overview:
A live entertainment platform is an on-demand online entertainment source for TV shows, movies and other streaming media. For example, think of things like Hulu, Netflix, Amazon Prime Video, Vimeo, and Sundance. And while these may not be in the same league as, say, a YouTube, by this explanation, websites like Facebook, Instagram, Crackle, and Internet Archive are also examples of streaming platforms. In the Age of Technology, people are increasingly giving up on television and turning to online sources. In fact, this will be the first year that people will spend more time online than they spend watching television. Some of the key players profiled in the study are Amazon(Twitch) (United States), Facebook (United States), Twitter (United States), Google (Youtube) (United States), AfreeecaTV (South Korea), KT(Skylife) (Sout Korea), Naver(V Live) (South Korea), SINA (South Korea), Yandex(YouNow) (Russia), Inke (China), Tencent(Douyu TV) (China) and Xiaomi (China).
On the basis of geography, the market of Live Entertainment Platforms has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Streaming Service Type, the sub-segment i.e. Cable/Satellite will boost the Live Entertainment Platforms market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Age Range, the sub-segment i.e. Below 18 will boost the Live Entertainment Platforms market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Rising Adoption of Over-the-Top (OTT) Services
- Increasing Demand for High-Definition (HD) & Ultra-High-Definition (UHD) Content Production & Transmission
- Implementation of Artificial Intelligence (AI) & Machine Learning (ML) in Broadcasting Equipment
- Increasing Adoption in Developing Region
The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies.
Target Audience:Live Entertainment Platform Providers, Network Providers, Entertainment Industry, Potential Investors and Others
Major Objectives Focused through this Study To define, describe, and forecast the Global Live Entertainment Platforms market on the basis of product [APP and Website] , application , key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Live Entertainment Platforms market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Live Entertainment Platforms industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Vendors which are also part of the research are .
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Live Entertainment Platforms market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.