Global Online Streaming Platform Market Overview:
Online streaming platforms also known as live streaming platforms are a kind of administration where the customer can choose and see live video content. The customer can get to a wide scope of live digital content like games, shows, educational videos, etc. Online streaming platforms offer reliability, proficiency, and cost-adequacy for content streaming on any screen across a huge scope of enterprises and streaming sorts. Moreover, these platforms are the video facilitating arrangements that empower users to transfer or communicate video content to their customers. Currently, in the modern age, users can sign up for the services with monthly subscriptions to an online streaming platform and access their content over the internet.
Growth Drivers
- Rise in consumption of media due to increase in availability and supply of real-time content
- Increase in demand for multi-device compatibility solutions
Roadblocks
- Stringent rules and regulations of governments regarding streaming online content
- Availability poor and unstable network connections
Opportunities
- Development of standard guidelines regarding the streaming platforms
- Online streaming platform players adopt different strategies
Challenges
- The disparity in industry regulations
- Increase in scope for live streaming through online streaming platforms
Competitive Landscape:
The leading organizations in the market in order to gain a competitive advantage focusing on developing new technological advancements to deliver the qualitative and best user experience to the customer. Also by partnering with other players makes new strategies to capture the market.
Some of the key players profiled in the report are YouTube (Google) (United States), Amazon.com, Inc. (United States), Netflix, Inc. (United States), Dacast (United States), Muvi LLC (United States), Dailymotion (France), Ustream (IBM Cloud) (United States), Vimeo, LLC (United States), Disney+ Hotstar (India) and SpotX, Inc. (United States). Additionally, following companies can also be profiled that are part of our coverage like Funimation (United States), HBO Max (United States), SonyLiv (India), Voot (India), Crunchyroll (United States) and Apple TV+ (United States). Analyst at AMA Research see United States Vendors to retain maximum share of Global Online Streaming Platform market by 2026. Considering Market by By Service Type Names, the sub-segment i.e. Subscription-based Video on Demand (SVOD) will boost the Online Streaming Platform market.
On 30 June 2021, Dailymotion to boost Sports video content delivery by partnering with Sotic, an award-winning digital agency that helps sports’ biggest players deliver meaningful online video experiences. The partnership between Dailymotion and Sotic is a unique opportunity for sports clubs to improve their streaming experiences and video content strategies with unlimited capacity in Live Streaming.
What Can be Explored with the Online Streaming Platform Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Online Streaming Platform Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Online Streaming Platform
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Online Streaming Platform market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Online Streaming Platform market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes IT Industry, Media and Entertainment Houses, Industrial associations, Private Research Institutions, Government Regulatory Bodies and Technology Institutes.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.