The global video streaming market size was valued at USD 38.56 billion in 2018 and is projected to reach USD 149.34 billion by 2026, growing at a CAGR of 18.3% between 2019 and 2026. Streaming video or streaming media is video content that can be sent in compressed form over the Internet and played back immediately rather than being stored on a device’s hard drive. Streaming videos are usually sent from a pre-recorded video file that is compressed and can be sent to multiple users at the same time. Any device that has access to the Internet and applications that can extract content can use video streaming services.
The solutions segment dominated the overall video streaming market in 2018 and is expected to remain dominant during the forecast period owing to a number of factors such as increasing disposable income, better living standards, increasing smartphone penetration, easy access to the internet, and changes in lifestyle. However, this service is expected to witness a high growth rate in the coming years as these services help in providing a customized experience to the viewers.
The subscription revenue model was the largest contributor to the global video streaming market share in 2018 and is projected to remain dominant during the forecast period owing to the increase in subscriptions registered by major streaming video content providers. For example, in 2018 Netflix had 139 million subscribers worldwide. In addition, the number of Amazon Prime Video subscribers in the US reached 101 million. However, the advertising revenue model is expected to witness the highest growth as new market entrants turn primarily to ad-supported streaming models, largely due to the difficulty of breaking into the existing crowded premium subscription space. revenue model that drives market growth. read more information ; 토토
North America dominated the overall video streaming market share in 2018 as the region witnessed significant adoption of video streaming in recent years. Moreover, the market growth is driven by the presence of key players such as Amazon Web Services, Netflix Inc., Hulu, Microsoft Corporation and others in the US. However, the Asia-Pacific region is expected to grow at the highest CAGR. due to the increase in the adoption of streaming services in countries such as China, India, Japan and Korea. The Asia-Pacific region is seeing high growth in users of on-demand streaming and live streaming. In addition, key players in this market are investing heavily in this region to expand their subscription-based consumers, which is an opportunity for the market.
Segment control
The global video streaming market segmentation includes components, solution type, streaming type, deployment mode, revenue model, end user, and region. According to the components, it is divided into solutions and services. Based on the type of solution, the market is divided into IPTV, over-the-top and pay TV. By streaming type, the market is segmented into live/linear video streaming and non-linear video streaming. By deployment mode, the market is segmented into cloud, on-premise, and hybrid. According to the revenue model, it is divided into subscription, transactional, advertising and hybrid. On the basis of end user, the market is segmented into consumer and enterprise.
The most significant influencing factors
Factors such as rise in live streaming content, rise in adoption of cloud-based video streaming solutions, and extensive growth of online video in developing economies are significantly fueling market growth. In addition, the growth of the market is fueled by the rise in popularity of video game streaming services as well as the widespread use of videos in corporate training. However, bandwidth constraints and latency and reliability issues are expected to hinder the growth of the video streaming market. In addition, the increasing impact of video streaming in the education sector and the integration of advanced technologies into video platforms to improve video quality provide a number of opportunities for the market.
The rise of live streaming content
For many content providers and rights holders, live streaming represents an exciting opportunity to connect directly with target audiences and generate new revenue streams. Live streaming is on the rise, but still in its early stages. The increase in cloud penetration and growth in Internet reach has made it easier for different audiences to reach their niche content and allows advertisers to more accurately place relevant content in front of prospects. More people are streaming live video content than ever before, largely thanks to the efforts of companies like Hulu, Facebook and the NCAA. According to a survey conducted by the Interactive Advertising Bureau (IAB) in May 2018, 47% of live video viewers worldwide are streaming more live video than a year ago, and nearly 44% of participants said they are watching less live TV. live broadcast result. These statistics show the extensive continued growth of live streaming content, which is expected to drive the growth of the video streaming market.
The rise in popularity of video game streaming services
In 2018, the video game market generated nearly $131 billion, with mobile gaming revenue surpassing that of PC and console gaming. The market could become a $300 billion industry by 2025, largely due to the growth of mobile gaming and innovative offerings such as cloud gaming, VR gaming and more. Additionally, major gaming companies are competing to become the Netflix of gaming thanks to rapidly growing viewership on existing streaming channels. However, latency and bandwidth limitations will serve as major constraints to the development of mobile gaming services. On the contrary, the maturing of cloud technologies and the development of 5G are reducing these network problems and creating high competition in the video streaming market, where several leaders have already emerged. Additionally, Google, Microsoft and other players in the video game industry are racing to make video games as easy to stream as movies on Netflix or songs on Spotify. For example, Google’s Stadia and Microsoft’s Project xCloud will allow people to play games on their tablets, smartphones, connected TVs and more.