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Asia-Pacific Live Streaming Market Size, Share & Trends Analysis Report By Component, By Type, By End Use, By Revenue Model, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 150 Pages
  • September 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6010249
The Asia Pacific Live Streaming Market is expected to witness market growth of 23.9% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Live Streaming Market by Country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of USD40.25 billion by 2031. The Japan market is registering a CAGR of 23.2% during 2024-2031. Additionally, the India market would exhibit a CAGR of 24.7% during 2024-2031.



One of the most significant drivers of the live streaming market has been the rise of online gaming and esports. The live streaming market extends far beyond gaming. One of the most transformative applications of live streaming has been in social media. Platforms like Instagram, Facebook, and TikTok have integrated live streaming features to engage users more effectively. Social media live streaming allows users to broadcast live content to their followers, often sparking real-time conversations and creating a sense of community.

The entertainment industry has also been profoundly impacted by live streaming. Musicians, artists, and performers increasingly rely on live streaming to reach their fans, especially as live events and concerts were cancelled during the pandemic. This shift kept performers connected with their fans and opened new revenue streams through ticketed virtual events and sponsorships. Even after the return of in-person events, many artists continue to use live streaming as a complementary tool to expand their reach and engage with a broader audience.

Southeast Asia is similarly experiencing explosive growth in the live streaming sector, particularly in gaming and e-commerce. According to the Infocomm Media Development Authority of Singapore, the gaming industry in Southeast Asia is projected to triple in size between 2017 and 2023. Increasing internet access, a young and tech-savvy population, and growing investments in digital platforms drive this rapid expansion.

In countries such as Indonesia, Thailand, and Singapore, live streaming has become a critical part of the gaming ecosystem, with gamers and content creators using platforms like YouTube Live and Facebook Gaming to engage with audiences and monetize their streams. Hence, the Asia Pacific region is at the forefront of the live streaming market’s growth, driven by its strong gaming industry, increasing internet penetration, and growing demand for digital content across mobile and online platforms.

List of Key Companies Profiled

  • Dacast Inc.
  • Vimeo, Inc.
  • IBM Corporation
  • Meta Platforms, Inc.
  • Pluto Inc. (Paramount Global)
  • Google LLC (Youtube, LLC)
  • Brightcove, Inc.
  • Kaltura, Inc.
  • Hulu, LLC (The Walt Disney Company)
  • Twitch Interactive, Inc. (Amazon.com, Inc.)

Market Report Segmentation

By Component

  • Platforms
  • Services

By Type

  • Video Streaming
  • Audio Streaming

By End Use

  • Gaming
  • Media & Entertainment
  • Education & Professional
  • Sports
  • News & Events
  • Other End Uses

By Revenue Model

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

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Live Streaming Market, by Component
1.4.2 Asia Pacific Live Streaming Market, by Type
1.4.3 Asia Pacific Live Streaming Market, by End Use
1.4.4 Asia Pacific Live Streaming Market, by Revenue Model
1.4.5 Asia Pacific Live Streaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2023, Jan-2024, Sep) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Asia Pacific Live Streaming Market by Component
5.1 Asia Pacific Platforms Market by Country
5.2 Asia Pacific Services Market by Country
Chapter 6. Asia Pacific Live Streaming Market by Type
6.1 Asia Pacific Video Streaming Market by Country
6.2 Asia Pacific Audio Streaming Market by Country
Chapter 7. Asia Pacific Live Streaming Market by End Use
7.1 Asia Pacific Gaming Market by Country
7.2 Asia Pacific Media & Entertainment Market by Country
7.3 Asia Pacific Education & Professional Market by Country
7.4 Asia Pacific Sports Market by Country
7.5 Asia Pacific News & Events Market by Country
7.6 Asia Pacific Other End Uses Market by Country
Chapter 8. Asia Pacific Live Streaming Market by Revenue Model
8.1 Asia Pacific Ad-Supported Market by Country
8.2 Asia Pacific Subscription-Based Market by Country
8.3 Asia Pacific Pay-Per-View Market by Country
Chapter 9. Asia Pacific Live Streaming Market by Country
9.1 China Live Streaming Market
9.1.1 China Live Streaming Market by Component
9.1.2 China Live Streaming Market by Type
9.1.3 China Live Streaming Market by End Use
9.1.4 China Live Streaming Market by Revenue Model
9.2 Japan Live Streaming Market
9.2.1 Japan Live Streaming Market by Component
9.2.2 Japan Live Streaming Market by Type
9.2.3 Japan Live Streaming Market by End Use
9.2.4 Japan Live Streaming Market by Revenue Model
9.3 India Live Streaming Market
9.3.1 India Live Streaming Market by Component
9.3.2 India Live Streaming Market by Type
9.3.3 India Live Streaming Market by End Use
9.3.4 India Live Streaming Market by Revenue Model
9.4 South Korea Live Streaming Market
9.4.1 South Korea Live Streaming Market by Component
9.4.2 South Korea Live Streaming Market by Type
9.4.3 South Korea Live Streaming Market by End Use
9.4.4 South Korea Live Streaming Market by Revenue Model
9.5 Singapore Live Streaming Market
9.5.1 Singapore Live Streaming Market by Component
9.5.2 Singapore Live Streaming Market by Type
9.5.3 Singapore Live Streaming Market by End Use
9.5.4 Singapore Live Streaming Market by Revenue Model
9.6 Malaysia Live Streaming Market
9.6.1 Malaysia Live Streaming Market by Component
9.6.2 Malaysia Live Streaming Market by Type
9.6.3 Malaysia Live Streaming Market by End Use
9.6.4 Malaysia Live Streaming Market by Revenue Model
9.7 Rest of Asia Pacific Live Streaming Market
9.7.1 Rest of Asia Pacific Live Streaming Market by Component
9.7.2 Rest of Asia Pacific Live Streaming Market by Type
9.7.3 Rest of Asia Pacific Live Streaming Market by End Use
9.7.4 Rest of Asia Pacific Live Streaming Market by Revenue Model
Chapter 10. Company Profiles
10.1 Dacast Inc.
10.1.1 Company Overview
10.1.2 SWOT Analysis
10.2 Vimeo, Inc.
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Regional Analysis
10.2.4 Research & Development Expenses
10.2.5 Recent strategies and developments
10.2.5.1 Product Launches and Product Expansions
10.2.6 SWOT Analysis
10.3 IBM Corporation
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Regional & Segmental Analysis
10.3.4 Research & Development Expenses
10.3.5 SWOT Analysis
10.4 Meta Platforms, Inc.
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Segment and Regional Analysis
10.4.4 Research & Development Expense
10.4.5 Recent strategies and developments
10.4.5.1 Partnerships, Collaborations, and Agreements
10.4.6 SWOT Analysis
10.5 Pluto Inc. (Paramount Global)
10.5.1 Company Overview
10.5.2 Financial Analysis
10.5.3 Segmental and Regional Analysis
10.5.4 Recent strategies and developments
10.5.4.1 Partnerships, Collaborations, and Agreements
10.5.4.2 Product Launches and Product Expansions
10.5.5 SWOT Analysis
10.6 Google LLC (Youtube, LLC)
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Segmental and Regional Analysis
10.6.4 Research & Development Expense
10.6.5 Recent strategies and developments
10.6.5.1 Partnerships, Collaborations, and Agreements
10.6.6 SWOT Analysis
10.7 Brightcove, Inc.
10.7.1 Company Overview
10.7.2 Financial Analysis
10.7.3 Regional Analysis
10.7.4 Research & Development Expenses
10.7.5 Recent strategies and developments
10.7.5.1 Partnerships, Collaborations, and Agreements
10.7.5.2 Product Launches and Product Expansions
10.7.5.3 Acquisition and Mergers
10.7.6 SWOT Analysis
10.8 Kaltura, Inc.
10.8.1 Company Overview
10.8.2 Recent strategies and developments
10.8.2.1 Partnerships, Collaborations, and Agreements
10.8.2.2 Acquisition and Mergers
10.8.3 SWOT Analysis
10.9 Hulu, LLC (The Walt Disney Company)
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Segmental and Regional Analysis
10.10. Twitch Interactive, Inc. (Amazon.com, Inc.)
10.10.1 Company Overview
10.10.2 Financial Analysis
10.10.3 Segmental Analysis
10.10.4 Recent strategies and developments
10.10.4.1 Partnerships, Collaborations, and Agreements
10.10.4.2 Product Launches and Product Expansions
10.10.4.3 Acquisition and Mergers
10.10.5 SWOT Analysis

Companies Mentioned

Some of the key companies in the Asia-Pacific Live Streaming Market include:
  • Dacast Inc.
  • Vimeo, Inc.
  • IBM Corporation
  • Meta Platforms, Inc.
  • Pluto Inc. (Paramount Global)
  • Google LLC (Youtube, LLC)
  • Brightcove, Inc.
  • Kaltura, Inc.
  • Hulu, LLC (The Walt Disney Company)
  • Twitch Interactive, Inc. (Amazon.com, Inc.)

Methodology

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