Streaming media services refers to the multimedia services that are provided by internet service providers to the customers or end-users. Streaming media services helps real time or on demand distribution and presentation of video, audio and multimedia content across a network based communications route including a dedicated IP network or Internet managed by a service provider. Streaming media services enables customers or end-users to receive video, audio and multimedia content despite downloading the same files to their computer systems. This, in turn, helps in saving user’s storage and time, and at the same time helps in providing the owners of the media with in-built protection of its copy. Most recently, the technology of streaming media is helping in e-learning programs and is producing campaigns related to advertising, which in turn, is replacing the static forms of media contents alike DVDs and CDs. Over the past few years, the streaming media technology has emerged and has come up as a crucial segment of the overall internet experience for both consumers and enterprise users. The end user can run the digital media data file by using its media player before the transfer of entire file. Streaming media service allows the users to save storage and time and also offers media owners with prevention of the built-in copy.
Some of the key factors driving the demand for streaming media in the global streaming media services market include rising adoption of advanced technologies such as cloud storage and bring your own devices (BYOD). The streaming media technique has played a crucial role in empowering the overall internet experience for both enterprises and individuals. The streaming media services support several types of initiatives by furnishing advertisements and campaigns which help in replacement of static forms of media such as CDs and DVDs. Moreover, owing to the introduction of YouTube, and improved access to broadband and pervasive connectivity, a large number of users get benefit of streaming majority of their content directly to their portable devices such as smartphones, tablets and laptop computers directly from the cloud. Furthermore, technologically advanced gaming systems are also boosting the overall demand and adoption of streaming media services, which in turn, is anticipated to accelerate the growth of global streaming media services market over the forecast period.
The global streaming media services market can be segmented on the basis of type of services, applications, end-user and regions. On the basis of type of services, the global streaming media services market can be segmented into video streaming, audio streaming and others (live ticker tape, closed captioning and real time text). On the basis of application, the global streaming media market can be classified into web browsing & advertising, real time entertainment, social networking, gaming and e-learning/distance learning. On the basis of end-user, the global streaming media market can be segmented into educational institutions, personal/domestic users and business organizations. On the basis of region, the global streaming media market can be segmented into North America, Latin America, Europe, Middle East & Africa (MEA) and Asia-Pacific.
Major players operating in the global streaming media market are focusing on some key market strategies such as mergers and acquisitions to keep hold in the ever competitive market. Moreover, they are concentrating on collaborating with local players to increase their market reach as well as strengthen their goodwill in the global market. Some of the key players in the streaming media services market profiled in the report include Adobe Systems Inc., Apple Inc., RealNetworks Inc., Microsoft Corporation, Netflix Inc., Google Inc. (You Tube), Pandora Media, Inc, Amazon.com, Inc. and Midwest Tape and Spotify AB among others.
Market by Type of Service
· Video streaming
· Audio streaming
· Others (live ticker tape, closed captioning and real time text).
Market by Application
· Web browsing & advertising
· Real time entertainment
· Social networking
· E-learning/distance learning
Market by End-user
· Educational institutions
· Personal/domestic users
· Business organizations
Market by Geography
· North America
o Rest of Europe
o Rest of Asia-Pacific
· Latin America
o Rest of Latin America
· Middle East and Africa (MEA)
o South Africa
o Saudi Arabia
o Rest of MEA
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