Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Value Chain Analysis
4.3 Industry Attractiveness - Porter’s Five Forces Analysis
4.3.1 Bargaining Power of Suppliers
4.3.2 Bargaining Power of Buyers/Consumers
4.3.3 Threat of New Entrants
4.3.4 Threat of Substitute Products
4.3.5 Intensity of Competitive Rivalry
4.4 Assessment of the Impact of COVID-19 on the Market


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 Growing Availability of High-speed Internet Connections
5.1.2 Rising Popularity of Live Streaming Events, such as Sports, Concerts, and Gaming
5.2 Market Restraints
5.2.1 Content Piracy and Unauthorized Distribution of Copyrighted Material
5.2.2 High Costs of Content Licensing and Production


6 MARKET SEGMENTATION
6.1 By Streaming Type
6.1.1 Live Video Streaming
6.1.2 Non-Linear Video Streaming
6.2 By Component
6.2.1 Software
6.2.2 Services
6.3 By Solutions
6.3.1 Internet Protocol TV
6.3.2 Over-the-Top (OTT)
6.3.3 Cable TV
6.3.4 Pay-TV
6.4 By Platform
6.4.1 Gaming Consoles
6.4.2 Laptops & Desktops
6.4.3 Smartphones & Tablets
6.4.4 Smart TV
6.5 By Revenue Model
6.5.1 Advertising
6.5.2 Rental
6.5.3 Subscription
6.6 By Deployment Type
6.6.1 Cloud
6.6.2 On-Premises
6.7 By End User
6.7.1 Enterprise
6.7.2 Consumer
6.8 By Geography
6.8.1 North America
6.8.2 Europe
6.8.3 Asia Pacific
6.8.4 Latin America
6.8.5 Middle East & Africa


7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 IBM Corporation
7.1.2 Amazon.com, Inc.
7.1.3 Alphabet Inc.
7.1.4 Netflix, Inc.
7.1.5 Hulu LLC (The Walt Disney Company)
7.1.6 Brightcove Inc.
7.1.7 Apple Inc.
7.1.8 Roku, Inc.
7.1.9 Haivision Systems Inc.
7.1.10 Tencent Holdings Limited
7.1.11 Akamai Technologies, Inc.
7.1.12 Warner Bros. Discovery, Inc.


8 INVESTMENT ANALYSIS


9 MARKET OPPORTUNITIES AND FUTURE TRENDS