市場調查報告書
商品編碼
1468377
按設備類型(遊戲機、媒體串流、智慧電視)、應用程式(電子學習、網路瀏覽、遊戲、即時娛樂、社交網路)、最終用途(商業、住宅)和地區 2024-2032Streaming Media Devices Market Report by Device Type (Game Consoles, Media Streamers, Smart TVs), Application (E-Learning, Web-Browsing, Gaming, Real-Time Entertainment, Social Networking), End-Use (Commercial, Residential), and Region 2024-2032 |
IMARC Group年全球串流媒體設備市場規模達139億美元。
串流媒體設備有助於瀏覽和查看 Hulu、Netflix、YouTube 和 Prime Video 等影片共享入口網站上的內容。它們允許透過通訊通道按需或即時呈現和傳播音訊、視訊和多媒體內容。此外,這些設備為用戶提供了在流中暫停、倒回或前進的完全控制,而無需下載整個文件。隨著很大一部分人出於娛樂目的從有線電視 (TV) 轉向串流媒體服務,全球對串流媒體設備的需求正在增加。
推動串流媒體設備市場成長的重要因素之一是全球範圍內對線上串流媒體服務的日益偏好。這可以歸因於網際網路普及率的提高和高速通訊基礎設施的發展,特別是在新興經濟體。此外,不斷成長的線上串流媒體服務庫,以及有線和衛星付費電視費率的上漲,正在增加全球對串流媒體設備的需求。除此之外,由於全球的小型和大型公司都在使用線上會議服務,這進一步支持了這些設備的銷售。這些服務有助於創造一個具有成本效益且靈活的工作環境,從而最大限度地減少整體資本支出以及進行面對面會議所涉及的差旅費用。此外,製造商正在資助研發活動,以推出具有更高解析度(如 8K)的升級串流媒體設備。
The global streaming media devices market size reached US$ 13.9 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 42.2 Billion by 2032, exhibiting a growth rate (CAGR) of 12.7% during 2024-2032.
Streaming media devices help in browsing and viewing content on video-sharing portals such as Hulu, Netflix, YouTube and Prime Video. They allow on-demand or real-time presentation and dispersal of audio, video and multimedia content over a communication channel. Moreover, these devices offer users complete control to pause, rewind, or move forward in the stream without downloading the entire file. As a significant part of the population is shifting from cable television (TV) toward streaming services for entertainment purposes, the demand for streaming media devices is increasing around the world.
One of the significant factors which are strengthening the streaming media devices market growth is the growing preference for online streaming services across the globe. This can be accredited to increasing internet penetration and the development of high-speed communication infrastructure, particularly in emerging economies. Additionally, the growing library of online streaming services, along with the inflating rates of cable and satellite pay TV, is escalating the demand for streaming media devices worldwide. Apart from this, as both small and large companies across the globe are utilizing online meeting services, it is further supporting the sales of these devices. These services help in creating a cost-effective and flexible working environment, thereby minimizing the overall capital expenditure as well as travel expenses involved in conducting face-to-face meetings. Further, manufacturers are financing research and development activities to introduce upgraded streaming devices with higher resolutions like 8K.
IMARC Group provides an analysis of the key trends in each sub-segment of the global streaming media devices market report, along with forecasts at the global and regional level from 2024-2032. Our report has categorized the market based on device type, application and end-use.
Game Consoles
Media Streamers
Smart TVs
E-Learning
Web-Browsing
Gaming
Real-Time Entertainment
Social Networking
Commercial
Residential
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
The report has also analysed the competitive landscape of the market with some of the key players being Google LLC, Microsoft Corporation, Sony Corporation, Roku, Inc., Samsung Electronics Co. Ltd., AsusTek Computer Inc., LG Electronics Inc., Apple, Inc., Koninklijke Philips N.V., Amazon.com, Inc., Huawei Technologies Co., Ltd., HiMedia Technology Limited, ARRIS International Limited and D-Link Corporation.