The interactive streaming market size is expected to see exponential growth in the next few years. It will grow to $147.11 billion in 2030 at a compound annual growth rate (CAGR) of 28.2%. The growth in the forecast period can be attributed to expansion of 5g networks, rise of cloud-based streaming services, growth in esports and gaming communities, adoption of ai-driven content recommendations, development of interactive educational platforms. Major trends in the forecast period include real-time audience engagement, interactive advertising integration, multi-platform streaming adoption, gamification in content delivery, personalized content experiences.
The increasing internet penetration is anticipated to drive the expansion of the Interactive Streaming market in the coming years. Internet penetration refers to the degree to which people within a particular region or population have access to and regularly utilize the internet, allowing them to engage with digital services and online platforms. This growth in internet penetration is attributed to improvements in communication technologies and the broader adoption of mobile and broadband networks, which provide more reliable internet access across different regions. Interactive Streaming facilitates digital engagement by allowing real-time interaction with online content through features such as live chats, polls, and instant viewer feedback, all of which depend on stable and widespread internet connectivity. For example, in November 2023, the International Telecommunication Union (ITU), a Switzerland-based specialized agency for information and communication technologies, reported that approximately 5.4 billion people, or around 67 percent of the global population, used the internet in 2023, marking an increase compared with 2022. Consequently, the growth in internet penetration is supporting the expansion of the Interactive Streaming market.
Major companies in the interactive streaming market are concentrating on creating innovative solutions such as AI-powered interactivity to boost engagement and convert passive viewers into active participants. AI-powered interactivity refers to the use of artificial intelligence to enable digital content to respond dynamically to user inputs, delivering personalized and real-time interactive experiences. For example, in July 2025, Adventr Technology Inc., a US-based tech company, introduced a GenAI‑powered interactive streaming platform that allows viewers to actively participate in and shape live content and immersive storytelling experiences. The service integrates professional and AI-generated content, enabling creators to craft interactive experiences without requiring coding skills. It offers multiplatform accessibility, including web, mobile, and smart TVs, ensuring a wide audience reach. Moreover, features such as multiplayer participation and real-time decision-making promote social interaction and collective influence over the content.
In January 2024, Bending Spoons S.p.A., an Italy-based technology firm, acquired Brightcove Inc. for around $0.233 billion. With this acquisition, Bending Spoons intends to enhance its video streaming and interactive media offerings by incorporating Brightcove’s enterprise-level online video platform, which includes live streaming, video-on-demand, analytics, and monetization tools. Brightcove Inc. is a US-based interactive streaming technology company that delivers cloud-based video hosting, live streaming, and audience engagement solutions for media organizations and enterprises globally.
Major companies operating in the interactive streaming market are Dolby Laboratories Inc., Vimeo Inc., Brightcove Inc., ON24 Inc., Kaltura Inc., Emplifi Inc., Agora Lab Inc., Telestream LLC, SplitmediaLabs Ltd., Muvi LLC, Wowza Media Systems LLC, Contus, BigMarker LLC, Ant Media Server Inc., Dacast Inc., Infrared5 Inc., OBS Studio, LongTail Ad Solutions Inc., Livery Video Technologies BV, Castr Live Streaming Inc., BeLive Studios Ltd.
North America was the largest region in the interactive streaming market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the interactive streaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the interactive streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The interactive streaming market consists of revenues earned by entities providing services such as live video streaming, real-time chat, and virtual events. The market value includes the value of related goods sold by the service provider or included within the service offering. The interactive streaming market also includes sales of cameras, microphones, and capture cards. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Interactive Streaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses interactive streaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for interactive streaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The interactive streaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Platform: Gaming Consoles; Laptops and Desktops; Smartphones and Tablets; Smart Televisions2) By Solution: Advertising-Based; Subscription-Based; Transaction-Based
3) By End-User: Enterprise; Consumer
Subsegments:
1) By Gaming Consoles: PlayStation; Xbox; Nintendo Switch; Other Gaming Consoles2) By Laptops and Desktops: Windows PCs; MacBooks; Gaming PCs; All-in-One PCs
3) By Smartphones and Tablets: Android Smartphones; iOS Smartphones; Android Tablets; iOS Tablets
4) By Smart Televisions: Android Smart TVs; Samsung Smart TVs; LG Smart TVs; Roku Smart TVs; Apple TV
Companies Mentioned: Dolby Laboratories Inc.; Vimeo Inc.; Brightcove Inc.; ON24 Inc.; Kaltura Inc.; Emplifi Inc.; Agora Lab Inc.; Telestream LLC; SplitmediaLabs Ltd.; Muvi LLC; Wowza Media Systems LLC; Contus; BigMarker LLC; Ant Media Server Inc.; Dacast Inc.; Infrared5 Inc.; OBS Studio; LongTail Ad Solutions Inc.; Livery Video Technologies BV; Castr Live Streaming Inc.; BeLive Studios Ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Interactive Streaming market report include:- Dolby Laboratories Inc.
- Vimeo Inc.
- Brightcove Inc.
- ON24 Inc.
- Kaltura Inc.
- Emplifi Inc.
- Agora Lab Inc.
- Telestream LLC
- SplitmediaLabs Ltd.
- Muvi LLC
- Wowza Media Systems LLC
- Contus
- BigMarker LLC
- Ant Media Server Inc.
- Dacast Inc.
- Infrared5 Inc.
- OBS Studio
- LongTail Ad Solutions Inc.
- Livery Video Technologies BV
- Castr Live Streaming Inc.
- BeLive Studios Ltd.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 54.54 Billion |
| Forecasted Market Value ( USD | $ 147.11 Billion |
| Compound Annual Growth Rate | 28.2% |
| Regions Covered | Global |
| No. of Companies Mentioned | 22 |


