Streaming Media Device Market

Streaming Media Device Market Forecasts to 2028 – Global Analysis By Type (Gaming Consoles, Smart Televisions (TVs), and Media Streamers), Resolution, Application, End User and By Geography

4.6 (37 reviews)
Published: May 2021 ID: SMRC20517
4.6 (37 reviews)
Published: May 2021 ID: SMRC20517

This report covers the impact of COVID-19 on this global market

According to Stratistics MRC, the Global Streaming Media Device Market is accounted for $37.13 billion in 2020 and is expected to reach $137.69 billion by 2028 growing at a CAGR of 17.8% during the forecast period. Some of the factors such as the rise in demand for digital video and audio streaming content services and increasing internet penetration are propelling the market growth. However, the lack of standardization of streaming media devices is hampering the market growth.

Streaming media devices help in browsing and screening 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.

Based on the resolution, the 4k segment is estimated to have a huge demand due to the rising implementation of 4k content into gaming consoles. Furthermore, the demand for improved and enhanced quality content has encouraged streaming media device manufacturers to offer products supporting 4K resolution.

By geography, the Asia Pacific is going to have a lucrative growth during the forecast period due to growing internet penetration in developing countries like India and China. Additionally, the growing number of online video streaming viewers in countries like India and Australia is expected to boost the growth of the market.

Some of the key players profiled in the Streaming Media Device Market include Western Digital, Sony Corporation, Apple, Inc., Roku, Inc., Philips, NETGEAR, Microsoft, LG Electronics, Huawei, Arris International, Google, D-Link, Bharti Airtel, Asus, HiMedia, Samsung Electronics, and Amazon, Inc.
Types Covered:
• Gaming Consoles
• Smart Televisions (TVs)
• Media Streamers

Resolutions Covered:
• 720P/High Definition (HD)
• 1080P/High Dynamic Range (HDR)
• 4K

Applications Covered:
• E-Learning
• Gaming
• Real-Time Entertainment
• Audio/Video Entertainment
• Web Browsing
• Social Networking
• File Sharing

End Users Covered:
• Commercial
• Residential

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan       
o China       
o India       
o Australia 
o New Zealand
o South Korea
o Rest of Asia Pacific   
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2019, 2020, 2021, 2025, and 2028
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

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