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How Live Streaming Is Going To Change Internet & Content Delivery
How Live Streaming Is Going To Change Internet & Content Delivery
Submitted by
AHRAZ AHMAD
[20190126115]
October, 2020
TABLE OF CONTENTS
Introduction 2
Research Objectives and Questions 3
Literature Review 4
Proposed Research Methodology 7
Plan of Analysis 8
References 9
1
Introduction
Consumers are demanding for a world where there should be everything available at the press of
a button. Although music streaming apps such as “Spotify”, “Apple Music” and “Prime Music”
are able to deliver this, video streaming services such as Netflix, Prime Video, YouTube and
Twitch have been struggling. Affectionately referred to as “bandwidth hogs” by service and
network providers, all platforms are re-orienting their streaming service as per the country or
With the pandemic looming over all, populations have begun to find solace on the internet.
During these unprecedented times, Amazon’s streaming service “Twitch” has seen a 31% growth
in subscription with the amount of hours watched increasing from 33 Mn on 8th March, 2020 to
43 Mn on 22nd March, 2020 according to latest data reported by research firm StreamElements.
YouTube Gaming Streams, within the same period, also saw an increase of 15% within 1 week.
This signifies a moment and an opportunity for streaming services such as YouTube and Twitch
conventional OTT platforms such as Netflix, Disney+, Hulu, Hotstar, Zee5 and Amazon Prime
viewership on Twitch increased by 66% in the first week of lockdown being imposed in Italy.
Apart from viewership, the platform has also seen an increase in channel size and number of
This may be considered as the moment for any brand, small or large, to enter the business of live
streaming. The barriers to entry are low with a relatively easy learning curve. And, one will
2
Research Objectives and Questions
The aim of this paper is to understand what is driving the consumption of Live Streaming. This
has to be accomplished while analyzing the Live Streaming individually and while comparing
the same with OTT Players. The paper will deep dive into finding the consumption patterns of
Live Streaming presents itself as a unique platform for marketing too and thus is a lucrative
opportunity for brands looking to tap audiences subscribed to the streamers. The captive
audience possessed by streamers, who pay to watch, and often who bring others with them too.
The digital age presents significant utilitarian benefits to the society and will be tantamount to
further grant freedom of expression to creators and curators. Live Streaming has also allowed
content to be delivered through new age mediums such as mobiles and tablets instead of the
traditional channels. It grants flexibility and increases the ease-of-access manifold for all viewers
Platforms such as Twitch allow creators to be able to regulate audiences by giving the option to
charge for viewing and purchasing memberships. This is a steady source of revenue for creators.
However, with advertisements and sponsorships on the rise, consumers may begin to face the
brunt of this. Consumers may have to be prepared for ad breaks in the middle of streams, product
placements and the creators themselves promoting certain brands or services. While it may be a
rain on the parade, it is a tremendous opportunity for brands to be able to leverage the platforms
at a time when most brands have not even acknowledged the existence of it.
With the help of this paper, the following aspects of Audio, Video and Gaming related streaming
are to be analysed:
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● Factors influencing consumption
● Comparison of platforms
Along with the aforementioned parameters, the paper will also look into identifying what
● Viewership motivation
● Loyalty Factor
The research will stand to incorporate the target companies within its scope in order to determine
the offering and differentiation of each platform while also shedding light on the heterogeneity of
Literature Review
The size of the Live Streaming industry and the scope of the same can be easily established using
multiple studies available. One can also observe the growth expected of the industry, across
parameters, for content creators, organisers, consumers and brands looking to capitalise on the
Thus, Live Streaming can be seen as a lucrative medium of providing entertainment to end
consumers. Owing to the COVID-19 pandemic, Live Streaming can be predicted to show even
stronger growth across the globe, primarily due to the simpler learning curve required and due to
Live Content, by definition, cannot be staged or reshot. The base for its popularity is it
happening in the moment and the authenticity of it. Additionally, it being an open-for-all
platform, the creators can directly reach consumers and vice versa. The barriers to entry are low
4
too for curators as well as creators. From an execution standpoint, it requires relatively low
However, the researches presently available and explored do not delve into how a
pre-existing/established brand may leverage the platform of Streaming/ Live Streaming and
establish itself. Thus, a gap that can be identified from preliminary research is a methodology of
how a brand may be established on platforms such as Twitch and YouTube and, by extension,
Facebook as well as Instagram Live, to promote itself and reach out to a wider audience that
It can also be observed that studied literature does not incorporate the viewpoint of the
stakeholders involved in the process particularly creators and consumers. Therefore, going
forward, the research will imperatively contain a period to also include the reaching out to these
stakeholders in order to determine their position and contribution to the equation. The activity
will allow a more comprehensive evaluation of the industry and arrive at a more accurate
conclusion. Involvement of stakeholders may also lead to further discovery of areas that have not
An analysis of the US Audio Streaming industry shows that the annual revenue grew by 14.5
times over a half-decade period [Thomes, 2011] and spoke of the monetisation models available
for audio streaming services. The biggest player in the market, Spotify has 286 million Monthly
Active Users with 130 million paid subscribers but is yet to return a profit [Live, 2020].
However, with advertisers and investors pumping money, the business will be able to sustain the
projected loss of $100 million in 2020. Yet, today, Spotify has over 500,000 podcasts hosted on
it and stands as one of the most popular platforms for podcasts. Stephen Fry and Daniel Radcliffe
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even featured on the platform, during COVID-19 lockdown, to deliver weekly readings of the
Song Streaming platforms are being seen as an attempt to become, “celestial jukebox” [Marshall,
2012] as they embark on paths to have all labels available under the same umbrella. However, it
does not essentially classify as Live Streaming. Podcasts, on the other hand, do classify and are
being acknowledged as the same too. With Spotify, Google Podcasts, Apple Podcasts, Anchor
and multiple others foraying into the market, titles such as the Joe Rogan Podcast have become
popular for consumption, getting the platforms into a bidding war for exclusivity.
At the same time, one has to look at sports as the biggest source for Live Streaming.
Additionally, with the advent of e-Sports, Live Streaming has seen a further uptick. According to
Banyai et. al. (2019), “Playing video games has become one of the most popular recreational
activities, not just among children and adolescents, but also among adults too” and has seen it
even become a career option for many in the form of competitive gaming. Competitive Gaming,
also known as e-Sports, is starting to become one of the most popular and essential parts of video
game communities in Live Stream networks. With audiences logging in to watch games live and
full-fledged tournaments being held, e-Sports economy was reported at $696 million in 2017 and
expected to double by end of 2020, according to a market report by Newzoo. The report also
stated that the global e-Sports audience had reached 385 million, with 32% both playing as well
6
Research Methodology
The proposed research methodology to complete the research project would involve a mixed
Quantitative research, in secondary aspect, will be employed in order to assess the size and
growth potential of the industry, current curators’ operations and marketing opportunities within
the given network. From a marketing perspective, Live Streaming, compared to other
mainstream media options, is largely untapped. Thus, it presents itself as an extremely lucrative
opportunity for brands who look to target the audience that subscribes to Live Streaming.
Qualitative research, in the form of in-depth interviews, will be conducted to gain insights into
the functioning of streamers and other content creators. Research will have to extend to
consumers of Live Streaming content too, in order to understand the preferences in terms of
content, programming and platforms. Qualitative research will have to include exploration into
researching platforms as each platform has different interfaces and key strengths, thereby acting
as a selective preference.
Given the context, research will be primarily focused on unstructured data, to be sourced through
multiple interactions with a variety of stakeholders. Research will also incorporate the
functioning of auxiliary and supporting industries of Live Streaming, keeping in mind the
scenario brought around by the novel coronavirus along with the shift in consumption patterns
The phenomenon of operationalisation will also have to be taken into account and require
guidance in order to convert into empirical observations to consider a broader aspect of research
and thereby increase the veracity of the information being provided by the purpose of the paper.
7
Latent information may need to be identified by means of distinguishable effects showcased by
The data collected will have to be organised in a manner to be able to run a regression or cluster
analysis on the same. However, Demand Projection of Live Streaming will have to be done using
a model to be developed.
Plan of Analysis
As part of the research project, the objective will be to look at the rise of Live Streaming and
explore its platforms, the stakeholders involved, in order to understand the requirements and
expectations and to draw parallels as well as specify key differences between the primary and
auxiliary platforms for Live Streaming. This would further be used to supplement how a brand
can proceed to build itself within the sector/industry and reorient its current positioning to fit
8
References
1. Alexander, J. (2020, March 27). The entire world is streaming more than ever - and it's
https://www.theverge.com/2020/3/27/21195358/streaming-netflix-disney-hbo-now-youtu
be-twitch-amazon-prime-video-coronavirus-broadband-network
2. Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2018). The psychology of
https://doi.org/10.1007/s10899-018-9763-1
the digital music rights licensing landscape. SSRN Electronic Journal. Marshall, Rick, Oh
http://dx.doi.org/10.2139/ssrn.2179111
4. Spotify conquered the music industry, but still can't make a profit. (n.d.). Retrieved from
https://www.lovemoney.com/gallerylist/82445/spotify-conquered-music-industry-no-prof
it-streaming
https://www.theverge.com/2020/3/18/21185114/twitch-youtube-livestreaming-streamele
industry can generate revenues from cloud computing. SSRN Electronic Journal.
http://dx.doi.org/10.2139/ssrn.1866228