User Generated Broadcast Live Streaming Video And The Mainstream Consumer
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The 20,000 Foot View
The early adopter buzz around the launches of the live video streaming apps Meerkat and Twitter-acquired Persicope have so far failed to translate into meaningful real world adoption. But these User Generated Broadcast (UGB) apps have undoubted potential. Currently, live streaming video has two core user groups: early technology adopters and gaming fans (the latter especially through sites such as Twitch). Facebook’s decision to incorporate live video streaming into its verified user app Facebook Mentions could be the impetus the technology needs to bring it to a wider audience.
Key Findings
- Currently the video landscape is biased towards optimized for recorded video
- Social Network is crucial to ensure audience for user generated broadcasts
- Pre-recorded online audiences currently dwarf those of stream video audiences
- Niche content as gaming is the most form of user generated broadcasts
- Video streaming apps are still at the level of engagement
- Personality-led User Content is the most popular of YouTube video
- Live video are not scalable for mainstream users
- Multi-Channel Networks be best placed to utilize broadcast video because of their to programme live stream schedules multiple time zones across their pools
- Celebrity brand is the most likely use for the technology reaching the
Companies mentioned in this report: Facebook, Gleam Futures, Meerkat, Periscope, Skype, Twitch, Twitter, YouTube