Live streaming in the context of "Streaming media"

⭐ In the context of streaming media, what fundamentally differentiates it from the process of downloading a media file?

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⭐ Core Definition: Live streaming

Livestreaming, live-streaming, or live streaming is the streaming of video or audio in real time or near real time. While often referred to simply as streaming, the real-time nature of livestreaming differentiates it from other non-live broadcast forms of streamed media such as video-on-demand, vlogs and video-sharing platforms such as YouTube and TikTok.

Livestreaming services encompass a wide variety of topics, including social media, video games, professional sports, and lifecasting. Platforms such as Facebook Live, Periscope, Kuaishou, Douyu, bilibili, YouTube, and 17 include the streaming of scheduled promotions and celebrity events as well as streaming between users, as in videotelephony. Livestreaming sites such as Twitch and Kick have become popular outlets for watching people play video games, such as in esports, Let's Play-style gaming, or speedrunning. Live coverage of sporting events is a common application.

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👉 Live streaming in the context of Streaming media

Streaming media is multimedia delivered through a network for playback using a media player. Media is transferred in a stream of packets from a server to a client and is rendered in real-time or near real-time; this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is more commonly used for video on demand, streaming television, and music streaming services over the Internet.

While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network. For example, using DLNA and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than IP). Online streaming was initially popularized by RealNetworks and Microsoft in the 1990s and has since grown to become the globally most popular method for consuming music and videos, with numerous competing subscription services being offered since the 2010s. Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade. Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.

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Live streaming in the context of Webcam

A webcam is a video camera which is designed to record or stream to a computer or computer network. They are primarily used in video telephony, live streaming and social media, and security. Webcams can be built-in computer hardware, like a laptop, or peripheral devices, and are commonly connected to a device using USB or wireless protocol.

Webcams have been used on the Internet as early as 1993, and the first widespread commercial one became available in 1994. Early webcam usage on the Internet was primarily limited to stationary shots streamed to web sites. In the late 1990s and early 2000s, instant messaging clients added support for webcams, increasing their popularity in video conferencing. Computer manufacturers later started integrating webcams into laptop hardware. In 2020, the COVID-19 pandemic caused a shortage of webcams due to the increased number of people working from home and children attending school remotely.

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Live streaming in the context of Video game livestreaming

The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services. By 2014, Twitch streams had more traffic than HBO's online streaming service, HBO Go. Professional streamers often combine high-level play and entertaining commentary, and earn income from sponsors, subscriptions, ad revenue, and donations.

Both AAA and indie developers have circumvented rising development costs by utilizing the free advertising live streaming provides. Independent titles such as Fall Guys, Rocket League, and Among Us are examples of games that have experienced a huge increase in player base as a result of streaming. Esports have also gained significant traction and attention from the accessibility of live streaming, and streaming has even been used as a method to raise awareness of social issues and money for charity.

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Live streaming in the context of Huya Live

Huya Live (Chinese: 虎牙直播) is a Chinese video live streaming platform focused on video games and esports, operated by Huya Inc. (NYSE: HUYA). It is one of China’s two largest game live‑streaming services alongside DouYu and carries official esports broadcasts as well as user‑generated streams. Huya Inc. is controlled by Tencent Holdings Limited. Outside mainland China, the service operates in selected overseas markets under the Nimo TV brand.

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Live streaming in the context of DouYu

DouYu (Chinese: 斗鱼; pinyin: Dòuyú) is a Chinese video live streaming service. The site is the largest of its kind in China with 163.6 million monthly active users in 2019,more than the 140 million monthly active users of Twitch.In July 2019, DouYu International Holdings Ltd raised $21 million through U.S. initial public offering (IPO) and listed itself on the Nasdaq with the stock symbol DOYU. It was the largest IPO of any Chinese company on Wall Street in 2019.

In 2018, Douyu made $21 million in advertisement revenues. Tencent owned about 21% of the shares as of 2020.

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Live streaming in the context of Content delivery network

A content delivery network (CDN) or content distribution network is a geographically distributed network of proxy servers and corresponding data centers. CDNs provide high availability and performance ("speed") through geographical distribution relative to end users, and arose in the late 1990s to alleviate the performance bottlenecks of the Internet as it was becoming a critical medium. Since then, CDNs have grown to serve a large portion of Internet content, including text, graphics and scripts, downloadable objects (media files, software, and documents), applications (e-commerce, portals), live streaming media, on-demand streaming media, and social media services.

CDNs are a layer in the internet ecosystem. Content owners such as media companies and e-commerce vendors pay CDN operators to deliver their content to their end users. In turn, a CDN pays Internet service providers (ISPs), carriers, and network operators for hosting its servers in their data centers.

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