In 2020, around 12.34 million people worked as live streamers for the livestreaming commerce industry in China, increasing by more than 350 percent compared to the previous year. In that year, the transaction value of live commerce in China surpassed 1.23 trillion yuan.
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The global live selling service market is experiencing rapid growth, fueled by the increasing adoption of e-commerce and the rising popularity of interactive shopping experiences. Driven by factors such as the enhanced customer engagement offered by live streams, the ability to showcase products in real-time, and the immediate opportunity for sales conversions, the market is projected to witness significant expansion over the forecast period (2025-2033). The segment encompassing real-person live broadcasts currently holds a larger market share compared to digital human live broadcasts, but the latter is expected to gain traction as technology improves and becomes more cost-effective. Key applications include consumer products, catering, and the travel industry, with significant opportunities emerging in the hotel sector as well. The market is geographically diverse, with North America and Asia Pacific currently leading in terms of adoption and market share. However, developing economies in regions like South America and Africa present significant untapped potential for future growth. Competition is intense, with both established e-commerce players and specialized live-selling platforms vying for market dominance. Challenges include maintaining consistent high-quality streaming, managing logistics for timely order fulfillment, and combating potential issues relating to authenticity and trust. The market's future trajectory will depend heavily on technological advancements, such as improved streaming technologies, augmented reality (AR) and virtual reality (VR) integration, and sophisticated analytics for enhancing personalized customer experiences. Further growth will be spurred by the increasing penetration of smartphones and affordable internet access, expanding the reach of live selling services globally. Effective marketing strategies and targeted influencer collaborations will also play crucial roles in driving adoption. While challenges remain, the overall outlook for the live selling service market is positive, indicating substantial growth and significant opportunities for businesses in this dynamic sector. The market is expected to evolve into more sophisticated platforms incorporating advanced technologies and personalized experiences to meet consumers' ever-changing demands.
The inaugural Esports World Cup, scheduled to take place in Saudi Arabia in July and August 2024, was due to feature 20 events across 19 video game titles. The South American Closed Qualifier for the Esports World Cup reached a peak viewership of over 54 thousand fans.
The United States is now a nation of singles. Single people make up just over half of all American adults for the first time since statistics have been collected, according to a study reported by Bloomberg last week.
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The average number of additional years a man or woman aged 75 can be expected to live if they continue to live in the same place and the death rates in their area remain the same for the rest of their life. To ensure that the NHS is held to account for doing all that it can to prevent avoidable deaths in older people. This indicator captures all persons aged 75 and over. A correction was made to this indicator on the 6th March 2019 due to errors found in the data. The confidence intervals for females in the region breakdown for the 2015-17 time period were displayed the wrong way round and some of the upper intervals were rounded incorrectly. These have now been corrected. A further correction was made to this indicator on the 21st May 2020. For 2015-17, The population numbers presented within the local authority (LA) breakdown for females were found to be incorrect for three LAs. The affected LAs were Redcar and Cleveland (E06000003), Norwich (E07000148) and Redbridge (E09000026). These have now been corrected. The indicator value and confidence intervals for all three LAs were unaffected by the error. Legacy unique identifier: P01728
In March 2025, video streaming platform Twitch had approximately *** million active streamers, down from a peak of **** million in January 2021. The platform experienced a boom during the COVID-19 pandemic, when many new users used the platform to connect with friends or try their hand at livestreaming. However, this trend normalized again towards the end of the year, and the streaming space has also grown more competitive as platforms apart from Twitch have evolved to attract streamers and viewers. Popular content categories on Twitch In 2024, most of the leading content categories on Twitch were all gaming-related – except for the top spot: Just Chatting. The general conversation category accumulated *** billion hours of viewing time in the measured period. In March 2025, global Twitch audiences spent around *** million hours watching Just Chatting content on Twitch, with the average viewer count of such content reaching *** thousand. HasanAbi was the most popular Just Chatting streamer on Twitch in the most recently measured month. Game streamers Twitch is very popular with gamers and gaming audiences, and the ranking of the most popular Twitch streamers reflects this. Ninja (real name: Richard Tyler Blevins), the top-ranked streamer on Twitch, had **** million followers in April 2025. Ninja saw a meteoric rise to fame when he was one of the first top-ranked players to stream the then-newly released Fortnite Battle Royale at the end of 2017. Second-ranked ibai (real name: Ibai Llanos Garatea) was ranked second with ***** million followers on Twitch. With more than **** million followers, Imane Anys, better known as Pokimane, was the only woman among the most-followed Twitch streamers worldwide. Overall, women only accounted for **** percent of the top-ranked Twitch channels.
During the first quarter of 2024, Twitch users watched approximately *** million hours of new game release content on the popular video platform. Additionally, Twitch recorded users watching over *** billion hours of content on general gaming. YouTube users watched approximately *** million hours of live-streamed gaming content, as well as **** million gaming release live content. Steam's broadcasting function allowed users to watch their friends or favorite streamers watch their gaming sessions live, for almost ** million hours during the first quarter of 2024.
Reginald is pointing out the differences between the way people sed to live in the past and how they live nowadays.. Language as given: Blanga
Global life expectancy at birth has risen significantly since the mid-1900s, from roughly 46 years in 1950 to 73.2 years in 2023. Post-COVID-19 projections There was a drop of 1.7 years during the COVID-19 pandemic, between 2019 and 2021, however, figures resumed upon their previous trajectory the following year due to the implementation of vaccination campaigns and the lower severity of later strains of the virus. By the end of the century it is believed that global life expectancy from birth will reach 82 years, although growth will slow in the coming decades as many of the more-populous Asian countries reach demographic maturity. However, there is still expected to be a wide gap between various regions at the end of the 2100s, with the Europe and North America expected to have life expectancies around 90 years, whereas Sub-Saharan Africa is predicted to be in the low-70s. The Great Leap Forward While a decrease of one year during the COVID-19 pandemic may appear insignificant, this is the largest decline in life expectancy since the "Great Leap Forward" in China in 1958, which caused global life expectancy to fall by almost four years between by 1960. The "Great Leap Forward" was a series of modernizing reforms, which sought to rapidly transition China's agrarian economy into an industrial economy, but mismanagement led to tens of millions of deaths through famine and disease.
Roblox was the most popular video game on TikTok in 2024, accumulating 13.26 billion views on Roblox-related video content. Meanwhile, Fortnite was the second-most popular game on the platform, with 10.76 billion video views. Trending games on TikTok With its high user engagement that can make or break careers, TikTok is a popular indicator of what will become popular in certain entertainment and culture sectors. It comes as no surprise that the trending games on TikTok are a mix of current blockbuster releases as well as multiplayer audience favorites. A January 2024 survey of mobile gamers in the U.S. and Canada found that 39 percent of respondents used TikTok to discover and discuss mobile games. Currently, Twitch is the most prolific streaming platform for video gaming content. The most popular video game releases generated millions of watch time hours on their release day, with Black Myth: Wukong ranking first among 2024 video game releases with nearly 5.6 hours of watch time on its launch. Streaming video games on TikTok TikTok also enables users to live-stream content, and creators can also stream video games, specifically. According to TikTok, gaming creators can use TikTok’s own tool, LIVE Studio, to start streaming content once they reach certain qualifying milestones with their accounts. TikTok Live is a growing competitor to Twitch and YouTube Live, with mobile titles such as PUBG Mobile, Mobile Legends: Bang Bang, and Garena Free Fire consistently ranking among the most popular games being live-streamed on the platform.
Globally, about 25 percent of the population is under 15 years of age and 10 percent is over 65 years of age. Africa has the youngest population worldwide. In Sub-Saharan Africa, more than 40 percent of the population is below 15 years, and only three percent are above 65, indicating the low life expectancy in several of the countries. In Europe, on the other hand, a higher share of the population is above 65 years than the population under 15 years. Fertility rates The high share of children and youth in Africa is connected to the high fertility rates on the continent. For instance, South Sudan and Niger have the highest population growth rates globally. However, about 50 percent of the world’s population live in countries with low fertility, where women have less than 2.1 children. Some countries in Europe, like Latvia and Lithuania, have experienced a population decline of one percent, and in the Cook Islands, it is even above two percent. In Europe, the majority of the population was previously working-aged adults with few dependents, but this trend is expected to reverse soon, and it is predicted that by 2050, the older population will outnumber the young in many developed countries. Growing global population As of 2025, there are 8.1 billion people living on the planet, and this is expected to reach more than nine billion before 2040. Moreover, the global population is expected to reach 10 billions around 2060, before slowing and then even falling slightly by 2100. As the population growth rates indicate, a significant share of the population increase will happen in Africa.
Fans can follow their favorite sports, teams and podcasts in a variety of different ways, including live TV, internet and radio. In a survey conducted in October 2023, it was found that ** percent of all adults in the United States watched live sport on television almost daily. While ** percent of Gen Z consumers watched live sports nearly daily, the share of millennials viewing sports on a daily basis amounted to ** percent.
Netflix's global subscriber base has reached an impressive milestone, surpassing *** million paid subscribers worldwide in the fourth quarter of 2024. This marks a significant increase of nearly ** million subscribers compared to the previous quarter, solidifying Netflix's position as a dominant force in the streaming industry. Adapting to customer losses Netflix's growth has not always been consistent. During the first half of 2022, the streaming giant lost over *** million customers. In response to these losses, Netflix introduced an ad-supported tier in November of that same year. This strategic move has paid off, with the lower-cost plan attracting ** million monthly active users globally by November 2024, demonstrating Netflix's ability to adapt to changing market conditions and consumer preferences. Global expansion Netflix continues to focus on international markets, with a forecast suggesting that the Asia Pacific region is expected to see the most substantial growth in the upcoming years, potentially reaching around **** million subscribers by 2029. To correspond to the needs of the non-American target group, the company has heavily invested in international content in recent years, with Korean, Spanish, and Japanese being the most watched non-English content languages on the platform.
The world of video gaming has evolved from a single player experience to a social occasion where players can meet to play games together and watch others play online. In June 2024, the action-adventure game GTA V was ranked first with over 168 million monthly hours of watch time across live streaming platforms. MOBA game League of Legends was second-most popular game watched across online streaming platforms with nearly 142 million hours of content watched.
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In 2020, around 12.34 million people worked as live streamers for the livestreaming commerce industry in China, increasing by more than 350 percent compared to the previous year. In that year, the transaction value of live commerce in China surpassed 1.23 trillion yuan.