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Streaming media
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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;[1] 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[2] and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than IP).[3] Online streaming was initially popularized by RealNetworks and Microsoft in the 1990s[4] and has since grown to become the globally most popular method for consuming music and videos,[5] with numerous competing subscription services being offered since the 2010s.[6] Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade.[7] Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.[8]
Distinguishing delivery methods from the media applies specifically to, as most of the traditional media delivery systems are either inherently streaming (e.g., radio, television) or inherently non-streaming (e.g., books, videotapes, audio CDs). The term "streaming media" can apply to media other than video and audio, such as live closed captioning, ticker tape, and real-time text, which are all considered "streaming text".
Etymology
[edit]The term "streaming" was first used for tape drives manufactured by Data Electronics Inc. that were meant to slowly ramp up and run for the entire track; slower ramp times lowered drive costs. "Streaming" was applied in the early 1990s as a better description for video on demand and later live video on IP networks. It was first done by Starlight Networks for video streaming and Real Networks for audio streaming. Such video had previously been referred to by the misnomer "store and forward video."[9]
Precursors
[edit]Beginning in 1881, Théâtrophone enabled subscribers to listen to opera and theatre performances over telephone lines. This operated until 1932. The concept of media streaming eventually came to America.[10]
In the early 1920s, George Owen Squier was granted patents for a system for the transmission and distribution of signals over electrical lines,[11] which was the technical basis for what later became Muzak, a technology for streaming continuous music to commercial customers without the use of radio.
The Telephone Music Service, a live jukebox service, began in 1929 and continued until 1997.[12][13] The clientele eventually included 120 bars and restaurants in the Pittsburgh area. A tavern customer would deposit money in the jukebox, use a telephone on top of the jukebox, and ask the operator to play a song. The operator would find the record in the studio library of more than 100,000 records, put it on a turntable, and the music would be piped over the telephone line to play in the tavern. The music media began as 78s, 33s and 45s, played on the six turntables they monitored. CDs and tapes were incorporated in later years.
The business had a succession of owners, notably Bill Purse, his daughter Helen Reutzel, and finally Dotti White. The revenue stream for each quarter was split between 60% for the music service and 40% for the tavern owner.[14] This business model eventually became unsustainable due to city permits and the cost of setting up these telephone lines.[13]
History
[edit]Early development
[edit]Attempts to display media on computers date back to the earliest days of computing in the mid-20th century. However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware. From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media. The primary technical issues related to streaming were having enough CPU and bus bandwidth to support the required data rates and achieving the real-time computing performance required to prevent buffer underruns and enable smooth streaming of the content. However, computer networks were still limited in the mid-1990s, and audio and video media were usually delivered over non-streaming channels, such as playback from a local hard disk drive or CD-ROMs on the end user's computer.
Terminology in the 1970s was at best confusing for applications such as telemetered aircraft or missile test data. By then PCM [Pulse Code Modulation] was the dominant transmission type. This PCM transmission was bit-serial and not packetized so the 'streaming' terminology was often a confusion factor. In 1969 Grumman acquired one of the first telemetry ground stations [Automated Telemetry Station, 'ATS'] which had the capability for reconstructing serial telemetered data which had been recorded on digital computer peripheral tapes. Computer peripheral tapes were inherently recorded in blocks. Reconstruction was required for continuous display purposes without time-base distortion. The Navy implemented similar capability in DoD for the first time in 1973. These implementations are the only known examples of true 'streaming' in the sense of reconstructing distortion-free serial data from packetized or blocked recordings.[15] 'Real-time' terminology has also been confusing in streaming context. The most accepted definition of 'real-time' requires that all associated processing or formatting of the data must take place prior to availability of the next sample of each measurement. In the 1970s the most powerful mainframe computers were not fast enough for this task at significant overall data rates in the range of 50,000 samples per second. For that reason both the Grumman ATS and the Navy Real-time Telemetry Processing System [RTPS] employed unique special purpose digital computers dedicated to real-time processing of raw data samples.
In 1990, the first commercial Ethernet switch was introduced by Kalpana, which enabled the more powerful computer networks that led to the first streaming video solutions used by schools and corporations.
Practical streaming media was only made possible with advances in data compression due to the impractically high bandwidth requirements of uncompressed media. Raw digital audio encoded with pulse-code modulation (PCM) requires a bandwidth of 1.4 Mbit/s for uncompressed CD audio, while raw digital video requires a bandwidth of 168 Mbit/s for SD video and over 1000 Mbit/s for FHD video.[16]
Late 1990s to early 2000s
[edit]During the late 1990s and early 2000s, users had increased access to computer networks, especially the Internet. During the early 2000s, users had access to increased network bandwidth, especially in the last mile. These technological improvements facilitated the streaming of audio and video content to computer users in their homes and workplaces. There was also an increasing use of standard protocols and formats, such as TCP/IP, HTTP, and HTML, as the Internet became increasingly commercialized, which led to an infusion of investment into the sector.
The band Severe Tire Damage was the first group to perform live on the Internet. On 24 June 1993, the band was playing a gig at Xerox PARC, while elsewhere in the building, scientists were discussing new technology (the Mbone) for broadcasting on the Internet using multicasting. As proof of PARC's technology, the band's performance was broadcast and could be seen live in Australia and elsewhere. In a March 2017 interview, band member Russ Haines stated that the band had used approximately "half of the total bandwidth of the internet" to stream the performance, which was a 152 × 76 pixel video, updated eight to twelve times per second, with audio quality that was, "at best, a bad telephone connection."[17] In October 1994, a school music festival was webcast from the Michael Fowler Centre in Wellington, New Zealand. The technician who arranged the webcast, local council employee Richard Naylor, later commented: "We had 16 viewers in 12 countries."[18]
RealNetworks pioneered the broadcast of a baseball game between the New York Yankees and the Seattle Mariners over the Internet in 1995.[19] The first symphonic concert on the Internet—a collaboration between the Seattle Symphony and guest musicians Slash, Matt Cameron, and Barrett Martin—took place at the Paramount Theater in Seattle, Washington, on 10 November 1995.[20]
In 1996, Marc Scarpa produced the first large-scale, online, live broadcast, the Adam Yauch–led Tibetan Freedom Concert, an event that would define the format of social change broadcasts. Scarpa continued to pioneer in the streaming media world with projects such as Woodstock '99, Townhall with President Clinton, and more recently Covered CA's campaign "Tell a Friend Get Covered", which was livestreamed on YouTube.
Business developments
[edit]Xing Technology was founded in 1989 and developed a JPEG streaming product called "StreamWorks". Another streaming product appeared in late 1992 and was named StarWorks.[21] StarWorks enabled on-demand MPEG-1 full-motion videos to be randomly accessed on corporate Ethernet networks. Starworks was from Starlight Networks, which also pioneered live video streaming on Ethernet and via Internet Protocol over satellites with Hughes Network Systems.[22] Other early companies that created streaming media technology include Progressive Networks and Protocomm prior to widespread World Wide Web usage. After the Netscape IPO in 1995 (and the release of Windows 95 with built-in TCP/IP support), usage of the Internet expanded, and many companies "went public", including Progressive Networks (which was renamed "RealNetworks", and listed on Nasdaq as "RNWK"). As the web became even more popular in the late 90s, streaming video on the internet blossomed from startups such as Vivo Software (later acquired by RealNetworks), VDOnet (acquired by RealNetworks), Precept (acquired by Cisco), and Xing (acquired by RealNetworks).[23]
Microsoft developed a media player known as ActiveMovie in 1995 that supported streaming media and included a proprietary streaming format, which was the precursor to the streaming feature later in Windows Media Player 6.4 in 1999. In June 1999, Apple also introduced a streaming media format in its QuickTime 4 application. It was later also widely adopted on websites, along with RealPlayer and Windows Media streaming formats. The competing formats on websites required each user to download the respective applications for streaming, which resulted in many users having to have all three applications on their computer for general compatibility.
In 2000, Industryview.com launched its "world's largest streaming video archive" website to help businesses promote themselves.[24] Webcasting became an emerging tool for business marketing and advertising that combined the immersive nature of television with the interactivity of the Web. The ability to collect data and feedback from potential customers caused this technology to gain momentum quickly.[25]
Around 2002, the interest in a single, unified, streaming format and the widespread adoption of Adobe Flash prompted the development of a video streaming format through Flash, which was the format used in Flash-based players on video hosting sites. The first popular video streaming site, YouTube, was founded by Steve Chen, Chad Hurley, and Jawed Karim in 2005. It initially used a Flash-based player, which played MPEG-4 AVC video and AAC audio, but now defaults to HTML video.[26] Increasing consumer demand for live streaming prompted YouTube to implement a new live streaming service for users.[27] The company currently also offers a (secure) link that returns the available connection speed of the user.[28]
The Recording Industry Association of America (RIAA) revealed through its 2015, earnings report that streaming services were responsible for 34.3 percent of the year's total music industry's revenue, growing 29 percent from the previous year and becoming the largest source of income, pulling in around $2.4 billion.[29][30] US streaming revenue grew 57 percent to $1.6 billion in the first half of 2016 and accounted for almost half of industry sales.[31]
Streaming wars
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The term streaming wars was coined to describe the new era (starting in the late 2010s) of competition between video streaming services such as Netflix, Amazon Prime Video, Hulu, HBO Max, Disney+, Paramount+, Apple TV+, Peacock, and many more.[6][32]
The competition between increasingly popular online platforms, such as Netflix and Amazon, and legacy broadcasters and studios moving online, like Disney and NBC, has driven each service to find ways to differentiate from one another. A key differentiator has been offering exclusive content, often self-produced and created for a specific market segment.
When Netflix first launched in 2007, it became one of the more dominant streaming platforms even though it initially offered no original content. It would be nearly a half-dozen years before Netflix began offering its own shows, such as House of Cards, Orange Is the New Black, and Hemlock Grove. The legacy services also began producing original digital-only content, but they also began restricting their back catalog of shows and movies to their platforms, one of the most notable examples being Disney+. Disney took advantage of owning popular movies and shows like Frozen, Snow White, and the Star Wars and Marvel franchises, which could draw in more subscribers and make it a more serious competitor to Netflix and Amazon.[33] Research suggests that this approach to streaming competition can be disadvantageous for consumers by increasing spending across platforms, and for the industry as a whole by dilution of subscriber base. Once specific content is made available on a streaming service, piracy searches for the same content decrease; competition or legal availability across multiple platforms appears to deter online piracy. Exclusive content produced for subscription services such as Netflix tends to have a higher production budget than content produced exclusively for pay-per-view services, such as Amazon Prime Video.[34]
This competition increased during the first two years of the COVID-19 pandemic as more people stayed home and watched TV. "The COVID-19 pandemic has led to a seismic shift in the film & TV industry in terms of how films are made, distributed, and screened. Many industries have been hit by the economic effects of the pandemic" (Totaro Donato).[9] In August 2022, a CNN headline declared that "The streaming wars are over" as pandemic-era restrictions had largely ended and audience growth had stalled. This led services to focus on profit over market share by cutting production budgets, cracking down on password sharing, and introducing ad-supported tiers.[35] A December 2022 article in The Verge echoed this, declaring an end to the "golden age of the streaming wars".[36]
In September 2023, several streaming services formed a trade association named the Streaming Innovation Alliance (SIA), spearheaded by Charles Rivkin of the Motion Picture Association (MPA). Former U.S. representative Fred Upton and former Federal Communications Commission (FCC) acting chair Mignon Clyburn serve as senior advisors. Founding members include AfroLandTV, America Nu Network, BET+, The Africa Channel, Discovery+, FedNet, For Us By Us Network, In the Black Network, Max, Motion Picture Association, MotorTrend+, Netflix, Paramount+, Peacock, Pluto TV, Radiant, SkinsPlex, Telemundo, TelevisaUnivision, TVEI, Vault TV, Vix, and The Walt Disney Company. Notably absent were Apple, Amazon, Roku, and Tubi.[37][38]
Use by the general public
[edit]
Advances in computer networking, combined with powerful home computers and operating systems, have made streaming media affordable and easy for the public. Stand-alone Internet radio devices emerged to offer listeners a non-technical option for listening to audio streams. These audio-streaming services became increasingly popular; music streaming reached 4 trillion streams globally in 2023—a significant increase from 2022—jumping 34% over the year.[39]

In general, multimedia content is data-intensive, so media storage and transmission costs are still significant. Media is generally compressed for transport and storage. Increasing consumer demand for streaming high-definition (HD) content has led the industry to develop technologies such as WirelessHD and G.hn, which are optimized for streaming HD content. Many developers have introduced HD streaming apps that work on smaller devices, such as tablets and smartphones, for everyday purposes.
"Streaming creates the illusion—greatly magnified by headphone use, which is another matter—that music is a utility you can turn on and off; the water metaphor is intrinsic to how it works. It dematerializes music, denies it a crucial measure of autonomy, reality, and power. It makes music seem disposable, impermanent. Hence it intensifies the ebb and flow of pop fashion, the way musical 'memes' rise up for a week or a month and are then forgotten. And it renders our experience of individual artists/groups shallower."
A media stream can be streamed either live or on demand. Live streams are generally provided by a method called true streaming. True streaming sends the information straight to the computer or device without saving it to a local file. On-demand streaming is provided by a method called progressive download. Progressive download saves the received information to a local file and then plays it from that location. On-demand streams are often saved to files for extended period of time, while live streams are only available at one time only (e.g., during a football game).[41]
Streaming media is increasingly being coupled with the use of social media. For example, sites such as YouTube encourage social interaction in webcasts through features such as live chat, online surveys, user posting of comments online, and more. Furthermore, streaming media is increasingly being used for social business and e-learning.[42]
The Horowitz Research State of Pay TV, OTT, and SVOD 2017 report said that 70 percent of those viewing content did so through a streaming service and that 40 percent of TV viewing was done this way, twice the number from five years earlier. Millennials, the report said, streamed 60 percent of the content.[43]
Transition from DVD
[edit]One of the movie streaming industry's largest impacts was on the DVD industry, which drastically dropped in popularity and profitability with the mass popularization of online content.[44] The rise of media streaming caused the downfall of many DVD rental companies, such as Blockbuster. In July 2015, The New York Times published an article about Netflix's DVD services. It stated that Netflix was continuing their DVD services with 5.3 million subscribers, which was a significant drop from the previous year. On the other hand, their streaming service had 65 million members.[45] The shift to streaming platforms also led to the decline of DVD rental services. In July 2024, NBC News reported that RedBox, a DVD rental service that had operated for 22 years, would shut down due to the rapid incline of streaming platforms. As the rental services has been rapidly declining since 2010, the business had to file for bankruptcy, with 99% of households now subscribing to streaming services. Further reflecting the shift away from physical media, BestBuy has ceased selling DVDs.[46]
Napster
[edit]Music streaming is one of the most popular ways in which consumers interact with streaming media. In the age of digitization, the private consumption of music has transformed into a public good, largely due to one player in the market: Napster.
Napster, a peer-to-peer (P2P) file-sharing network where users could upload and download MP3 files freely, broke all music industry conventions when it launched in early 1999 in Hull, Massachusetts. The platform was developed by Shawn and John Fanning as well as Sean Parker.[47] In an interview from 2009, Shawn Fanning explained that Napster "was something that came to me as a result of seeing a sort of unmet need and the passion people had for being able to find all this music, particularly a lot of the obscure stuff, which wouldn't be something you go to a record store and purchase, so it felt like a problem worth solving."[48]
Not only did this development disrupt the music industry by making songs that previously required payment to be freely accessible to any Napster user, but it also demonstrated the power of P2P networks in turning any digital file into a public, shareable good. For the brief period of time that Napster existed, mp3 files fundamentally changed as a type of good. Songs were no longer financially excludable, barring access to a computer with internet access, and they were not rivals, meaning if one person downloaded a song, it did not diminish another user from doing the same. Napster, like most other providers of public goods, faced the free-rider problem. Every user benefits when an individual uploads an mp3 file, but there is no requirement or mechanism that forces all users to share their music. Generally, the platform encouraged sharing; users who downloaded files from others often had their own files available for upload as well. However, not everyone chose to share their files. There was no a built-in incentive specifically discouraging users from sharing their own files.[49]
This structure revolutionized the consumer's perception of ownership over digital goods; it made music freely replicable. Napster quickly garnered millions of users, growing faster than any other business in history. At the peak of its existence, Napster boasted about 80 million users globally. The site gained so much traffic that many college campuses had to block access to Napster because it created network congestion from so many students sharing music files.[50]
The advent of Napster sparked the creation of numerous other P2P sites, including LimeWire (2000), BitTorrent (2001), and the Pirate Bay (2003). The reign of P2P networks was short-lived. The first to fall was Napster in 2001. Numerous lawsuits were filed against Napster by various record labels, all of which were subsidiaries of Universal Music Group, Sony Music Entertainment, Warner Music Group, or EMI. In addition to this, the Recording Industry Association of America (RIAA) also filed a lawsuit against Napster on the grounds of unauthorized distribution of copyrighted material, which ultimately led Napster to shut down in 2001.[50] In an interview with the New York Times, Gary Stiffelman, who represents Eminem, Aerosmith, and TLC, explained, "I'm not an opponent of artists' music being included in these services, I'm just an opponent of their revenue not being shared."[51]
The fight for intellectual property rights: A&M Records, Inc. v. Napster, Inc.
[edit]The lawsuit A&M Records, Inc. v. Napster, Inc. fundamentally changed the way consumers interact with music streaming. It was argued on 2 October 2000, and was decided on 12 February 2001. The Court of Appeals for the Ninth Circuit ruled that a P2P file-sharing service could be held liable for contributory and vicarious infringement of copyright, serving as a landmark decision for Intellectual property law.[52]
The first issue that the Court addressed was fair use, which says that otherwise infringing activities are permissible so long as they are for purposes "such as criticism, comment, news reporting, teaching [...] scholarship, or research."[53] Judge Beezer, the judge for this case, noted that Napster claimed that its services fit "three specific alleged fair uses: sampling, where users make temporary copies of a work before purchasing; space-shifting, where users access a sound recording through the Napster system that they already own in audio CD format; and permissive distribution of recordings by both new and established artists."[53] Judge Beezer found that Napster did not fit these criteria, instead enabling their users to repeatedly copy music, which would affect the market value of the copyrighted good.
The second claim by the plaintiffs was that Napster was actively contributing to copyright infringement since it had knowledge of widespread file sharing on its platform. Since Napster took no action to reduce infringement and financially benefited from repeated use, the court ruled against the P2P site. The court found that "as much as eighty-seven percent of the files available on Napster may be copyrighted and more than seventy percent may be owned or administered by plaintiffs."[53]
The injunction ordered against Napster ended the brief period in which music streaming was a public good – non-rival and non-excludable in nature. Other P2P networks had some success at sharing MP3s, though they all met a similar fate in court. The ruling set the precedent that copyrighted digital content cannot be freely replicated and shared unless given consent by the owner, thereby strengthening the property rights of artists and record labels alike.[52]
Music streaming platforms
[edit]
Although music streaming is no longer a freely replicable public good, streaming platforms such as Spotify, Deezer, Apple Music, SoundCloud, YouTube Music, and Amazon Music have shifted music streaming to a club-type good. While some platforms, most notably Spotify, give customers access to a freemium service that enables the use of limited features for exposure to advertisements, most companies operate under a premium subscription model.[55] Under such circumstances, music streaming is financially excludable, requiring that customers pay a monthly fee for access to a music library, but non-rival, since one customer's use does not impair another's.
An article written by the New York Times in 2021 states that "streaming saved music." This is because it provided monthly revenue. Especially Spotify offers its free platform, but you can pay for their premium to get music ad-free.[56] This allows access for people to stream music anywhere from their devices not having to rely on CDs anymore.
There is competition between services similar but lesser to the streaming wars for video media. As of 2019[update], Spotify has over 207 million users in 78 countries,[57] As of 2018[update], Apple Music has about 60 million, and SoundCloud has 175 million.[58] All platforms provide varying degrees of accessibility. Apple Music and Prime Music only offer their services for paid subscribers, whereas Spotify and SoundCloud offer freemium and premium services. Napster, owned by Rhapsody since 2011, has resurfaced as a music streaming platform offering subscription-based services to over 4.5 million users as of January 2017[update].[59]
In the evolving music streaming landscape, competition among platforms is shaped by various factors, including royalty rates, exclusive content, and market expansion strategies. A notable development occurred in January 2025, when Universal Music Group (UMG) and Spotify announced a new multi-year agreement. This partnership aims to enhance opportunities for artists and consumers through innovative subscription tiers and an enriched audio-visual catalog.[60]
The music industry's response to music streaming was initially negative. Along with music piracy, streaming services disrupted the market and contributed to the fall in US revenue from $14.6 billion in 1999 to $6.3 billion in 2009. CDs and single-track downloads were not selling because content was freely available on the Internet. By 2018, however, music streaming revenue exceeded that of traditional revenue streams (e.g. record sales, album sales, downloads).[61] Streaming revenue is now one of the largest driving forces behind the growth in the music industry.
COVID-19 pandemic
[edit]
By August 2020, the COVID-19 pandemic had streaming services busier than ever. The pandemic contributed to a surge in subscriptions, in the UK alone, 12 million people joined a new streaming service that they had not previously had.[63] Global subscriptions skyrocketed passing 1 billion.[64] Within the first 3 months, back in 2020, nearly 15.7 million people signed up for Netflix.[65]
An impact analysis of 2020 data by the International Confederation of Societies of Authors and Composers (CISAC) indicated that remuneration from digital streaming of music increased with a strong rise in digital royalty collection (up 16.6% to EUR 2.4 billion), but it would not compensate the overall loss of income of authors from concerts, public performance and broadcast.[66] The International Federation of the Phonographic Industry (IFPI) recompiled the music industry initiatives around the world related to the COVID-19. In its State of the Industry report, it recorded that the global recorded music market grew by 7.4% in 2022, the 6th consecutive year of growth. This growth was driven by streaming, mostly from paid subscription streaming revenues which increased by 18.5%, fueled by 443 million users of subscription accounts by the end of 2020.[67]
The COVID-19 pandemic has also driven an increase in misinformation and disinformation, particularly on streaming platforms like YouTube and podcasts.[68]
Local/home streaming
[edit]
Streaming also refers to the offline streaming of multimedia at home. This is made possible by technologies such as DLNA, which allow devices on the same local network to connect to each other and share media.[69][70] Such capabilities are heightened using network-attached storage (NAS) devices at home, or using specialized software like Plex Media Server, Jellyfin or TwonkyMedia.[71]
Technologies
[edit]Bandwidth
[edit]A broadband speed of 2 Mbit/s or more is recommended for streaming standard-definition video,[72] for example to a Roku, Apple TV, Google TV or a Sony TV Blu-ray Disc Player. 5 Mbit/s is recommended for high-definition content and 25 Mbit/s for ultra-high-definition content.[73] Streaming media storage size is calculated from the streaming bandwidth and length of the media using the following formula (for a single user and file): storage size in megabytes is equal to length (in seconds) × bit rate (in bit/s) / (8 × 1024 × 1024). For example, one hour of digital video encoded at 300 kbit/s (this was a typical broadband video in 2005 and it was usually encoded in 320 × 240 resolution) will be: (3,600 s × 300,000 bit/s) / (8 × 1024 × 1024) requires around 128 MB of storage.
If the file is stored on a server for on-demand streaming and this stream is viewed by 1,000 people at the same time using a Unicast protocol, the requirement is 300 kbit/s × 1,000 = 300,000 kbit/s = 300 Mbit/s of bandwidth. This is equivalent to around 135 GB per hour. Using a multicast protocol the server sends out only a single stream that is common to all users. Therefore, such a stream would only use 300 kbit/s of server bandwidth.
In 2018 video was more than 60% of data traffic worldwide and accounted for 80% of growth in data usage.[74][75]
Protocols
[edit]
Video and audio streams are compressed to make the file size smaller. Audio coding formats include MP3, Vorbis, AAC and Opus. Video coding formats include H.264, HEVC, VP8, VP9 and AV1. Encoded audio and video streams are assembled in a container bitstream such as MP4, FLV, WebM, ASF or ISMA. The bitstream is delivered from a streaming server to a streaming client (e.g., the computer user with their Internet-connected laptop) using a transport protocol, such as Adobe's RTMP or RTP.
In the 2010s, technologies such as Apple's HLS, Microsoft's Smooth Streaming, Adobe's HDS and non-proprietary formats such as MPEG-DASH emerged to enable adaptive bitrate streaming over HTTP as an alternative to using proprietary transport protocols. Often, a streaming transport protocol is used to send video from an event venue to a cloud transcoding service and content delivery network, which then uses HTTP-based transport protocols to distribute the video to individual homes and users.[76] The streaming client (the end user) may interact with the streaming server using a control protocol, such as MMS or RTSP.
The quality of the interaction between servers and users is based on the workload of the streaming service; as more users attempt to access a service the quality may be affected by resource constraints in the service.[77] Deploying clusters of streaming servers is one such method where there are regional servers spread across the network, managed by a singular, central server containing copies of all the media files as well as the IP addresses of the regional servers. This central server then uses load balancing and scheduling algorithms to redirect users to nearby regional servers capable of accommodating them. This approach also allows the central server to provide streaming data to both users as well as regional servers using FFmpeg libraries if required, thus demanding the central server to have powerful data processing and immense storage capabilities. In return, workloads on the streaming backbone network are balanced and alleviated, allowing for optimal streaming quality.[78][needs update]
Designing a network protocol to support streaming media raises many problems. Datagram protocols, such as the User Datagram Protocol (UDP), send the media stream as a series of small packets. This is simple and efficient; however, there is no mechanism within the protocol to guarantee delivery. It is up to the receiving application to detect loss or corruption and recover data using error correction techniques. If data is lost, the stream may suffer a dropout. The Real-Time Streaming Protocol (RTSP), Real-time Transport Protocol (RTP) and the Real-time Transport Control Protocol (RTCP) were specifically designed to stream media over networks. RTSP runs over a variety of transport protocols,[79] while the latter two are built on top of UDP.
HTTP adaptive bitrate streaming is based on HTTP progressive download, but contrary to the previous approach, here the files are very small, so that they can be compared to the streaming of packets, much like the case of using RTSP and RTP.[80] Reliable protocols, such as the Transmission Control Protocol (TCP), guarantee correct delivery of each bit in the media stream. It means, however, that when there is data loss on the network, the media stream stalls while the protocol handlers detect the loss and retransmit the missing data. Clients can minimize this effect by buffering data for display. While delay due to buffering is acceptable in video-on-demand scenarios, users of interactive applications such as video conferencing will experience a loss of fidelity if the delay caused by buffering exceeds 200 ms.[81]

Unicast protocols send a separate copy of the media stream from the server to each recipient. Unicast is the norm for most Internet connections but does not scale well when many users want to view the same television program concurrently. Multicast protocols were developed to reduce server and network loads resulting from duplicate data streams that occur when many recipients receive unicast content streams independently. These protocols send a single stream from the source to a group of recipients. Depending on the network infrastructure and type, multicast transmission may or may not be feasible. One potential disadvantage of multicasting is the loss of video on demand functionality. Continuous streaming of radio or television material usually precludes the recipient's ability to control playback. However, this problem can be mitigated by elements such as caching servers, digital set-top boxes, and buffered media players.
IP multicast provides a means to send a single media stream to a group of recipients on a computer network. A connection management protocol, usually Internet Group Management Protocol, is used to manage the delivery of multicast streams to the groups of recipients on a LAN. One of the challenges in deploying IP multicast is that routers and firewalls between LANs must allow the passage of packets destined to multicast groups. If the organization that is serving the content has control over the network between server and recipients (i.e., educational, government, and corporate intranets), then routing protocols such as Protocol Independent Multicast can be used to deliver stream content to multiple local area network segments.
Peer-to-peer (P2P) protocols arrange for prerecorded streams to be sent between computers. This prevents the server and its network connections from becoming a bottleneck. However, it raises technical, performance, security, quality, and business issues.
Content delivery networks (CDNs) use intermediate servers to distribute the load. Internet-compatible unicast delivery is used between CDN nodes and streaming destinations.
Recording
[edit]
Media that is livestreamed can be recorded through certain media players, such as VLC player, or through the use of a screen recorder. Live-streaming platforms such as Twitch may also incorporate a video on demand system that allows automatic recording of live broadcasts so that they can be watched later.[82] YouTube also has recordings of live broadcasts, including television shows aired on major networks. These streams have the potential to be recorded by anyone who has access to them, whether legally or otherwise.[83]
Recordings can happen through any device that allows people to watch movies they do not have access to or be at a music festival they could not get tickets to. These live streaming platforms have revolutionized entertainment, creating new ways for people to interact with content. Many celebrities started live streaming during COVID-19 through platforms like Instagram, YouTube, and TikTok offering an alternate form of entertainment when concerts were postponed. Live streaming and recording allow for fans to communicate with these artists through chats and likes.
View recommendation
[edit]Most streaming services feature a recommender system for viewing based on each user's view history in conjunction with all viewers' aggregated view histories. Rather than focusing on subjective categorization of content by content curators, there is an assumption that, with the immensity of data collected on viewing habits, the choices of those who are first to view content can be algorithmically extrapolated to the totality of the user base, with increasing probabilistic accuracy as to the likelihood of their choosing and enjoying the recommended content as more data is collected.[84]
Applications and marketing
[edit]Useful and typical applications of streaming are, for example, long video lectures performed online.[85] An advantage of this presentation is that these lectures can be very long, although they can always be interrupted or repeated at arbitrary places. Streaming enables new content marketing concepts. For example, the Berlin Philharmonic Orchestra sells Internet live streams of whole concerts instead of several CDs or similar fixed media in their Digital Concert Hall[86] using YouTube for trailers. These online concerts are also spread over a lot of different places, including cinemas at various places on the globe. A similar concept is used by the Metropolitan Opera in New York. There is also a livestream from the International Space Station.[87][88] In video entertainment, video streaming platforms like Netflix, Hulu, and Disney+ are mainstream elements of the media industry.[89]
Marketers have found many opportunities offered by streaming media and the platforms that offer them, especially in light of the significant increase in the use of streaming media during COVID lockdowns from 2020 onwards. While revenue and placement of traditional advertising continued to decrease, digital marketing increased by 15% in 2021,[90] with digital media and search representing 65% of the expenditures.
A case study commissioned by the WIPO[91] indicates that streaming services attract advertising budgets with the opportunities provided by interactivity and the use of data from users, resulting in personalization on a mass scale with content marketing.[92] Targeted marketing is expanding with the use of artificial intelligence, in particular programmatic advertisement, a tool that helps advertisers decide their campaign parameters and whether they are interested in buying advertising space online or not. One example of advertising space acquisition is Real-Time Bidding (RTB).[93]
Challenges
[edit]Copyright issues
[edit]For over-the-top media service (OTT) platforms, the original content captures additional subscribers.[94] This presents copyright issues and the potential for international exploitation through streaming,[95] widespread use of standards, and metadata in digital files.[96] The WIPO has indicated several basic copyright issues arising for those pursuing work in the film[97] and music industries[98] in the era of streaming.
Streaming copyrighted content can involve making infringing copies of the works in question. The recording and distribution of streamed content is also an issue for many companies that rely on revenue based on views or attendance.[99]
Greenhouse gas emissions
[edit]The net greenhouse gas emissions from streaming music were estimated at between 0.2 and 0.35 million metric tons CO2eq (between 200,000 and 340,000 long tons; 220,000 and 390,000 short tons) per year in the United States, by a 2019 study.[100] This was an increase from emissions in the pre-digital music period, which were estimated at "0.14 million metric tons (140,000 long tons; 150,000 short tons) in 1977, 0.136 million (134,000 long tons; 150,000 short tons) in 1988, and 0.157 million (155,000 long tons; 173,000 short tons) in 2000."[101] However, this is far less than other everyday activities such as eating. For example greenhouse gas emissions in the United States from beef cattle (burping of ruminants only - not including their manure) were 129 million metric tons (127 million long tons; 142 million short tons) in 2019.[102]
A 2021 study claimed that, based on the amount of data transmitted, one hour of streaming or videoconferencing "emits 150–1,000 grams (5–35 oz) of carbon dioxide ... requires 2–12 liters (0.4–2.6 imp gal; 0.5–3.2 U.S. gal) of water and demands a land area adding up to about the size of an iPad Mini." The study suggests that turning the camera off during video calls can reduce the greenhouse gas and water use footprints by 96%, and that an 86% reduction is possible by using standard definition rather than high definition when streaming content with apps such as Netflix or Hulu.[103][104] However, another study estimated a relatively low amount of 36 grams per hour (1.3 ounces per hour), and concluded that watching a Netflix video for half an hour emitted only the same amount as driving a gasoline-fuelled car for about 100 meters (330 ft), so not a significant amount.[105]
One way to decrease greenhouse gas emissions associated with streaming music is to make data centers carbon neutral by converting to electricity produced from renewable sources. On an individual level, the purchase of a physical CD may be more environmentally friendly if it is to be played more than 27 times.[106][dubious – discuss] Another option for reducing energy use is downloading the music for offline listening to reduce the need for streaming over distance.[106] The Spotify service has a built-in local cache to reduce the necessity of repeating song streams.[107]
See also
[edit]- Comparison of music streaming services
- Comparison of streaming media software
- Comparison of video hosting services
- Content delivery platform
- Digital television
- Directive on Copyright in the Digital Single Market
- Internet Protocol television
- Geo-blocking
- List of streaming media services
- List of streaming media systems
- M3U playlists
- National Streaming Day
- Over-the-top media service
- P2PTV
- Protection of Broadcasts and Broadcasting Organizations Treaty
- Smart TV
- Stream ripping
- Video over cellular
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Further reading
[edit]- Hagen, Anja Nylund (2020). Music in Streams: Communicating Music in the Streaming Paradigm, In Michael Filimowicz & Veronika Tzankova (ed.), Reimagining Communication: Mediation (1st Edition). Routledge.
- Preston, J. (11 December 2011). "Occupy Video Showcases Live Streaming". The New York Times.
- Sherman, Alex (27 October 2019). "AT&T, Disney and Comcast have very different plans for the streaming wars – here's what they're doing and why". CNBC.
Streaming media
View on GrokipediaFundamentals
Definition and Core Concepts
Streaming media is the transmission of audio, video, or multimedia content over a packet-switched network, such as the internet, in a continuous data stream that enables real-time playback on a client device without requiring the full file to be downloaded in advance.[14] This process involves sending compressed data packets from a server to the end user, who consumes the content as it arrives, contrasting with file downloading where the entire media asset must be stored locally before access.[2][15] Streaming supports both live broadcasts, such as sports events or webcasts occurring in real time, and on-demand playback of pre-recorded material, like movies or podcasts.[16] At its foundation, streaming relies on buffering, where an initial segment of data—typically seconds' worth—is pre-loaded to compensate for network variability and prevent interruptions, followed by ongoing delivery synchronized with playback speed.[17] Compression algorithms reduce file sizes to fit bandwidth constraints; for instance, video streams often employ codecs like H.264 to balance quality and transmission efficiency.[18] Delivery typically occurs via unicast protocols, sending individualized streams to each viewer, though multicast methods can optimize bandwidth for group audiences by replicating data only at branch points in the network.[19] A key distinction from downloading lies in storage and accessibility: streaming does not retain the complete file on the device, enabling instant consumption but necessitating a persistent internet connection with sufficient bandwidth—commonly 5 Mbps or more for standard-definition video—to avoid degradation.[15][16] Adaptive streaming technologies further enhance reliability by dynamically adjusting resolution and bitrate based on real-time network conditions, ensuring playback continuity over variable connections.[19] This approach has driven widespread adoption, as it minimizes local storage demands while facilitating scalable distribution, though it remains vulnerable to latency from packet loss or congestion.[14]Historical Precursors
Traditional broadcasting technologies served as conceptual precursors to streaming media by enabling real-time, one-to-many delivery of audio and video content without requiring end-user storage or download. Radio transmission originated with Guglielmo Marconi's wireless experiments in the late 1890s, but the first audio broadcast of human voice and music occurred on December 24, 1906, when Reginald Fessenden transmitted from Brant Rock, Massachusetts, using amplitude modulation over long distances. Commercial radio broadcasting commenced in the United States with station KDKA's inaugural scheduled program on November 2, 1920, covering the Harding-Cox presidential election results, marking the shift to widespread public dissemination via electromagnetic waves. These systems relied on analog signals for synchronous playback, prefiguring the temporal synchronization challenges in digital streaming. Television broadcasting extended these principles to visual media, with mechanical scanning experiments by John Logie Baird demonstrating moving images in 1925, followed by electronic transmission milestones such as Philo Farnsworth's image dissector tube in 1927. Regular analog TV services launched in the United Kingdom with the BBC's high-definition broadcasts on November 2, 1936, from Alexandra Palace, using 405-line resolution for live programming to multiple receivers via over-the-air signals. In the U.S., experimental TV broadcasts began in 1928 by Charles Jenkins, evolving into commercial viability by the 1940s, with networks like NBC and CBS distributing content in real-time over coaxial cables and radio frequencies. Cable television, introduced in the late 1940s in Pennsylvania to enhance signal reception in remote areas, introduced wired multicast distribution, transmitting a single signal to numerous households simultaneously—a direct analog to modern IP multicast protocols. Early digital networking concepts further bridged to streaming, with packet-switched multicast transmission emerging in the 1980s as an efficient method for replicating data streams across networks without redundant unicast sends. IP multicast was formalized in standards by 1986, enabling group-addressed delivery akin to broadcast efficiency but over data networks. The Multicast Backbone (MBone), deployed experimentally in 1992 across the internet, facilitated initial real-time media tests, such as audio multicast via tools like vat (Visual Audio Tool), laying groundwork for synchronized playback despite high latency and bandwidth constraints of the era.[20] These precursors highlighted causal challenges like signal propagation delays and receiver synchronization, which persisted into digital streaming architectures.[4]History
Early Development
The earliest demonstrations of streaming media occurred in the early 1990s, with Xerox PARC showcasing live video transmission over the internet in 1993, marking a proof-of-concept for real-time digital delivery without full file downloads.[4] This experiment highlighted the potential of internet protocols for continuous media flow, though limited by narrow bandwidth and rudimentary compression.[6] A pivotal advancement came in April 1995, when Progressive Networks (later RealNetworks) released RealAudio 1.0, the first commercial software to enable audio streaming over the internet using progressive download techniques and custom codecs.[21] RealAudio allowed users to listen to live or on-demand audio broadcasts in near real-time via dial-up connections, bypassing the need to wait for entire files to download.[22] Within four months, approximately 230,000 users downloaded the player, primarily technology enthusiasts accessing radio-style streams from early adopters like NPR affiliates.[23] Video streaming followed suit in the mid-1990s, with tools like early versions of Microsoft's NetShow and RealNetworks' RealVideo emerging to handle compressed clips over low-bandwidth links.[6] Key protocols such as RTP (Real-time Transport Protocol) and RTSP (Real Time Streaming Protocol), standardized in the late 1990s by the IETF, provided foundational frameworks for packetizing and controlling media streams, enabling synchronization and error resilience despite internet congestion.[24] These developments remained niche, constrained by modem speeds under 56 kbps and high server costs, but laid the groundwork for broader adoption as broadband infrastructure expanded.[22]Expansion in the 1990s and 2000s
The expansion of streaming media in the 1990s began with the commercialization of audio streaming technologies amid the rapid growth of the internet, though constrained by dial-up connections' limited bandwidth of typically 28-56 kbps. Progressive Networks (later RealNetworks) launched RealAudio on April 15, 1995, introducing the first proprietary audio format and player for real-time audio delivery over IP networks without full file downloads.[25] This enabled early applications such as live radio broadcasts by partners including ABC News and National Public Radio, with around 230,000 downloads of the software in the first four months despite compression artifacts and buffering issues inherent to narrowband transmission.[23] RealAudio's success demonstrated streaming's viability for on-demand and live content, spurring competitors like Microsoft's NetShow (later Windows Media Services) in 1996.[22] Video streaming followed in 1997 with RealNetworks' release of RealVideo, the first widely deployed codec for compressed live and on-demand video over the internet, supporting formats up to version 15 by later iterations.[5] Events like George Washington University's live webcast on November 8, 1999, using RealVideo highlighted potential for multicast delivery, but persistent challenges included high CPU demands on 1990s hardware and network congestion, limiting streams to low resolutions like 160x120 pixels at 10-15 frames per second.[24] These technologies proved streaming's core concept—progressive downloading with buffering for playback continuity—but remained niche, primarily for corporate intranets, webcams, and early news feeds, as dial-up's asymmetry (upload speeds far below download) restricted scalability.[6] The 2000s marked accelerated growth as broadband adoption surged, with U.S. household penetration rising from under 5% in 2000 to over 50% by 2007 via DSL and cable modems offering 1-10 Mbps speeds, enabling reliable higher-bitrate streams.[26] This infrastructure shift, coupled with Adobe Flash's dominance for cross-platform playback and the RTMP protocol's introduction around 2002 for low-latency delivery, facilitated the era's "Flash and RTMP" phase.[6] User-generated content platforms proliferated; YouTube, founded on February 14, 2005, by former PayPal employees Chad Hurley, Steve Chen, and Jawed Karim, officially launched on December 15, 2005, achieving over two million daily video views by early 2006 through simple upload and embedding tools.[27] By mid-decade, professional services integrated streaming into business models. Netflix initiated on-demand video streaming via its "Watch Now" feature on January 16, 2007, initially offering select titles to subscribers alongside DVD rentals, leveraging partnerships with content owners and adaptive bitrate streaming to mitigate variability in connection speeds.[28] This complemented emerging ad-supported platforms like Hulu, launched in 2007 by NBC Universal and News Corp., which aggregated TV clips and episodes.[29] Expansion was further propelled by mobile advancements and peer-to-peer protocols, though piracy via file-sharing networks like BitTorrent, peaking in the early 2000s, indirectly pressured legal streaming by highlighting demand for instant access while underscoring bandwidth's role in reducing illegal downloads' appeal as broadband matured.[6] By decade's end, streaming accounted for growing shares of media consumption, setting the stage for 2010s dominance through improved encoding and content licensing.[30]The Streaming Boom of the 2010s
The streaming boom of the 2010s was propelled by advancements in broadband infrastructure, the proliferation of internet-connected devices such as smartphones and smart TVs, and consumer demand for on-demand access over scheduled broadcasts or physical media.[31] By 2010, DVD sales had peaked years earlier, signaling a shift toward digital delivery, with streaming services capitalizing on declining physical media revenues.[31] This period saw over-the-top (OTT) platforms disrupt traditional distribution, as households increasingly opted for subscription-based models offering vast libraries without geographic or time constraints.[32] Netflix exemplified the video streaming surge, starting the decade with just over 12 million subscribers—primarily from its DVD-by-mail service—and transitioning to emphasize streaming with original productions like House of Cards in 2013.[33] By 2016, its paid subscriber base reached 79.9 million, climbing to 151.5 million by 2019, driven by global expansion and investments exceeding $13 billion annually in content by the late decade.[34] Competitors like Hulu (launched in 2008 but scaling in the 2010s) and Amazon Prime Video (2011) followed, fragmenting the market while accelerating cord-cutting; U.S. pay-TV penetration fell from 88% in 2010 as cable providers lost over 25 million subscribers by the decade's end amid rising streaming alternatives.[35][36] In music streaming, Spotify's U.S. launch in July 2011 marked a pivotal expansion from its 2008 European debut, growing to 20 million monthly active users by 2012 and helping propel the sector's share of U.S. recorded music revenues from 7% in 2010 to 80% by 2019.[37][38][39] Paid music subscriptions in the U.S. ballooned from 1.5 million in 2010 to 61.1 million by mid-2019, correlating with a sharp decline in piracy rates as legal on-demand options proliferated.[39] This dual boom in video and audio streaming reshaped content production, favoring algorithm-driven personalization and serialized formats suited to binge consumption, while challenging legacy media's advertising-dependent models.[40] Traditional TV episode output surged 153% from 2009 levels by 2019, much of it funneled to streaming platforms rather than cable networks.[40]Developments in the 2020s
The COVID-19 pandemic in 2020 accelerated adoption of streaming services, with lockdowns driving a surge in viewership as consumers shifted from traditional TV and theaters; Netflix reported adding 37 million subscribers globally in the first half of the year alone, while Disney+ reached 57.5 million by August 2020 following its late-2019 launch.[41][42] This period marked the peak of the "streaming wars," with launches like HBO Max in May 2020 and Peacock intensifying competition among platforms backed by media conglomerates.[42][41] Global video streaming revenue expanded rapidly, with the subscription video-on-demand (SVoD) segment projected to reach $119.09 billion in 2025, reflecting a compound annual growth rate influenced by post-pandemic normalization but sustained by original content investments.[43] In the U.S., the video streaming services industry grew at a CAGR of 12.8% from 2020 to 2025, though growth tapered as market saturation set in, leading to higher churn rates and a pivot toward profitability over subscriber acquisition.[44] Platforms like Netflix and Disney+ faced slowing domestic gains, with Netflix adding only 700,000 U.S. and Canadian subscribers from December 2020 to early 2022, contrasted by HBO Max's 7.1 million and Disney+'s 6.6 million in the same period.[45] From 2023 onward, streaming services implemented password-sharing restrictions to monetize informal sharing, which had inflated perceived user bases; Netflix's crackdown beginning May 23, 2023, resulted in its four largest single-day household additions in U.S. history shortly after.[46] Warner Bros. Discovery followed with Max's restrictions in early 2025, introducing paid "extra member" add-ons at $8 monthly, while Disney+, Hulu, and others enforced similar policies, contributing to revenue stabilization amid rising content costs.[47][48][49] Ad-supported tiers emerged as a dominant strategy to attract price-sensitive users and diversify revenue, with 71% of net new U.S. streaming subscriptions from Q1 2023 to Q1 2025 opting for ad plans, reaching 100 million ad-supported subscriptions industry-wide by mid-2025.[50][51] Netflix's ad tier, launched in 2022, tripled its subscriber base by Q2 2025, comprising 15% of ad-supported market share, while Hulu led at 24%.[52][51] This shift mirrored traditional TV models, enabling platforms to offset losses—Netflix achieved profitability in 2023 after years of deficits—but raised concerns over viewer tolerance for ads amid fragmented choices and price hikes.[53] Live streaming gained prominence, evolving into a $100 billion global market by 2024, driven by esports, events, and social platforms, though profitability challenges persisted due to high bandwidth demands and competition from short-form video apps.[54] Overall, the decade saw consolidation pressures, with bundling experiments like Disney's Hulu-ESPN-Max package in 2024, as services grappled with antitrust scrutiny and the end of unchecked expansion.[55]Technical Foundations
Bandwidth and Infrastructure Requirements
Streaming media services require sufficient bandwidth to deliver content without interruptions, with requirements scaling according to video resolution, compression efficiency, and content type. For standard definition (SD) video, a minimum of 3-5 Mbps is typically sufficient, while high definition (HD) at 1080p demands 5 Mbps or higher per stream.[56] [57] Ultra-high definition (4K) streaming necessitates 25 Mbps or more to maintain quality, as recommended by major platforms like Netflix and YouTube.[56] [58] These bitrate requirements correspond to data usage for one hour of video streaming, approximated by the formula Data (GB/hour) ≈ bitrate (Mbps) × 0.45; for example, 15 Mbps yields ~6.75 GB, 25 Mbps ~11.25 GB, and 40 Mbps ~18 GB.[59] Audio-only streaming, such as music services, requires far less, often 0.3-1 Mbps depending on bitrate. Adaptive bitrate streaming technologies adjust quality dynamically based on available bandwidth to mitigate buffering.[57] Infrastructure supporting these bandwidth needs includes content delivery networks (CDNs), which consist of distributed proxy servers and data centers connected by high-speed fiber optic cables to cache and deliver content from locations closest to users, thereby reducing latency and transit bandwidth demands.[60] CDNs employ edge servers in points of presence (PoPs) worldwide to handle traffic efficiently, minimizing the load on central origin servers where content is initially stored and encoded.[61] High-capacity data centers provide the backbone for storage and processing, often leveraging cloud providers for scalability during peak events like live sports broadcasts.[62] Scalability challenges arise from unpredictable viewer surges, which can overwhelm bandwidth and server resources, leading to latency or quality degradation. Services address this through elastic cloud infrastructure that auto-scales resources and employs load balancing to distribute traffic.[63] [64] Global undersea cables and terrestrial fiber networks form the critical interconnects, but bottlenecks in last-mile delivery persist in underserved regions, necessitating ongoing investments in infrastructure expansion.[65]Protocols and Delivery Standards
Streaming media protocols facilitate the transmission of audio, video, and associated data across networks, enabling real-time playback without full file downloads. Key protocols include Real-Time Messaging Protocol (RTMP) for live video ingestion from sources to servers, and adaptive HTTP-based standards such as HTTP Live Streaming (HLS) and Dynamic Adaptive Streaming over HTTP (MPEG-DASH) for end-user delivery.[66][67][68] These protocols segment content into manageable chunks, often employing adaptive bitrate streaming (ABR) techniques where multiple bitrate variants of the media are prepared, allowing clients to dynamically select streams matching available bandwidth to minimize buffering and optimize quality.[69] RTMP, originally developed by Macromedia in the early 2000s and later maintained by Adobe, operates over TCP for reliable, low-latency delivery of live streams, typically handling chunks of 128 bytes or larger for audio, video, and metadata.[66] It supports persistent connections and handshakes for session establishment but has been largely supplanted for final delivery due to firewall traversal issues and the rise of HTTP compatibility.[70] In contrast, HLS—introduced by Apple in 2009—uses standard HTTP/HTTPS for serving segmented TS (MPEG-2 Transport Stream) files referenced in M3U8 playlists, enabling compatibility with web caches and CDNs while adapting to network fluctuations through client-side bitrate switching.[67] HLS mandates ABR support, with segments typically 6-10 seconds long, and has evolved to include low-latency modes reducing delay to under 5 seconds in recent implementations.[71] MPEG-DASH, standardized by the Moving Picture Experts Group as ISO/IEC 23009-1 in 2012 with subsequent editions up to the fifth in 2022, provides an open, royalty-free alternative to HLS, using MPD (Media Presentation Description) files to describe DASH segments in formats like fragmented MP4.[68][72] It supports broader codec flexibility, including interoperability across devices, and is widely adopted for its vendor-neutral approach, though adoption varies by platform—e.g., Android favors DASH while iOS prioritizes HLS.[73] Both HLS and DASH rely on ABR, where encoders prepare "ladders" of 3-8 bitrate profiles (e.g., 360p at 400 kbps to 1080p at 5 Mbps), and players monitor throughput to switch variants seamlessly, improving viewer experience on variable connections.[74] Delivery standards distinguish between unicast and multicast methods. Unicast transmits individualized streams from server to each client, scaling linearly with viewers and consuming more bandwidth but suiting internet protocols like TCP/UDP over IP, as it requires no special network configuration.[75] Multicast, conversely, sends a single stream to multiple recipients via IP multicast groups (e.g., using IGMP for join/leave), conserving bandwidth for one-to-many scenarios like enterprise IPTV but facing deployment challenges over the public internet due to limited router support and ISP restrictions.[76] Hybrid approaches, including content delivery networks (CDNs) with edge caching, enhance unicast efficiency by replicating content geographically, reducing origin server load for high-concurrency events.[75] Emerging standards like WebRTC incorporate UDP-based protocols for ultra-low latency peer-to-peer or server-relayed delivery, though primarily for interactive use cases rather than broadcast-scale streaming.[77]Digital Rights Management
Digital Rights Management (DRM) in streaming media encompasses technologies that encrypt content and enforce access controls to prevent unauthorized reproduction, distribution, or modification, thereby enabling content owners to monetize licensed material securely. These systems verify user authentication and device compliance before decrypting streams, typically integrating with protocols like DASH or HLS for adaptive bitrate delivery. In practice, DRM facilitates granular licensing, such as time-bound access or device limits, which underpins subscription models for platforms like Netflix and Spotify by mitigating revenue loss from illicit sharing.[78][79][80] Prominent DRM implementations include Google's Widevine, Microsoft's PlayReady, and Apple's FairPlay, each tailored to specific ecosystems while supporting Common Encryption (CENC) standards for interoperability. Widevine, deployed since 2010, offers three security levels—L3 (software-based) to L1 (hardware-secured)—and powers Android devices and browsers like Chrome, handling over 90% of global video streams. PlayReady, introduced by Microsoft in 2007, emphasizes robust key management for Windows and Xbox platforms, while FairPlay, Apple's proprietary system since 2003, integrates natively with iOS and Safari, requiring hardware roots of trust like Secure Enclave. Major services often employ multi-DRM strategies; for instance, Netflix combines all three to achieve cross-device compatibility, acquiring licenses dynamically from servers during playback.[81][82][83] DRM's effectiveness stems from raising technical barriers to piracy, correlating with observed declines in unauthorized sharing following streaming's mainstream adoption; U.S. music piracy rates fell from 20% in 2007 to under 5% by 2020 as platforms like Spotify implemented encrypted streams. Industry analyses indicate DRM deters casual infringement by complicating screen captures and redistributions, though sophisticated actors occasionally exploit vulnerabilities, as in the 2016 widevine L1 cracks affecting premium content. Empirical data supports DRM's role in enabling licensing deals, with unprotected alternatives historically yielding unsustainable economics due to rampant duplication, unlike subscription revenues exceeding $30 billion globally in video streaming by 2023.[84][85][86] Critics contend DRM imposes undue restrictions, such as prohibiting permanent backups or fair-use excerpts, and fosters vendor lock-in via incompatible formats, potentially violating user expectations under doctrines like first sale. User inconvenience arises from license revocations or hardware dependencies, exemplified by Apple's FairPlay limiting transfers, while privacy risks emerge from persistent tracking of viewing habits. Proponents counter that such measures reflect contractual realities of digital scarcity, absent in physical media, and that circumvention undermines incentives for original production; studies show platforms without strong DRM, like early peer-to-peer services, collapsed under piracy pressures exceeding 90% unauthorized access rates.[87][88] Legally, the U.S. Digital Millennium Copyright Act (DMCA) of 1998 fortifies DRM by criminalizing circumvention tools and processes, even for non-infringing purposes like interoperability research, with penalties up to five years imprisonment for first offenses. This framework shields streaming providers under safe harbor provisions (Section 512), requiring expeditious removal of infringing streams upon notice, which handled over 10 million takedowns annually by 2022. Internationally, equivalents like the EU Copyright Directive echo these protections, though exemptions for archival or accessibility uses exist; enforcement prioritizes technical measures over post-hoc litigation, causal to streaming's viability amid broadband proliferation.[89][90][91]Recommendation Algorithms and Personalization
Recommendation algorithms in streaming media employ machine learning techniques, such as collaborative filtering and content-based methods, to analyze user interactions including viewing or listening history, ratings, and metadata like genre or audio features, thereby generating personalized content suggestions.[92][93] Collaborative filtering identifies patterns among similar users, while content-based approaches match item attributes to user preferences; hybrid systems combine both for improved accuracy.[94] These algorithms process vast datasets—Netflix, for instance, evaluates factors like time of day, device, and viewing duration—to rank and display recommendations on homepages and search results.[95] Personalization enhances user retention by prioritizing likely-engaging content, with Netflix attributing 75-80% of viewer hours to such suggestions as of 2023.[96] In music streaming, platforms like Spotify integrate natural language processing for lyrics analysis, raw audio signal extraction, and collaborative filtering to curate playlists such as Discover Weekly, which has driven billions of hours of listening since its 2015 launch.[97][98] Spotify's models also incorporate user feedback loops and expert curation in "algotorial" playlists to balance algorithmic outputs with human oversight, fostering sustained engagement.[99] Video services similarly personalize; Netflix's system, evolved through A/B testing of thousands of variants, correlates user behaviors across its 300 million-plus subscribers to predict long-term satisfaction rather than short-term clicks.[100][101] These mechanisms causally link data inputs to outputs, where historical patterns inform future predictions, often amplifying popular content due to reliance on aggregate trends.[102] While personalization boosts consumption volume, empirical studies indicate mixed effects on content diversity; Spotify's algorithms have correlated with broader genre exposure among users, countering expectations of severe homogenization.[103] Evidence for filter bubbles—wherein recommendations isolate users into narrow preferences—remains limited in streaming contexts, with analyses showing platforms often expand cultural consumption diversity compared to traditional media, though benefits accrue disproportionately to heavy users, widening engagement gaps.[104][105] Algorithmic biases, such as over-reliance on past successes, can perpetuate trends like blockbuster dominance in video recommendations, potentially sidelining niche content unless explicitly mitigated through diversification tweaks.[102] In politically charged video streaming subsets, like YouTube integrations, asymmetries exist—recommendations may asymmetrically deter far-right content while tolerating extremes elsewhere—but such findings vary by platform and lack uniform replication across pure subscription streaming services.[106] Overall, causal realism underscores that while algorithms optimize for observed behaviors, their outputs reflect training data limitations rather than inherent ideological tilts, with platforms iteratively refining models via empirical validation to prioritize verifiable engagement metrics over unproven social harms.[107]Business Models and Platforms
Music Streaming Platforms
Music streaming platforms deliver digital audio content over the internet, enabling users to access vast catalogs of recorded music on-demand without permanent downloads. These services emerged as a legal alternative to peer-to-peer file sharing in the early 2000s, with Spotify launching in 2008 as a pioneer offering both ad-supported free tiers and premium subscriptions to licensed content from major record labels.[108] By 2025, the global music streaming market has grown to dominate consumption, with platforms accounting for over 67% of U.S. music revenue in 2023 and continuing to expand amid rising subscriber bases.[109] Spotify holds the largest market share at approximately 31.7%, supported by 615 million monthly active users and 305 million premium subscribers as of Q1 2025.[110] [111] Apple Music, launched in 2015 and bundled with Apple devices, commands around 15-20% share with an estimated 94-120 million subscribers, emphasizing lossless audio and spatial formats for iOS users.[112] [113] YouTube Music follows with ad-supported access tied to Google's video ecosystem, capturing second place globally through free tiers and algorithmic recommendations.[109] Other notable platforms include Amazon Music, integrated with Prime memberships for bundled access, and Tidal, which prioritizes high-fidelity audio and higher artist payouts at $0.0125 per stream compared to Spotify's $0.003.[109] [114] Business models primarily revolve around freemium structures for broad adoption—such as Spotify's free ad-interrupted playback converting to $10.99 monthly premiums—or subscription-only approaches like Apple Music's $10.99 tier, generating revenue from user fees that fund licensing deals.[109] Platforms allocate 60-70% of net revenue to rights holders via pro-rata distribution, where royalties are pooled and divided based on a track's share of total streams, favoring high-volume hits over niche artists.[115] [116] This system has drawn criticism for low per-stream rates, often $0.003 to $0.007, requiring an artist to garner millions of plays for viable income, though platforms counter that streaming has revived industry revenues post-piracy era.[114] [117] Proposed alternatives, like user-centric models directing subscriber fees to personally streamed tracks, remain unadopted amid label resistance.[118] Competition drives features like personalized playlists, podcast integration, and social sharing, with Spotify's algorithm-heavy discovery contrasting Tidal's artist-focused equity model offering 10% ownership stakes to select performers.[119] Market consolidation persists, as evidenced by Spotify's acquisitions and bundling pressures, yet independent platforms struggle against the oligopoly of tech giants controlling distribution and data.[120] Overall, these platforms have shifted music economics from ownership to access, boosting global revenues to projected $53 billion growth by 2029 while intensifying debates over equitable compensation.[119]Video Streaming Services
Video streaming services deliver on-demand audiovisual content, such as films and television series, over the internet to end-user devices, enabling viewers to select and watch material at their preferred time without adhering to fixed broadcast schedules. These platforms primarily operate through three monetization models: subscription video on demand (SVOD), where users pay a recurring fee for unlimited access to a library of content, typically ad-free; advertising-based video on demand (AVOD), which offers free access supported by pre-roll, mid-roll, or post-roll advertisements; and transactional video on demand (TVOD), allowing users to rent or purchase individual titles for temporary or permanent access.[121][122] Hybrids of these models have emerged, such as ad-supported tiers in SVOD services to broaden accessibility amid rising subscription fatigue.[123] SVOD platforms dominate the market, with Netflix holding the largest share at approximately 301.6 million global paid subscribers as of 2025, generating revenue through exclusive original productions and licensed content.[124] Amazon Prime Video follows with an estimated 200 million subscribers, leveraging bundling with the broader Prime membership that includes e-commerce perks, which enhances retention through integrated ecosystem value.[124] Disney+ reports 127.8 million subscribers, focusing on family-oriented content from its intellectual property franchises like Marvel, Pixar, and Star Wars, though it has faced challenges from content cannibalization across bundled offerings.[124] Other notable SVOD services include Max (formerly HBO Max), Hulu, and Apple TV+, each carving niches with premium scripted series, live TV integration, or device ecosystem synergies, respectively.[125] AVOD services emphasize scale and user-generated content, exemplified by YouTube, which commands a 12.5% market share in video streaming usage and attracts billions of monthly active users through algorithmic recommendations and ad revenue sharing with creators.[126] Platforms like Tubi and Pluto TV provide free, ad-interrupted linear and on-demand channels, aggregating licensed content to compete on cost while relying on targeted advertising for profitability. TVOD models persist via services like Apple iTunes, Google Play Movies, and Vudu, where users pay per title—typically $3–$6 for rentals or $10–$20 for purchases—often in conjunction with SVOD libraries for newer releases.[122]| Service | Estimated Subscribers (2025) | Primary Model | Key Focus |
|---|---|---|---|
| Netflix | 301.6 million | SVOD | Original series and films |
| Amazon Prime Video | 200 million (est.) | SVOD | Bundled with e-commerce |
| Disney+ | 127.8 million | SVOD | Franchise-based family content |
| YouTube | Billions of monthly users | AVOD | User-generated and premium videos |