E-commerce |
---|
Digital content |
Retail goods and services |
Online shopping |
Mobile commerce |
Customer service |
E-procurement |
Purchase-to-pay |
Super-apps |
Streaming media refers to 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".
:1
was invoked but never defined (see the help page).