17LIVE
Publisher DNA
What defines 17LIVE?
AI intelligence is not yet available for 17LIVE. The portfolio data below is up to date.
Portfolio
What does 17LIVE ship?
Apps
1 app analysed
- The core live streaming community provides a sense of connection for users seeking social interaction
- Removal of background playback and split-screen features forces users to abandon the app entirely
Tightly focused on 3 markets (Japan, Singapore, United States).
Based on 1 of 1 app with localized market data · last scanned .
Americas (1)
- United States1 / 1
Asia-Pacific (2)
- Japan1 / 1
- Singapore1 / 1
Core markets (1/1 apps)
User Sentiment
How do users feel about their apps?
0
Positive apps
0
Neutral / mixed
1
Negative apps
25/100
Avg sentiment score
Rivals
Who does 17LIVE compete with?
The rivals identified
Nemeses(1)
Both platforms compete for the same social-streaming audience by utilizing virtual gifting as their primary monetization mechanism.
Contenders(10)
Elelive competes for the same live-streaming audience by offering real-time VJ interaction and PK battle mechanics, directly overlapping with the creator-led content model of 17LIVE.
Both apps compete for the same social-streaming audience by offering real-time interaction, though 17LIVE focuses on creator-led video while Saada centers on group voice chatrooms.
Both apps compete for the same live-streaming audience by offering real-time broadcast capabilities and virtual gifting mechanics.
Both apps target mobile live streamers, but Streamlabs focuses on broadcasting to external platforms like Twitch and YouTube while 17LIVE operates as a closed social network for content consumption.
PRISM competes by providing technical broadcasting tools like VTubing and screen casting that overlap with the creator-led content focus of 17LIVE, targeting the same live-streaming audience.
Both platforms compete for the same live-streaming audience by offering real-time creator-to-viewer interaction and community-based content discovery.
Both apps compete for the same global live-streaming audience by offering real-time interaction with content creators and performers. They share a core value proposition centered on social entertainment and digital broadcast participation.
Both platforms compete for the same real-time social streaming audience by monetizing host-user interaction through virtual gifting.
Both apps compete for the same live-streaming audience by offering real-time creator-to-fan interaction through mobile-first video broadcasting.
Both platforms target users seeking real-time interaction with live performers, with Ligo Live directly competing for the same audience through digital gifting and live streaming content.
Same space(20)
Olive competes for users seeking social video connections, utilizing a safety-first approach to differentiate its live chat experience.
Lowins competes for the same live-streaming audience by offering a browse feed and 1-on-1 video chat features.
BuzzCast provides a similar global live-streaming community, competing for the same users who value real-time interaction and translation.
Chamet targets the same live-streaming demographic by offering group video parties and real-time translation for global interaction.
Clapper competes for the same social video audience, though it differentiates through permissive moderation and creator-led group monetization.
Minichat acts as a simple, high-speed alternative for users who prioritize random video connections over the creator-led model of 17LIVE.
Vero Live targets the same social streaming audience by providing 24/7 interactive shows and personalized content.
Chat Online: Talkie Live targets the same social networking audience by focusing on profile-based text and video conversations.
IMVU acts as an adjacent social space where users prioritize 3D avatar-based interaction over the live-streaming format found in 17LIVE.
SUGO competes for the same social interaction market, though it emphasizes voice-based chat rooms over video-first streaming.
KICK competes for the same live-streaming creators and viewers, using a disruptive revenue-split model to challenge established platforms.
SoLive serves as a direct competitor for live video chat and streaming, focusing on building genuine social friendships.
Mirrativ competes for the same mobile-streaming audience, though it specifically targets mobile gamers with low-friction broadcasting tools.
Omega serves as a direct competitor for live video chat, utilizing AI-driven safety measures to attract social users.
Plamfy offers a similar live-streaming and social network experience, specifically targeting the same audience interested in streamer battles.
SuperLive operates in the same live-streaming social network space, competing for creators and viewers through similar gifting and follow mechanics.
Tango serves as a direct alternative for live social interaction, competing for the same user base seeking global creator-led entertainment.
Twitch competes for the same audience of live-streaming viewers, though it focuses on gaming-centric content rather than general social performance.
Joi targets the same social networking audience by combining random video chat with a global community feed.
Wigo Live offers a similar live-streaming and video chat experience, competing for the same global user base.
New entrants(2)
PopIn targets the same live-streaming and chat demographic, utilizing interest-based clubs to differentiate its social offering.
Hornet Live competes for the same live-streaming audience, offering a platform for creators to share content and earn rewards.