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 Β· 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 prioritizing real-time interaction and virtual gifting economies to drive user engagement.
Contenders(6)
Both platforms compete for the same live-streaming audience by facilitating real-time interaction between viewers and content creators. They share a core value proposition centered on live chat and virtual gifting mechanics.
Both apps compete for live streaming engagement, though 17LIVE focuses on viewer-to-creator social interaction while Streamlabs targets creator-to-platform broadcasting utility.
PRISM competes with 17LIVE by offering specialized creator tools like VTubing and screen casting that target the same live-streaming content creators. This tool-focused approach captures the production-side audience that 17LIVE relies on for its live content.
Coco competes for the same live-streaming audience by offering group-based broadcast tools, directly challenging the individual creator-led content model of 17LIVE.
Both platforms compete for the same live-streaming audience by offering real-time creator interaction and digital content consumption. They overlap directly in the market for mobile-first broadcast engagement.
Both apps compete for the same live-streaming audience by monetizing real-time interactions through virtual gifting and creator-led content.
Same space(20)
Olive serves as a social video platform for 1-on-1 connections, providing an alternative for users seeking private interaction.
Lowins facilitates live video connections and friendship, serving as an adjacent platform for social discovery.
Bigo Live competes for the same live-streaming audience by offering multi-guest video rooms that drive virtual gifting revenue.
BuzzCast operates a global live stream app that competes for the same social engagement audience through real-time interaction.
Chamet offers group video parties and live streaming, competing for the same social interaction and creator-led content audience.
Clapper offers an alternative social video space with permissive moderation, competing for creators seeking less restrictive environments.
IMVU provides a 3D social simulation space that competes for user attention through persistent avatar-based interaction.
SUGO offers voice chat rooms and video calls, providing an alternative social space for real-time interaction.
Kiko provides interest-based social video matching, competing for users seeking casual connections outside of public streams.
Bling focuses on meaningful interactions through live video, competing for users seeking deeper social connections.
Lola focuses on interest-based social discovery through live video, competing for users seeking specific community connections.
Chatta facilitates real-time social connections through a 3-party live room model that competes for the same live-streaming audience.
Talkin provides a multilingual global community for voice-based interaction, serving as an adjacent social space for users.
Omega connects users through live video and text chat, serving as an adjacent social discovery tool.
Plamfy offers a live streaming social network that competes for creator-led content engagement through interactive battles.
SuperLive functions as a video-streaming social network for talent-based broadcasting, overlapping with the creator-led content model.
Tango operates as a global live-streaming community that competes for the same creator-led entertainment audience as 17LIVE.
Yubo targets Gen Z users with live-streamed interaction, competing for the same social discovery audience as 17LIVE.
Twitch dominates the live-streaming space for gaming, capturing the same creator-led content audience through interactive chat.
Joi provides a random live video chat platform for expanding social networks, overlapping with the social discovery audience.