COMPANYLVR

17LIVE

17LIVE is a consumer live-streaming and live-commerce platform monetising via virtual gifts and commerce.

17LIVE operates in the Unclassified segment.

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Founded
2015
Headquarters
Shibuya, Tokyo, Japan
Core Segment
Unclassified
Company Size
Unknown
Official Links
Website
Verified
2026-03-30

17LIVE: About

The company operates a two-sided platform connecting live-stream hosts (creators, talent agencies, merchants) with viewers who pay for virtual interactions and, in some cases, products promoted during streams. Its core value lies in enabling creators to monetise audiences through virtual gifting, fan-clubs, ticketed events and integrated live-commerce. The platform provides streaming infrastructure, discovery, creator analytics, virtual currency infrastructure and commerce/order tools. Value to viewers is real-time entertainment and social interaction; value to creators and merchants is access to monetisation tools and a reachable audience.

Economically, the business takes a platform margin on all paid activity: it sells virtual points to users, recognises revenue as those points are consumed and shares a portion of the resulting value with creators, keeping the remainder as take-rate. On the commerce side, it facilitates product discovery and ordering during streams and likely earns commissions or transaction fees from merchants. Other ancillary income comes from advertising and sponsored campaigns layered on top of the audience traffic.

17LIVE: Market Position

17LIVE Group Limited operates a consumer live-streaming and live-commerce platform, originally founded in 2015 and now listed on SGX with major operations centred on Japan and Taiwan. Its flagship mobile app enables real-time video broadcasting, chat, virtual gifting and fan-club style interactions, complemented by English-market, regional (SEA) and live-commerce variants, plus tools for order and transaction management linked to streams.

The company generates revenue primarily from users purchasing virtual points which are consumed as virtual gifts and other paid interactions in live streams, with a revenue share paid to creators. Additional revenue comes from live-commerce commissions, fan-club subscriptions, pay-per-view events, in-app games and advertising or sponsored campaigns. End-users (viewers) fund most of the revenue, while creators, talent agencies, brands and merchants participate on the supply side for audience reach and monetisation.

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