COMPANYLVR

17LIVE

17LIVE is a live streaming social platform monetised through gifting, subscriptions and commerce.

Analyst Perspective

17LIVE is a Japan-headquartered consumer live streaming platform focused on creator-led entertainment, real-time audience interaction, and monetisation through virtual gifting and subscriptions. Its core product connects livestreamers, virtual creators and fans in a mobile-first social environment, with adjacent products spanning audio live streaming and live commerce. The company appears to compete with social and live video platforms such as TikTok, Twitch and Bigo Live. The business makes money primarily from in-app purchases in a virtual economy, where users buy virtual items or points and spend them during live sessions, and from recurring fan subscriptions. It has also expanded into live commerce through HandsUP and merchant workflow tooling through OrderPally, suggesting a broader strategy of turning creator engagement into commerce and transaction revenue. Customers are primarily consumers and creators on the core platform, with merchants and sellers participating in its commerce products.

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Category Differentiation

17LIVE is a consumer live streaming and creator monetisation platform, not an enterprise video infrastructure vendor or a pure ad tech platform. It is closer to social live entertainment and live commerce than to standard video conferencing software.

17LIVE: About

17LIVE operates a consumer platform model built around creator-audience engagement. It attracts users with live video and audio entertainment, enables creators to build fan communities, and monetises user attention through virtual goods, subscriptions and commerce-linked transactions. The company creates value by increasing creator participation, viewer engagement and spending density within its proprietary ecosystem, while extending that activity into live shopping and related merchant tooling.

How 17LIVE Works & Monetises

Business model analysis and core revenue streams

The primary monetisation model is a virtual economy: users buy virtual points or items via in-app purchases and send gifts to creators, with 17LIVE taking a platform share and recognising revenue when the virtual items are consumed. Secondary revenue comes from fan membership subscriptions and other paid in-app features or events. Additional monetisation is emerging from live commerce transactions and merchant-facing commerce systems, likely through transaction-related fees and platform usage arrangements.

Revenue Channels

Virtual gifting and virtual item consumptionIn-app purchases / one-time spend
Fan memberships and subscriptionsRecurring subscription
Live commerce transactionsPercentage take-rate
Merchant-facing commerce system accessSaaS / software subscription
In-app advertisingAd-supported

Products & Services in Categories

Verified structural categorizations from the graph

Recent Signals (17LIVE)

https://developers.tiktok.com/doc/changelogMar 18, 2026

Unlocking Insights: TikTok's New Mini Game Analytics Suite

TikTok's Developer Portal documents a Mini Game Analytics suite that centralizes daily performance metrics for mini games across monetization, promotion and operations. The guide lists analytics modules accessible on an app's Developer Portal page — including Overview, In‑App Purchases (IAPs), In‑App Ads (IAAs), For You feed ads, For You feed cards, Users and Performance — and describes available metrics, filters (date range, region, OS, ad placement) and download/graphing capabilities. Monetization analytics are deduplicated and include user- and order-level IAP views (GMV, orders, ARPPU) and ad metrics (requests, impressions, clicks, click-through rate, eCPM, revenue). For You feed ad reporting is by calendar day and TikTok recommends matching TTAM to calendar-day reporting for consistency. Operational analytics cover behavior, retention, profile, device and performance (launch speed, success rate).

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ExchangeWireOct 6, 2025

99% of Child-Directed Apps Fail COPPA Compliance, Report Reveals

Pixalate released its Q2 2025 report on COPPA compliance for mobile apps in the US, focusing on apps registered in Google Play and the Apple App Store that are likely directed at children under 13 and do not obtain verifiable parental consent (VPC). The study examined 1,149 US-registered, likely child-directed apps with advertising capabilities. It found a 99% non-compliance rate, with 1,136 of 1,149 apps failing to obtain VPC under COPPA. The report also traces ad-tech exposure within these apps, showing Google Ad Exchange appearing in 1,019 apps (90%), Meta/Facebook in 658 apps (58%), and AppLovin in 619 apps (54%). To compile the findings, Pixalate used automated processing complemented by manual reviews by its Trust & Safety Advisory Board, evaluating nearly 134,000 ad-bearing apps available in Q2 2025. The research highlights privacy violation risks for developers and the broader advertising supply chain under COPPA.

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ExchangeWireMay 21, 2025

286 Apps Endanger Children's Privacy, Violating COPPA Regulations

Pixalate released the Q1 2025 State of Children’s Privacy on Mobile Apps Report, part of its COPPA Violation Risks in Mobile Apps series, examining app developers on Google Play Store and Apple App Store. The analysis found 286 US mobile apps likely non-compliant with COPPA, representing 17% of identified advertising-enabled, child-directed apps. It also found that 100% of the likely child-directed and ad-enabled apps shared US consumers’ personal information with advertisers via the ad bid stream. Among the non-compliant apps, 225 lacked a detectable Children’s Privacy disclosure, 153 requested sensitive data permissions (e.g., location, camera, audio), and 207 shared location data with advertisers in the bid stream. The research analyzed privacy policies of over 24,000 likely child-directed, ad-enabled apps available in Q1 2025. The findings underscore COPPA compliance challenges across major app storefronts.

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17LIVE: Frequently Asked Questions

What is 17LIVE?

17LIVE is a consumer live streaming platform where creators and virtual performers broadcast live content and monetise fan engagement through gifts, subscriptions and related in-app spending.

Who uses 17LIVE?

Its main users are consumers seeking live entertainment, creators and V-Livers building audiences, and, in its commerce products, brands, sellers and merchants running live shopping experiences.

How does 17LIVE make money?

It primarily earns revenue from in-app purchases of virtual items and points, plus subscriptions, with additional upside from live commerce transactions, merchant tools and some advertising.

Company Facts

Founded
2015
Headquarters
E Space Tower, Shibuya, Tokyo, Japan
Core Segment
B2C Consumer App / Platform
Company Size
501–1,000
Official Link
17.live