Endeavor Streaming


Endeavor Streaming is a digital video technology company headquartered in Plainview, New York, USA.
The company specializes in digital video broadcasting, distribution and monetization of live and on-demand content, to Internet-enabled devices.

History

Endeavor Streaming works with content owners and rights holders in the sports and entertainment industries and has approximately 525 employees worldwide.
Endeavor Streaming has principal offices in Plainview, New York; San Diego, California; Sanford, Florida; and London, UK with additional offices in 12 other cities worldwide.

Services

Endeavor Streaming’s technology and services include multi-screen video delivery solutions, consumer electronics licensing, professional content tools and consumer software.
NeuLion Digital Platform: The NeuLion Digital Platform is an end-to-end video streaming platform providing licensed components from content ingestion, encoding and management to content security, monetization and monitoring, as well as app development across all major connected devices. The platform facilitates the streaming and distribution of premium sports and entertainment content. NeuLion Digital Platform customers include the NBA, NFL, Univision, UFC, Big Ten Network, English Football League, Sky Sports and others.
Consumer Electronics Licensing: The NeuLion CE SDK allows consumer electronics manufacturers to deploy devices that can support video streaming in up to 4K. The SDK is currently licensed by Samsung Electronics, Sony, LG Electronics, and others.
MainConcept Tools: Under its MainConcept brand, NeuLion provides professional content tools and technologies including Codecs, HEVC, Transcoding, and Mobile SDKs directly to customers in broadcast, video production, security, multimedia, and more.
Other Services: NeuLion has partnered with Univision and NBA to trial live 4K streaming events. UFC 205 was the first globally available pay-per-view event to be live streamed in 4K.
Key Markets: Broadcasters, Operators, Sports Leagues and Teams, Sports Networks, Colleges and Conferences, Content Rights Holders, CE, Service Providers, Video Production, OTT Services and Consumers.

Recognition