Abstract
Summary
Global Game Streaming Market is valued at approximately USD XX billion in 2023 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2024-2031. Video game live streaming is a technique where players broadcast their gameplay to a live online audience. The Game Streaming market is expanding because of factors such as rising increased adoption of video streaming apps and the rising adoption of smartphones. The demand for gaming and entertainment streaming has been fueled by the rising use of TVs and mobile devices with video streaming apps to watch movies, TV shows, live events, and on-demand content. These internet-based platforms have expanded as a result of the desire to play top games without owning a powerful PC or console..
For instance, As per Statista in the year 2022 the total sales of smartphones across the world stood at 1351.84 million units which increased to 1433.86 million units in the year 2023. As a result, rising sales of smartphone catering for the growth of the market. As with the rising smartphone penetration, the demand and viewership of video streaming platforms also rise. Another important component driving space is rising internet penetration and technological Advancement. However, the high cost of Game Streaming and high subscription cost stifles market growth throughout the forecast period of 2024-2031.
The key regions considered for the Global Game Streaming Market study includes Asia Pacific, North America, Europe, Latin America, and the Rest of the World. Among these regions, Asia pacific is expected to hold the highest share owing to e-sport popularity, the rising gaming industry, rising sports viewership and consumer preference towards the video streaming platforms in the region.
Major market player included in this report are:
Amazon.com Inc.
Douyu TV (Tencent Holdings Limited)
Facebook Gaming
YouTube Gaming (Alphabet Inc.’s)
Mixer (Microsoft Corporation)
AfreecaTV Co. Ltd
Nvidia Corporation
Apple Inc
Parsec Cloud Inc.
YY Live
Recent Developments in the Market:
In July 2024, Riot Games and Amazon Web Services (AWS) have worked together to alter the way that how fans experience League of Legends (LoL), VALORANT, and League of Legends: Wild Rift events using AWS's data analytics integration for esports broadcasts. Riot has chosen AWS as its official cloud supplier for cloud artificial intelligence (AI), cloud machine learning (ML), cloud deep learning (DL), and cloud services as part of this international relationship..
In June 2024, Sony revealed the new games that have been added to PS Now and PS Plus. Mortal Kombat 11 and Final Fantasy XII: The Zodiac Age are both available on the PS Now, while the latter also has Persona 5 Strikers.
Global Game Streaming Market Report Scope:
Historical Data 2021-2022-2023
Base Year for Estimation 2023
Forecast period 2024-2031
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Revenue Model, Solution, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.
The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and Revenue Modelofferings of key players. The detailed segments and sub-segment of the market are explained below:
By Revenue Model:
In-Game Advertising Model
Subscription Model
Other Revenue Models
By Solution:
Web Based
Applications Based
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
Table of Contents
1 Executive Summary
1.1 Market Snapshot
1.2 Global & Segmental Market Estimates & Forecasts, 2021-2031 (USD Billion)
1.2.1 Game Streaming Market, by Region, 2021-2031 (USD Billion)
1.2.2 Game Streaming Market, by Revenue Model, 2021-2031 (USD Billion)
1.2.3 Game Streaming Market, by Solution, 2021-2031 (USD Billion)
1.3 Key Trends
1.4 Estimation Methodology
1.5 Research Assumption
2 Global Game Streaming Market Definition and Scope
2.1 Objective of the Study
2.2 Market Definition & Scope
2.2.1 Scope of the Study
2.2.2 Industry Evolution
2.3 Years Considered for the Study
2.4 Currency Conversion Rates
3 Global Game Streaming Market Dynamics
3.1 Game Streaming Market Impact Analysis (2021-2031)
3.1.1 Market Drivers
- 3.1.1.1 Increased adoption of video streaming apps
- 3.1.1.2 Rising adoption of smart phones
3.1.2 Market Challenges
- 3.1.2.1 High Cost of Game Streaming Market
3.1.3 Market Opportunities
- 3.1.3.1 Rising Internet penetration
- 3.1.3.2 Technological Advancement
4 Global Game Streaming Market Industry Analysis
4.1 Porter’s 5 Force Model
4.1.1 Bargaining Power of Suppliers
4.1.2 Bargaining Power of Buyers
4.1.3 Threat of New Entrants
4.1.4 Threat of Substitutes
4.1.5 Competitive Rivalry
4.2 Futuristic Approach to Porter’s 5 Force Model (2021-2031)
4.3 PEST Analysis
4.3.1 Political
4.3.2 Economical
4.3.3 Social
4.3.4 Technological
4.4 Investment Adoption Model
4.5 Analyst Recommendation & Conclusion
4.6 Top investment opportunity
4.7 Top winning strategies
5 Risk Assessment: COVID-19 Impact
5.1 Assessment of the overall impact of COVID-19 on the industry
5.2 Pre COVID-19 and post COVID-19 Market scenario
6 Global Game Streaming Market, by Revenue Model
6.1 Market Snapshot
6.2 Global Game Streaming Market by Revenue Model , Performance - Potential Analysis
6.3 Global Game Streaming Market Estimates & Forecasts by Revenue Model 2021-2031 (USD Billion)
6.4 Game Streaming Market, Sub Segment Analysis
6.4.1 In-Game Advertising Model
6.4.2 Subscription Model
6.4.3 Other Revenue Models
7 Global Game Streaming Market, by Solution
7.1 Market Snapshot
7.2 Global Game Streaming Market by Solution, Performance - Potential Analysis
7.3 Global Game Streaming Market Estimates & Forecasts by Solution 2021-2031 (USD Billion)
7.4 Game Streaming Market, Sub Segment Analysis
7.4.1 Web Based
7.4.2 Applications Based
8 Global Game Streaming Market, Regional Analysis
8.1 Game Streaming Market, Regional Market Snapshot
8.2 North America Game Streaming Market
8.2.1 U.S. Game Streaming Market
- 8.2.1.1 Revenue Model breakdown estimates & forecasts, 2021-2031
- 8.2.1.2 Solution breakdown estimates & forecasts, 2021-2031
8.2.2 Canada Game Streaming Market
8.3 Europe Game Streaming Market Snapshot
8.3.1 U.K. Game Streaming Market
8.3.2 Germany Game Streaming Market
8.3.3 France Game Streaming Market
8.3.4 Spain Game Streaming Market
8.3.5 Italy Game Streaming Market
8.3.6 Rest of Europe Game Streaming Market
8.4 Asia-Pacific Game Streaming Market Snapshot
8.4.1 China Game Streaming Market
8.4.2 India Game Streaming Market
8.4.3 Japan Game Streaming Market
8.4.4 Australia Game Streaming Market
8.4.5 South Korea Game Streaming Market
8.4.6 Rest of Asia Pacific Game Streaming Market
8.5 Latin America Game Streaming Market Snapshot
8.5.1 Brazil Game Streaming Market
8.5.2 Mexico Game Streaming Market
8.6 Rest of The World Game Streaming Market
9 Competitive Intelligence
9.1 Top Market Strategies
9.2 Company Profiles
9.2.1 Amazon.com Inc
- 9.2.1.1 Key Information
- 9.2.1.2 Overview
- 9.2.1.3 Financial (Subject to Data Availability)
- 9.2.1.4 Product Summary
- 9.2.1.5 Recent Developments
9.2.2 Douyu TV (Tencent Holdings Limited)
9.2.3 Facebook Gaming
9.2.4 YouTube Gaming (Alphabet Inc.’s)
9.2.5 Mixer (Microsoft Corporation)
9.2.6 AfreecaTV Co Ltd
9.2.7 Nvidia Corporation
9.2.8 Apple Inc
9.2.9 Parsec Cloud Inc
9.2.10 YY Live
10 Research Process
10.1 Research Process
10.1.1 Data Mining
10.1.2 Analysis
10.1.3 Market Estimation
10.1.4 Validation
10.1.5 Publishing
10.2 Research Attributes
10.3 Research Assumption