Global Gaming Streaming Market Outlook 2031:
The global gaming streaming market size was valued at USD 8.50 Billion in 2022 and is expected to reach USD 21.38 Billion by 2031 projected to expand at a CAGR of 10.79% during the forecast period, 2023 – 2031. Games live streaming services enable users to watch sports without having to subscribe to a cable package. The act of instantaneously recording and streaming live content (including gaming) to a live audience using social media platforms is known as live streaming.
They allow spectators to watch the game live without having to be physically present, and with the correct cameras and streaming software, they can observe a high-quality feed of the event. The content creators, known as streamers, record themselves live while interacting with their viewers through video chat. The audience watches the gameplay and interacts with the streamer using group messages, allowing all parties to interact.
While most content on live-streaming platforms is public, viewers can financially support the broadcasters through a variety of means, such as monetary donations or a subscription fee to the streamer's channel.

Gaming Streaming Market Trends, Drivers, Restraints, and Opportunities
- Increasing smartphone adoption and rising mobile streamers are expected to boost the market in the future.
- The global gaming business is continuously expanding, fuelled mostly by cloud gaming and mobile gaming.
- Increase in the number of people who use digital payments fuels the market.
- Mobile-based streaming is fuelled by the rising adoption of 5G, thus driving the market.
- High cost of content generation and lack of awareness limit the market.
- Gaming streaming automatically enhances viewership and fan base, thus creating opportunities for local sponsors to sell their own businesses.
Scope of Global Gaming Streaming Market report:
The report on the gaming streaming market includes an assessment of the market, size, share, trends, segments, and regional markets. Overview and dynamics have been included in the report.
Attributes
|
Details
|
Report Title
|
Gaming Streaming Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
|
Base Year
|
2022
|
Historic Data
|
2016–2021
|
Forecast Period
|
2023–2031
|
Segmentation
|
Solutions (App-Based solutions [RainwayInc, Steam Link, Xbox Game Streaming, Remotr, and Others], and Web-Based solutions [Facebook, Dailymotion, Mixer, Twitch, and YouTube]), Revenue models (Advertisement Game Streaming, Subscription Game Streaming, and Other Revenue Models)
|
Regional Scope
|
Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
|
Report Coverage
|
Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
|
Key Players Covered in the Report
|
Sony Corporation; Nintendo; Tencent Holdings Limited; Electronic Arts Inc.; Amazon; Microsoft Corporation; Apple; Facebook; Gaming (MLG); Nvidia; Parsec Cloud; Vortex Cloud Gaming; AfreecaTV; Douyu; Major League; Huya; Dlive; and GosuGamers
|
Gaming Streaming Market Segment Insights
Web-based solutions segment to hold significant market share
Based on solutions, the gaming streaming market can be bifurcated into app-based solutions and web-based solutions. The app-based solutions segment is further classified as Rainwayinc, Steam link, Xbox game streaming, Remotr, and others. Additionally, web-based solutions are categorized as Facebook, Dailymotion, Mixer, Twitch, and Youtube.
The web-based solutions segment is projected to hold a significant market share, as many streaming providers are focusing on streaming using web browsers, the web-based segment accounted for the most revenue in 2019. However, with the increasing popularity of mobile games in streaming, the app-based solution segment is likely to gain market share during the projection period.
Subscription game streaming segment to account for a substantial share
On the basis of revenue models, the market can be segmented into advertisement game streaming, subscription game streaming, and other revenue models. The subscription game streaming segment is anticipated to account for a substantial share in the coming years.
Major corporations rely on recurring revenue from monthly subscriptions than on other revenue models. Furthermore, the subscription model offers game producers a wealth of data, such as the in-game options, most popular weapon choices, and game types.

Asia Pacific is expected to dominate the market
In terms of regions, the gaming streaming market can be classified as Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. Asia Pacific is expected to dominate the market. Asia Pacific is expected to dominate the market in the gaming sector, with nations such as China, South Korea, and Japan, showing significant growth potential.
Growing exports and ongoing innovation in new games and systems are important drivers of gaming in the country. China is likely to hold a significant revenue share in the game streaming market due to the popularity of eSports among young and government support for the expansion of the overall gaming sector. China is one of the major Asian Pacific countries that rapidly adopts technologies. The country is home to one of the best internet bands and major firms such as Tencent and NetEase.
Segments
By Solutions
- App-based solutions
- RainwayInc
- Steam Link
- Xbox Game Streaming
- Remotr
- Others
- Web-based solutions
- Facebook
- Dailymotion
- Mixer
- Twitch
- YouTube
By Revenue Models
- Advertisement Game Streaming
- Subscription Game Streaming
- Other Revenue Models
By Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
By Key Players
- Sony Corporation
- Nintendo
- Tencent Holdings Limited
- Electronic Arts Inc.
- Amazon
- Microsoft Corporation
- Apple
- Facebook
- Gaming (MLG)
- Nvidia
- Parsec Cloud
- Vortex Cloud Gaming
- AfreecaTV
- Douyu
- Major League
- Huya
- Dlive
- GosuGamers
Competitive Landscape
Key players in the gaming streaming market are Sony Corporation; Nintendo; Tencent Holdings Limited; Electronic Arts Inc.; Amazon; Microsoft Corporation; Apple; Facebook; Gaming (MLG); Nvidia; Parsec Cloud; Vortex Cloud Gaming; AfreecaTV; Douyu; Major League; Huya; Dlive; and GosuGamers. These players have actively engaged in several market development activities including collaborations, agreements, mergers & acquisitions, production capacity expansion, product launches, and partnerships to strengthen their geographical presence and expand their customer base globally.
