Gaming Streaming Market

Global Gaming Streaming Market

  • ICT-SE-2929
  • 4.8 Rating
  • 172 Pages
  • Upcoming
  • 71 Reviews
  • PDF Excel PPT
Raksha

Author:

Raksha Sharma

Amulya

Fact-checked by:

Amulya Agarwal

Shruti

Editor:

Shruti Bhat

 

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.

Global Gaming Streaming Market Key Takeaways

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.

Global Gaming Streaming Market Revenue Models

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.

Global Gaming Streaming Market Key Players

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Gaming Streaming Market Overview
  4.1. Introduction
     4.1.1. Market Taxonomy
     4.1.2. Market Definition
  4.2. Macro-Economic Factors
     4.2.1. Industry Outlook
  4.3. Gaming Streaming Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Gaming Streaming Market - Supply Chain
  4.5. Global Gaming Streaming Market Forecast
     4.5.1. Gaming Streaming Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Gaming Streaming Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Gaming Streaming Market Absolute $ Opportunity
5. Global Gaming Streaming Market Analysis and Forecast by Region
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Region
     5.2.2. Y-o-Y Growth Projections by Region
  5.3. Gaming Streaming Market Size and Volume Forecast by Region
     5.3.1. North America
     5.3.2. Latin America
     5.3.3. Europe
     5.3.4. Asia Pacific
     5.3.5. Middle East and Africa (MEA)
  5.4. Absolute $ Opportunity Assessment by Region
  5.5. Market Attractiveness/Growth Potential Analysis by Region
  5.6. Global Gaming Streaming Demand Share Forecast, 2019-2026
6. North America Gaming Streaming Market Analysis and Forecast
  6.1. Introduction
     6.1.1. Basis Point Share (BPS) Analysis by Country
     6.1.2. Y-o-Y Growth Projections by Country
  6.2. North America Gaming Streaming Market Size and Volume Forecast by Country
     6.2.1. U.S.
     6.2.2. Canada
  6.3. Absolute $ Opportunity Assessment by Country
  6.4. Market Attractiveness/Growth Potential Analysis
     6.4.1. By Country
     6.4.2. By Product Type
     6.4.3. By Application
  6.5. North America Gaming Streaming Demand Share Forecast, 2019-2026
7. Latin America Gaming Streaming Market Analysis and Forecast
  7.1. Introduction
     7.1.1. Basis Point Share (BPS) Analysis by Country
     7.1.2. Y-o-Y Growth Projections by Country
     7.1.3. Latin America Average Pricing Analysis
  7.2. Latin America Gaming Streaming Market Size and Volume Forecast by Country
      7.2.1. Brazil
      7.2.2. Mexico
      7.2.3. Rest of Latin America
   7.3. Absolute $ Opportunity Assessment by Country
  7.4. Market Attractiveness/Growth Potential Analysis
     7.4.1. By Country
     7.4.2. By Product Type
     7.4.3. By Application
  7.5. Latin America Gaming Streaming Demand Share Forecast, 2019-2026
8. Europe Gaming Streaming Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
     8.1.3. Europe Average Pricing Analysis
  8.2. Europe Gaming Streaming Market Size and Volume Forecast by Country
     8.2.1. Germany
     8.2.2. France
     8.2.3. Italy
     8.2.4. U.K.
     8.2.5. Spain
     8.2.6. Russia
     8.2.7. Rest of Europe
  8.3. Absolute $ Opportunity Assessment by Country
  8.4. Market Attractiveness/Growth Potential Analysis
     8.4.1. By Country
     8.4.2. By Product Type
     8.4.3. By Application
  8.5. Europe Gaming Streaming Demand Share Forecast, 2019-2026
9. Asia Pacific Gaming Streaming Market Analysis and Forecast
  9.1. Introduction
     9.1.1. Basis Point Share (BPS) Analysis by Country
     9.1.2. Y-o-Y Growth Projections by Country
     9.1.3. Asia Pacific Average Pricing Analysis
  9.2. Asia Pacific Gaming Streaming Market Size and Volume Forecast by Country
     9.2.1. China
     9.2.2. Japan
     9.2.3. South Korea
     9.2.4. India
     9.2.5. Australia
     9.2.6. Rest of Asia Pacific (APAC)
  9.3. Absolute $ Opportunity Assessment by Country
  9.4. Market Attractiveness/Growth Potential Analysis
     9.4.1. By Country
     9.4.2. By Product Type
     9.4.3. By Application
  9.5. Asia Pacific Gaming Streaming Demand Share Forecast, 2019-2026
10. Middle East & Africa Gaming Streaming Market Analysis and Forecast
  10.1. Introduction
     10.1.1. Basis Point Share (BPS) Analysis by Country
     10.1.2. Y-o-Y Growth Projections by Country
     10.1.3. Middle East & Africa Average Pricing Analysis
  10.2. Middle East & Africa Gaming Streaming Market Size and Volume Forecast by Country
     10.2.1. Saudi Arabia
     10.2.2. South Africa
     10.2.3. UAE
     10.2.4. Rest of Middle East & Africa (MEA)
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Market Attractiveness/Growth Potential Analysis
     10.4.1. By Country
     10.4.2. By Product Type
     10.4.3. By Application
  10.5. Middle East & Africa Gaming Streaming Demand Share Forecast, 2019-2026
11. Competition Landscape
  11.1. Global Gaming Streaming Market: Market Share Analysis
  11.2. Gaming Streaming Distributors and Customers
  11.3. Gaming Streaming Market: Competitive Dashboard
  11.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     11.4.1. Sony Corporation
     11.4.2. Nintendo
     11.4.3. Tencent Holdings Limited
     11.4.4. Electronic Arts Inc.
     11.4.5. Amazon
     11.4.6. Microsoft Corporation
     11.4.7. Apple
     11.4.8. Facebook

Purchase Premium Report