Gaming Streaming Market Size, Share, Growth | Report 2031

Gaming Streaming Market Size, Share, Growth | Report 2031

Segments - Global Gaming Streaming Market by Solution (App-Based solutions [RainwayInc, Steam Link, Xbox Game Streaming, Remotr, and Others], and Web-Based solutions [Facebook, Dailymotion, Mixer, Twitch, and YouTube]), Revenue Model (Advertisement Game Streaming, Subscription Game Streaming, and Other Revenue Models), and Regions (Asia Pacific, North America, Europe, Latin America, and Middle East & Africa) Forecasts, 2023 - 2031

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Author : Raksha Sharma
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Fact-checked by : Vineet Pandey
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Editor : Shruti Bhat

Upcoming | Report ID :ICT-SE-2929 | 4.8 Rating | 71 Reviews | 172 Pages | Format : PDF Excel PPT

Report Description


Global Gaming Streaming Market Outlook 2031:

The global gaming streaming market size was valued at USD 8.50 Billion in 2022 and is likely to reach USD 21.38 Billion by 2031, expanding at a CAGR of 10.79% during 2023 – 2031. The growth of the market is attributed to the increasing demand for online streaming media.

Increasing number of smartphone users is resulting in the growing demand for gaming streaming platforms to transform their devices into portable entertainment hubs, which further boosts the market. Streaming platforms offer a convenient and flexible way for users to engage with live gaming content. Moreover, the portability and widespread availability of the internet contribute to the high consumption of gaming content, enabling a broad audience to enter the gaming streaming landscape.

  • According to the report published by the World Economic Forum on April 11, 2023, the number of internet users in 2022 was 8.59 billion, which is more than the world population.

Gaming Streaming Market Outlook

The global trend of streaming games is propelled by the integration of gaming content into mainstream social platforms and the emergence of dedicated gaming communities within these platforms.

Major players, such as Facebook Gaming, YouTube Gaming, and Twitch are expanding their reach, allowing users to seamlessly share their gaming experiences on their social media profiles. Moreover, the vast availability of engaging content creators and participants in discussions further attracts a large number of viewers.


The research reports find that the COVID-19 pandemic boosted the market. During the lockdowns and social distancing, people turned to online activities for entertainment and social interaction. Consequently, the demand for gaming content on streaming platforms surged during the pandemic. Increased free time at home led to a rise in both the number of new streamers entering the scene and the viewership of existing ones, which further boosted the gaming streaming market.

Artificial Intelligence (AI) Impact on Global Gaming Streaming Market

Emergence of artificial intelligence is expected to propel the gaming streaming market. AI technologies are employed to optimize video quality, reduce latency, and enhance the overall streaming performance. Streamers benefit from AI-driven tools that automate tasks such as video editing, highlight creation, and moderating their chat interactions. Moreover, AI algorithms contribute to personalized content recommendations for viewers to increase user satisfaction and retention.

Global Gaming Streaming Market Dynamics

Major Drivers

Growing adoption of 5G technology is expected to drive the gaming streaming market during the forecast period. High bandwidth and low latency of 5G infrastructure enable the seamless streaming of resource-intensive games.

This facilitates a broad range of gaming content on streaming platforms, catering to diverse interests and preferences within the gaming community. Moreover, the increasing number of global 5G wireless connections is boosting the gaming streaming market.

  • As per the report published by 5G Americas, an industry trade organization composed of key telecommunications service providers and manufacturers, the global 5G wireless connections grew by 76% from the end of 2021 to the end of 2022, reaching up to 1.05 billion. Additionally, according to Omdia and 5G Americas data, it is expected to touch a mark of 5.9 billion by the end of 2027.

Rising demand for online media content is anticipated to propel the market in the coming years. Gaming streaming platforms offer a diverse array of content, catering to a wide spectrum of interests within the gaming community.

Viewers are able to access traditional gameplay streams, creative content, reviews, tutorials, and live commentary on various gaming-related topics. Moreover, the rising trend of consuming a high amount of media content further contributes to the gaming streaming market growth.

  • According to a report released on February 17, 2022, the global daily time spent with media was approximately 473 minutes, equivalent to around 8 hours, in 2018. The report further projects an increase in this daily time to 495 minutes by 2021

Existing Restraints

High cost associated with the hardware required for streaming is expected to hinder the market. Streaming games often demands high-performance hardware, including powerful computers, gaming consoles, and graphics cards. This financial hurdle limits the entry of new creators into the gaming streaming market, further hindering the gaming streaming market growth.

Emerging Opportunities

Integration of interactive technologies, specifically augmented reality (AR) and virtual reality (VR), is expected to create immense opportunities for the players competing in the market. Content creators leverage AR and VR to offer experiences that go beyond traditional gameplay to create interactive narratives or incorporate virtual elements into their streams.

Moreover, the growing trend of community building within gaming streaming platforms offers a participatory space for viewers, further boosting the market.

Gaming Streaming Market Dynamics

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

Solution (App-Based solutions [RainwayInc, Steam Link, Xbox Game Streaming, Remotr, and Others], and Web-Based solutions [Facebook, Dailymotion, Mixer, Twitch, and YouTube]), and Revenue model (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

AfreecaTV; Amazon; Apple; Dlive; Douyu; Electronic Arts Inc.; Facebook; Gaming (MLG); GosuGamers; Huya; Major League; Microsoft Corporation; Nintendo; Nvidia; Parsec Cloud; SAMSUNG; Sony Corporation; Tencent Holdings Limited; and Vortex Cloud Gaming


Gaming Streaming Market Segment Insights

Solution Analysis

Based on solution, the gaming streaming market is 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, the web-based solutions segment is categorized as Facebook, Dailymotion, Mixer, Twitch, and Youtube.

The web-based solutions segment is anticipated to register robust growth during the forecast period, owing to the widespread availability of internet connectivity, making web-based platforms easily accessible to a broad audience. Users effortlessly participate in gaming streaming experiences without requiring specialized applications. Additionally, the introduction of web-based gaming solutions further boosts the segment.

  • On November 14, 2023, SAMSUNG, a South Korea-based multinational corporation specializing in consumer electronics and major appliances, revealed that Boosteroid, the largest independent cloud gaming provider globally, has become a part of the expanding group of partners in the Samsung Gaming Hub. This collaboration enables users to access top-tier video games on compatible Samsung Smart TVs, monitors, and the Freestyle 2nd Gen projector. Samsung users gain entry to a selection of the world's most renowned game titles through Boosteroid on the Gaming Hub.

The app solutions segment is expected to hold a major market revenue share during the forecast period, due to the rise in the popularity of mobile gaming. Dedicated applications for gaming streaming provide users with a convenient and easily accessible platform to enjoy their preferred games while on the move. Additionally, prominent industry leaders are actively launching mobile streaming apps, contributing to the growth of this segment.

  • In August 2022, Reliance Jio Infocomm Ltd, an India-based telecommunications firm and a subsidiary of Jio Platforms, unveiled its online gaming lineup by introducing JioGamesWatch. This newly launched application introduces live streaming capabilities to the existing Reliance JioGames platform. The company states that JioGamesWatch is designed to deliver a compelling and interactive gaming streaming experience with a simple click, accessible across various Jio devices.

Gaming Streaming Market Solutions

Revenue Model Analysis

On the basis of revenue model, the global gaming streaming market is fragmented into advertisement game streaming, subscription game streaming, and others. The subscription game streaming segment is expected to hold a key market share during the projected period, due to its robust revenue models. Subscriptions offer a steady and predictable income stream for service providers, creating financial stability.

Gaming Streaming Market Revenue Model

Regional Outlook

In terms of region, the global gaming streaming market is segmented into Asia Pacific, North America, Latin America, Europe, and the Middle East & Africa. The market in Asia Pacific is anticipated to expand at a rapid pace in the coming years, due to the large and rapidly growing population of tech-savvy individuals, coupled with increasing internet penetration.

This widespread connectivity meets the needs of a diverse audience, generating substantial demand for gaming streaming. Furthermore, the strong presence of pro gamers in this region further propels the gaming streaming market in this region.

  • According to the report released on June 1, 2022, China accounted for 1,841 professional eSports players by 2023. South Korea, often acknowledged as the birthplace of eSports, trailed closely with approximately 1,078 professional gamers.

Gaming Streaming Market Region

Segments

The global gaming streaming market has been segmented on the basis of

Solution

  • App-based solutions
    • RainwayInc
    • Steam Link
    • Xbox Game Streaming
    • Remotr
    • Others
  • Web-based solutions
    • Facebook
    • Dailymotion
    • Mixer
    • Twitch
    • YouTube

Revenue Model

  • Advertisement Game Streaming
  • Subscription Game Streaming
  • Other Revenue Models

Region

  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa

Key Players

  • AfreecaTV
  • Amazon
  • Apple
  • Dlive
  • Douyu
  • Electronic Arts Inc.
  • Facebook
  • Gaming (MLG)
  • GosuGamers
  • Huya
  • Major League
  • Microsoft Corporation
  • Nintendo
  • Nvidia
  • Parsec Cloud
  • SAMSUNG
  • Sony Corporation
  • Tencent Holdings Limited
  • Vortex Cloud Gaming

Competitive Landscape

Key players competing in the global gaming streaming market are AfreecaTV; Amazon; Apple; Dlive; Douyu; Electronic Arts Inc.; Facebook; Gaming (MLG); GosuGamers; Huya; Major League; Microsoft Corporation; Nintendo; Nvidia; Parsec Cloud; SAMSUNG; Sony Corporation; Tencent Holdings Limited; and Vortex Cloud Gaming.

These companies are expanding their market share by implementing various strategies, such as partnerships, acquisitions, mergers, launching software products, and leveraging advanced AI technologies.  

  • On July 1, 2022, SAMSUNG, a multinational corporation specializing in consumer electronics and major appliances, introduced the Samsung Gaming Hub. This platform is currently being deployed to all 2022 Samsung Smart TVs, offering premier game streaming content and gameplay experiences without requiring additional hardware or downloads. The Samsung Gaming Hub serves as a comprehensive game streaming discovery platform, enabling users to explore and engage in games from esteemed partners, such as Xbox, NVIDIA GeForce NOW, Google Stadia, Utomik, and Amazon Luna.

Gaming Streaming Market Key Players

Frequently Asked Questions

The in-app solutions segment is expected to hold a key share of the gaming streaming market in the coming years.

The global gaming streaming market is driven by technological progress, an expanding community of content creators, the widespread appeal of e-sports, and the changing preferences of a diverse and involved audience.

Countries in Asia Pacific are expected to lead the global gaming streaming market.

The gaming streaming market is projected to expand at a Compound Annual Growth Rate (CAGR) of 10.79% throughout the projected period.

The gaming streaming market is anticipated to reach a value of USD 21.38 Billion by 2031.

Table Of Content

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. •    AfreecaTV
     11.4.2. •    Amazon
     11.4.3. •    Apple
     11.4.4. •    Dlive
     11.4.5. •    Douyu
     11.4.6. •    Electronic Arts Inc.
     11.4.7. •    Facebook
     11.4.8. •    Gaming (MLG)
     11.4.9. •    GosuGamers
     11.4.10. •    Huya
     11.4.11. •    Major League
     11.4.12. •    Microsoft Corporation
     11.4.13. •    Nintendo
     11.4.14. •    Nvidia
     11.4.15. •    Parsec Cloud
     11.4.16. •    SAMSUNG
     11.4.17. •    Sony Corporation
     11.4.18. •    Tencent Holdings Limited
     11.4.19. •    Vortex Cloud Gamin

Methodology

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