MEDIA & ENTERTAINMENT
Global Game Streaming Market - Industry Trends and Forecast to 2032
REPORT OVERVIEW
Global Game Streaming Market, By Revenue Generation (Traditional Ad Revenue, Paid Subscriptions, Tiered Membership Programs, and Exclusive Content Offerings), Platform (PC Games, Mobile Games, and Console Games), Solution (Web Based and App Based), Game Type (Shooter, Action, Sports, Role-Playing, and Others), Region (North America, Europe, Asia-Pacific, South America, Middle East and Africa) – Industry Trends and Forecast to 2032.
Market Insights
Market Dynamics
- Rising number of gaming communities
- Availability of video streaming services
- Cost of content creation
- Data piracy
- Emergence of 5G technology
- Integration of interactive technologies
- Data security and privacy concerns
- Addiction issues
SEGMENTATION
- Revenue generation
- Traditional Ad Revenue
- Paid Subscriptions
- Tiered Membership Programs
- Exclusive Content Offerings
- Platform
- PC Games
- Mobile Games
- Console Games
- Solutions
- Web Based
- App Based
- Game Type
- Shooter
- Action
- Sports
- Role-Playing
- Others
- North America
- U.S.
- Canada
- Mexico
- Rest of North America
- Europe
- Germany
- U.K.
- France
- Italy
- Spain
- Russia
- The Netherlands
- Belgium
- Turkey
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- South Korea
- Singapore
- Malaysia
- Australia
- Thailand
- Philippines
- Rest of Asia-Pacific
- South America
- Brazil
- Argentina
- Chile
- Colombia
- Rest of South America
- Middle East and Africa
- Kingdom of Saudi Arabia
- South Africa
- U.A.E.
- Egypt
- Rest of Middle East and Africa
KEY MARKET PLAYERS
- Amazon.com Inc.
- Meta Platforms Inc.
- Apple Inc.
- Genvid Holdings Inc.
- Sony Group Corp.
- NVIDIA Corporation
- Huya Inc.
- Tencent Cloud.
- Broadmedia Corporation
- Blacknut
Table OF CONTENTS
- SECTION 1 - INTRODUCTION
- 1.1 Taxonomy
- 1.2 Market Overview
- 1.3 Currency and Limitations
- 1.3.1 Currency
- 1.3.2 Limitations
- 1.4 Key Competitors
- SECTION 2 - RESEARCH METHODOLOGY
- 2.1 Research Approach
- 2.2 Data Collection and Validation
- 2.2.1 Secondary Research
- 2.2.2 Primary Research
- 2.3 Market Assessment
- 2.3.1 Market Size Estimation
- 2.3.2 Bottom-up Approach
- 2.3.3 Top-down Approach
- 2.3.4 Growth Forecast
- 2.4 Market Study Assumptions
- 2.5 Data Sources
- SECTION 3 - EXECUTIVE SUMMARY
- 3.1 Global Game Streaming Market, by Revenue Generation
- 3.2 Global Game Streaming Market, by Platform
- 3.3 Global Game Streaming Market, by Solution
- 3.4 Global Game Streaming Market, by Game Type
- 3.5 Global Game Streaming Market, by Geography
- 3.6 Market Position Grid
- SECTION 4 - PREMIUM INSIGHTS
- 4.1 Regulatory Framework
- 4.1.1 Standards
- 4.1.2 Regulatory Landscape
- 4.2 Value Chain Analysis
- 4.3 Supply Chain Analysis
- 4.4 COVID-19 Impact
- 4.5 Russia-Ukraine War Impact
- 4.6 PORTER's Five Force Analysis
- 4.7 PESTLE Analysis
- 4.8 SWOT Analysis
- 4.9 Go to Market Strategy
- 4.10 Opportunity Orbit
- 4.11 Multivariate Modelling
- 4.12 Pricing Analysis
- SECTION 5 - MARKET DYNAMICS
- 5.1 Trends
- 5.1.1 Rise of platforms
- 5.1.2 Integration with social media
- 5.1.3 Trend 3
- 5.2 Drivers
- 5.2.1 Rising number of gaming communities
- 5.2.2 Availability of video streaming services
- 5.2.3 Driver 3
- 5.2.4 Driver 4
- 5.3 Restraints
- 5.3.1 Cost of content creation
- 5.3.2 Piracy
- 5.3.3 Restraint 3
- 5.4 Opportunities
- 5.4.1 Emergence of 5G technology
- 5.4.2 Integration of interactive technologies
- 5.4.3 Opportunity 3
- 5.4.4 Opportunity 4
- 5.5 Challenges
- 5.5.1 Data security and privacy concerns
- 5.5.2 Addiction issues
- 5.5.3 Challenge 3
- SECTION 6 - GLOBAL GAME STREAMING MARKET, BY REVENUE GENERATION
- 6.1 Revenue Generation Summary
- 6.2 Market Attractive Index
- 6.3 Global Game Streaming Market, by Revenue Generation (2019-2032)
- SECTION 7 - GLOBAL GAME STREAMING MARKET, BY PLATFORM
- 7.1 Platform Summary
- 7.2 Market Attractive Index
- 7.3 Global Game Streaming Market, by Platform (2019-2032)
- SECTION 8 - GLOBAL GAME STREAMING MARKET, BY SOLUTION
- 8.1 Solution Summary
- 8.2 Market Attractive Index
- 8.3 Global Game Streaming Market, by Solution (2019-2032)
- SECTION 9 - GLOBAL GAME STREAMING MARKET, BY GAME TYPE
- 9.1 Game Type Summary
- 9.2 Market Attractive Index
- 9.3 Global Game Streaming Market, by Game Type (2019-2032)
- SECTION 10 - GLOBAL GAME STREAMING MARKET, BY GEOGRAPHY
- 10.1 Regional Summary
- 10.2 Market Attractive Index
- 10.3 Global Game Streaming Market, by Geography (2019-2032)
- SECTION 11 - NORTH AMERICA GAME STREAMING MARKET
- 11.1 North America Summary
- 11.2 Market Attractive Index
- 11.3 North America Game Streaming Market, by Revenue Generation (2019-2032)
- 11.4 North America Game Streaming Market, by Platform (2019-2032)
- 11.5 North America Game Streaming Market, by Solution (2019-2032)
- 11.6 North America Game Streaming Market, by Game Type (2019-2032)
- 11.7 North America Game Streaming Market, by Country (2019-2032)
- 11.7.1 U.S.
- 11.7.2 Canada
- 11.7.3 Mexico
- 11.7.4 Rest of North America
- SECTION 12 - EUROPE GAME STREAMING MARKET
- 12.1 Europe Summary
- 12.2 Market Attractive Index
- 12.3 Europe Game Streaming Market, by Revenue Generation (2019-2032)
- 12.4 Europe Game Streaming Market, by Platform (2019-2032)
- 12.5 Europe Game Streaming Market, by Solution (2019-2032)
- 12.6 Europe Game Streaming Market, by Game Type (2019-2032)
- 12.7 Europe Game Streaming Market, by Country (2019-2032)
- 12.7.1 Germany
- 12.7.2 U.K.
- 12.7.3 France
- 12.7.4 Italy
- 12.7.5 Spain
- 12.7.6 Russia
- 12.7.7 The Netherlands
- 12.7.8 Belgium
- 12.7.9 Turkey
- 12.7.10 Rest of Europe
- SECTION 13 - ASIA-PACIFIC GAME STREAMING MARKET
- 13.1 Asia-Pacific Summary
- 13.2 Market Attractive Index
- 13.3 Asia-Pacific Game Streaming Market, by Revenue Generation (2019-2032)
- 13.4 Asia-Pacific Game Streaming Market, by Platform (2019-2032)
- 13.5 Asia-Pacific Game Streaming Market, by Solution (2019-2032)
- 13.6 Asia-Pacific Game Streaming Market, by Game Type (2019-2032)
- 13.7 Asia-Pacific Game Streaming Market, by Country (2019-2032)
- 13.7.1 China
- 13.7.2 India
- 13.7.3 Japan
- 13.7.4 South Korea
- 13.7.5 Singapore
- 13.7.6 Malaysia
- 13.7.7 Australia
- 13.7.8 Thailand
- 13.7.9 Philippines
- 13.7.10 Rest of Asia-Pacific
- SECTION 14 - SOUTH AMERICA GAME STREAMING MARKET
- 14.1 South America Summary
- 14.2 Market Attractive Index
- 14.3 South America Game Streaming Market, by Revenue Generation (2019-2032)
- 14.4 South America Game Streaming Market, by Platform (2019-2032)
- 14.5 South America Game Streaming Market, by Solution (2019-2032)
- 14.6 South America Game Streaming Market, by Game Type (2019-2032)
- 14.7 South America Game Streaming Market, by Country (2019-2032)
- 14.7.1 Brazil
- 14.7.2 Argentina
- 14.7.3 Chile
- 14.7.4 Colombia
- 14.7.5 Rest of South America
- SECTION 15 - MIDDLE EAST AND AFRICA GAME STREAMING MARKET
- 15.1 Middle East and Africa Summary
- 15.2 Market Attractive Index
- 15.3 Middle East and Africa Game Streaming Market, by Revenue Generation (2019-2032)
- 15.4 Middle East and Africa Game Streaming Market, by Platform (2019-2032)
- 15.5 Middle East and Africa Game Streaming Market, by Solution (2019-2032)
- 15.6 Middle East and Africa Game Streaming Market, by Game Type (2019-2032)
- 15.7 Middle East and Africa Game Streaming Market, by Country (2019-2032)
- 15.7.1 Kingdom of Saudi Arabia
- 15.7.2 South Africa
- 15.7.3 U.A.E.
- 15.7.4 Egypt
- 15.7.5 Rest of Middle East and Africa
- SECTION 16 - COMPANY SHARE ANALYSIS
- 16.1 Global Game Streaming Market, Company Share Analysis
- 16.2 North America Game Streaming Market, Company Share Analysis
- 16.3 Europe Game Streaming Market, Company Share Analysis
- 16.4 Asia-Pacific Game Streaming Market, Company Share Analysis
- SECTION 17 - COMPANY PROFILES
- 17.1 Amazon.com, Inc.
- 17.1.1 Company Snapshot
- 17.1.2 Financial Overview
- 17.1.3 Product Portfolio
- 17.1.4 Recent Developments
- 17.2 Meta
- 17.2.1 Company Snapshot
- 17.2.2 Financial Overview
- 17.2.3 Product Portfolio
- 17.2.4 Recent Developments
- 17.3 Apple Inc.
- 17.3.1 Company Snapshot
- 17.3.2 Financial Overview
- 17.3.3 Product Portfolio
- 17.3.4 Recent Developments
- 17.4 Genvid Holdings, Inc.
- 17.4.1 Company Snapshot
- 17.4.2 Financial Overview
- 17.4.3 Product Portfolio
- 17.4.4 Recent Developments
- 17.5 Sony Corporation
- 17.5.1 Company Snapshot
- 17.5.2 Financial Overview
- 17.5.3 Product Portfolio
- 17.5.4 Recent Developments
- 17.6 NVIDIA Corporation
- 17.6.1 Company Snapshot
- 17.6.2 Financial Overview
- 17.6.3 Product Portfolio
- 17.6.4 Recent Developments
- 17.7 HUYA Inc.
- 17.7.1 Company Snapshot
- 17.7.2 Financial Overview
- 17.7.3 Product Portfolio
- 17.7.4 Recent Developments
- 17.8 Tencent Cloud
- 17.8.1 Company Snapshot
- 17.8.2 Financial Overview
- 17.8.3 Product Portfolio
- 17.8.4 Recent Developments
- 17.9 Broadmedia Corporation
- 17.9.1 Company Snapshot
- 17.9.2 Financial Overview
- 17.9.3 Product Portfolio
- 17.9.4 Recent Developments
- 17.10 Blacknut
- 17.10.1 Company Snapshot
- 17.10.2 Financial Overview
- 17.10.3 Product Portfolio
- 17.10.4 Recent Developments
- SECTION 18 - RELATED REPORTS
- SECTION 19 - DISCLAIMER
RESEARCH METHODOLOGY
RESEARCH AND DATA COLLECTION
- Research articles published on Technium
- Science and MDPI
- Research publications by government approved associations and societies
DATA PRE-PROCESSING
The term "data pre-processing" refers to the collection of procedures and methods used to clean, modify, and make ready for analysis the raw data gathered during research and data collection. The completion of this phase is necessary to guarantee that the data are reliable, consistent, and appropriate for statistical analysis and other data-driven tasks. The data pre-processing ensures that the information gathered from research and data collection is comparable and expressed in standard units, by the integration of missing data pointers and algorithmic approaches.
MODELING AND FORECASTING
QUALITY ASSURANCE AND OUTPUT
Quality assurance and output involves the process of validation, adjustments, further publications of key market indicators. Extensive plausibility and consistency tests are performed on derived time series to ensure the high degree of quality of our market analysis. This quality assurance procedure also includes rigorous inspection, validation, and editing by an experienced management team to assure the dependability of the published data.