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MEDIA & ENTERTAINMENT

Global Game Streaming Market - Industry Trends and Forecast to 2032

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​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
The global game streaming market size is valued to be USD xx million in 2023 and is expected to reach USD xx million by 2032, and it is expected to register a CAGR of xx% over the forecast period 2024-2032.

The global game streaming market refers to the industry segment where users can stream and play video games in real-time over the internet, without the need for downloading or installing the games on their devices.

The respective global report analyses market trends, consumer behaviour and industry dynamics to guide towards entry into new markets with ease. Also, it assists in tailoring market specific and related products and services to meet the needs, preferences, and expectations of target audience by delving into their psychology. The report also specializes with comprehensive and extensive competitive analysis which offers useful insights into competitor strengths, weaknesses, opportunities, and threats. The respective report offers exclusive insights into the potential impact of disruptive developments and technologies that are expected to completely transform corporate operations. The context includes tailor-made research solutions to create a stronger footprint in their particular industries thereby offering dedicated customized solutions according to the client needs which helps in addressing unique business challenges with more simplified and efficient decision-making solutions.
Market Dynamics
DRIVERS
  • Rising number of gaming communities
  • Availability of video streaming services
RESTRAINTS
  • Cost of content creation
  • Data piracy
OPPORTUNITIES
  • Emergence of 5G technology
  • Integration of interactive technologies
CHALLENGES
  • 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
The respective global report is completely customizable specific to regions (North America, Europe, Asia-Pacific, South America, Middle East and Africa), countries, segments, and key players as per the client requirements.
REGIONAL SEGMENTATION
  • 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

The research methodology employed in Uniprism Market Research involves four basic steps namely research and data collection, data pre-processing, modeling and forecasting, quality assurance and output.
RESEARCH AND DATA COLLECTION
A tripod model research technique is followed for research and data collection in which various approaches such as primary research, secondary research, and product mapping are considered.

Primary research basically involves the process of conducting personalized interviews with market related professionals of major market players, investors, distributors, vendors and many more.

The secondary research include data published by government, annual reports, press releases, investor presentations of companies, white papers, certified publications, annual manufacturing limit of the respective industries related to the market, production consumption analysis of certain products respective to the market and many more.

Below mention are few of the sources which we have considered while estimating the market size:
For instance,
  • Research articles published on Technium
  • Science and MDPI
  • Research publications by government approved associations and societies

Product mapping means the process of mapping the list of products that a key player contributes to the market as well as estimating the revenue of those products in order to define the Global Company share analysis of the respective Global Company in global, regional, and country level markets.
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
The process of developing mathematical, statistical, or computational representations of real-world occurrences or relationships is known as modelling. These models are intended to replicate and explain market interactions, interdependence, and dynamics. These models are used by Uniprism Market Research to acquire a better knowledge of numerous market characteristics such as customer preferences, pricing elasticity, competition dynamics, and more. Depending on the individual study aims, many types of models are utilized, such as regression models, econometric models, decision tree models, and machine learning models.

Forecasting is the process of predicting future market conditions, trends, and occurrences using past data and models. Forecasting is used by Uniprism Market Research to estimate future sales, demand for products or services, market growth, and other important performance metrics. Forecasting accurately can assist organizations in making educated decisions about resource allocation, pricing, inventory management, and marketing tactics.

We create standardized bottom-up or top-down models that scale by leveraging data science and machine learning technology. All our market models consider the unique market characteristics of each country. Forecasting is based on major market indicators and a combination of traditional methodologies, such as exponential smoothing, time series analysis, regression analysis, and more modern techniques such as machine learning algorithms are all forecasting methodologies. The method chosen is determined on the nature of the data and the specific forecasting aims.
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.

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