Global Game Streaming Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Revenue Model;

In-Game Advertising Model, Subscription Model and Others.

By Solutions;

Web Based - Twitch, YouTube, Mixer, Facebook and Dailymotion, App Based - Xbox Game Streaming, Remotr, Steam Link, Rainway Inc and Others.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn152889330 Published Date: April, 2024 Updated Date: May, 2024

Introduction

Global Game Streaming Market (USD Million), 2020 - 2030

In the year 2023, the Global Game Streaming Market was valued at USD 10,326.73 million. The size of this market is expected to increase to USD 20,123.88 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 10.0%.

In recent years, the global gaming industry has undergone a paradigm shift with the advent of game streaming, revolutionizing how games are delivered and consumed. Game streaming refers to the technology that allows players to stream video games over the internet rather than downloading and installing them on their devices. This innovation has paved the way for a dynamic and rapidly evolving global game streaming market, which encompasses a range of platforms and services catering to diverse gaming preferences and demographics.

One of the primary drivers of the global game streaming market is the proliferation of cloud gaming platforms. These platforms leverage the power of cloud computing to render games remotely in data centers, enabling users to play high-quality, graphics-intensive games on a variety of devices, including smartphones, tablets, PCs, and smart TVs. By eliminating the need for expensive gaming hardware, cloud gaming platforms democratize access to gaming, making it more accessible and inclusive for a broader audience.

The rise of subscription-based gaming services has significantly contributed to the growth of the game streaming market. Major players in the industry, such as Microsoft, Sony, and Google, have launched subscription services that offer access to a vast library of games for a fixed monthly fee. These services not only provide consumers with a cost-effective way to access a wide range of titles but also drive recurring revenue for game developers and publishers, fueling further innovation and investment in the sector.

Innovations in content delivery and network infrastructure have played a pivotal role in shaping the global game streaming market. Advancements in data compression, latency reduction, and streaming protocols have improved the quality of service and minimized the technical barriers to seamless gameplay. As a result, game streaming has become increasingly popular among gamers worldwide, leading to a surge in market competition and innovation as companies vie for a larger share of this burgeoning market.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Revenue Model
    2. Market Snapshot, By Solutions
    3. Market Snapshot, By Region
  4. Global Game Streaming Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Growing Demand for On-Demand Entertainment
        2. Advancements in Cloud Technology
        3. Rising Penetration of High-Speed Internet
        4. Increasing Adoption of Mobile Gaming
        5. Growth of Esports Industry
      2. Restraints
        1. Data Privacy and Security Concerns
        2. Concerns Regarding Latency and Quality
        3. Dependence on Internet Infrastructure
        4. Licensing and Content Restrictions
        5. Competition from Traditional Gaming Platforms
      3. Opportunities
        1. Expansion in Emerging Markets
        2. Integration with Smart TVs and Set-Top Boxes
        3. Diversification of Revenue Streams
        4. Partnerships with Game Developers and Publishers
        5. Innovations in Content Delivery
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Game Streaming Market, By Revenue Model, 2022 - 2032 (USD Million)
      1. In-Game Advertising Model
      2. Subscription Model
      3. Others
    2. Global Game Streaming Market, By Solutions, 2022 - 2032 (USD Million)
      1. Web Based
        1. Twitch
        2. YouTube
        3. Mixer
        4. Facebook
        5. Dailymotion
      2. App Based
        1. Xbox Game Streaming
        2. Remotr
        3. Steam Link
        4. Rainway Inc
        5. Others
    3. Global Game Streaming Market, By Geography, 2022 - 2032 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Google (Stadia)
      2. Microsoft (Xbox Cloud Gaming)
      3. NVIDIA (GeForce Now)
      4. Sony (PlayStation Now)
      5. Amazon (Luna)
      6. Tencent (Start)
      7. Facebook (Facebook Gaming)
      8. Electronic Arts (EA Play)
      9. Ubisoft (Uplay+)
      10. Valve Corporation (Steam Link)
  7. Analyst Views
  8. Future Outlook of the Market

ReAnIn's Most Viewed Titles:

Sports & Leisure Sports Gamification in Education
Global Gamification in Education Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

In the year 2023, the Global Gamification in Education Market was valued at USD xx.x million. The size of this market is expected to increase to USD xx.x million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of x.x%

Single User License $4200 Read More ...
Sports & Leisure Sports Gamification
Global Gamification Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

In the year 2023, the Global Gamification Market was valued at USD xx.x million. The size of this market is expected to increase to USD xx.x million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of x.x%

Single User License $4200 Read More ...
Sports & Leisure Sports Gaming Accessories
Global Gaming Accessories Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

In the year 2023, the Global Gaming Accessories Market was valued at USD xx.x million. The size of this market is expected to increase to USD xx.x million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of x.x%

Single User License $4200 Read More ...
Information & Communication Technology Software & Services Geospatial Solution
Global Geospatial Solution Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

In the year 2023, the Global Geospatial Solution Market was valued at USD xx.x million. The size of this market is expected to increase to USD xx.x million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of x.x%

Single User License $4200 Read More ...