PUBLISHER: The Business Research Company | PRODUCT CODE: 1531967
PUBLISHER: The Business Research Company | PRODUCT CODE: 1531967
Game streaming refers to the practice of live broadcasting gameplay over the internet, usually in real-time, enabling viewers to watch and engage with the streamer. It serves various purposes, including entertainment, sharing gaming experiences, community building, and providing educational content related to gaming.
The main types of game streaming solutions are web-based and app-based. Web-based game streaming enables users to play games directly through a web browser, utilizing cloud technology to stream from remote servers, thereby making high-quality gaming accessible on devices with lower processing power. Revenue models in game streaming include advertisement-based streaming, subscription-based streaming, and other models. Devices used for game streaming encompass smartphones, tablets, gaming consoles, personal computers and laptops, smart televisions, and head-mounted displays. Game streaming is utilized by casual gamers, avid gamers, hard-core gamers, and professional lifestyle gamers alike.
The games streaming market research report is one of a series of new reports from the business research company that provides games streaming market statistics, including games streaming industry global market size, regional shares, competitors with an games streaming market share, detailed games streaming market segments, market trends and opportunities, and any further data you may need to thrive in the games streaming industry. This games streaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The games streaming market size has grown rapidly in recent years. It will grow from $9.07 billion in 2023 to $10.33 billion in 2024 at a compound annual growth rate (CAGR) of 13.8%. The growth in the historic period for game streaming can be attributed to several factors, including the increasing popularity of subscription-based models, greater availability of high-speed internet globally, the emergence of content creators and influencers in gaming, advancements in game streaming technology (e.g., Twitch, YouTube Gaming), the rising prevalence of cross-platform gaming, and a shift in consumer behavior towards interactive and engaging content.
The games streaming market size is expected to see rapid growth in the next few years. It will grow to $17.4 billion in 2028 at a compound annual growth rate (CAGR) of 13.9%. The growth in the forecast period for game streaming can be attributed to several key factors, including the deployment of 5G technology, the increasing popularity of cloud gaming services, the expansion of gaming content libraries, the emergence of virtual reality (VR) and augmented reality (AR) gaming, and the globalization of gaming markets. Major trends expected in this period include the adoption of cloud gaming, integration of virtual reality (VR) experiences, enhanced cross-platform accessibility, advancements in AI and machine learning technologies, evolving content strategies, expanding global market reach, and sustainability initiatives within the gaming industry.
The game streaming market is set to experience growth driven by the increasing popularity of esports tournaments. Esports tournaments are organized competitive events where players, whether professional or amateur, compete in various video games. This popularity surge is fueled by factors such as widespread internet access, the expanding global gaming community, and the rising prestige and rewards associated with professional gaming competitions. Game streaming plays a vital role in the esports ecosystem by broadcasting tournaments worldwide, engaging fans interactively, and building a strong community around competitive gaming. For example, Newzoo International B.V. reported an annual increase of 8.7% in the global esports audience, reaching 532 million, while gaming live-streaming audiences nearly reached 810 million in 2021.
Leading companies in the game streaming market are strategically integrating with smart TVs and platforms such as gaming hubs to create a cohesive gaming experience and community. Gaming hubs improve game streaming by facilitating easy connections between streamers and viewers, content sharing, and interactive engagement. In September 2023, Samsung Electronics Co. Ltd. and Blacknut launched the Free Game Pilot initiative on the Samsung Gaming Hub. This program allows users in the United States to access and play various games for free directly from compatible Samsung Smart TVs powered by Blacknut, without needing a sign-in or subscription. The initiative aims to enhance accessibility and user experience in game streaming.
In October 2023, Ubisoft Entertainment SA acquired cloud game streaming rights from Activision Blizzard, following Microsoft's acquisition of Activision Blizzard and the subsequent approval from the CMA. This strategic move underscores the importance of cloud gaming and streaming services in the gaming industry's evolution and expansion.
Major companies operating in the games streaming market are Apple Inc., Alphabet Inc., Samsung Electronics Co Ltd., Microsoft Corporation, AT&T Inc, Meta Platforms Inc, Amazon Web Services Inc, Sony Corporation, Intel Corporation, International Business Machines Corporation (IBM), Netflix Inc, NVIDIA Corporation, Advanced Micro Devices Inc, Nintendo Co Ltd, Electronic Arts Inc, Unity Technologies SF, Douyu Network Technology Co Ltd, Broadmedia Corporation, Genvid Holdings Inc, Sliver VR Technologies Inc, AfreecaTV Corp, Parsec Cloud Inc, Blacknut SAS, Tencent Cloud Computing (Beijing) Co Ltd.
North America was the largest region in the games streaming market in 2023. The regions covered in the games streaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the games streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The games streaming market includes revenues earned by entities by providing services such as live broadcasting of gameplay, esports tournaments, subscription-based access to exclusive content, interactive viewer engagement, and content creation tools. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Games Streaming Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on games streaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for games streaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The games streaming market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
The impact of higher inflation in many countries and the resulting spike in interest rates.
The continued but declining impact of COVID-19 on supply chains and consumption patterns.