市场调查报告书
商品编码
1181995
全球游戏流媒体市场规模研究与预测,按收入模式(游戏内广告模式、订阅模式、其他收入模式)、解决方案(基于网络、基于应用程序)、地区,2022-2029 年Global Game Streaming Market Size study & Forecast, by Revenue Model (In-Game Advertising Model, Subscription Model and Other Revenue Models ) by Solution (Web Based and Applications Based), and Regional Analysis, 2022-2029 |
玩游戏是玩家向在线直播观众广播游戏玩法的一种方式。
游戏流媒体市场正在扩大,原因包括视频流应用程序的普及率不断提高以及智能手机的普及率不断提高。 人们越来越多地使用带有视频流应用程序的电视和移动设备来观看电影、电视节目、现场活动和点播内容,从而推动了对流媒体游戏和娱乐的需求。 由于希望在没有强大的 PC 或控制台的情况下玩顶级游戏,这些基于互联网的平台已经扩展。
例如,根据 Statista 的数据,2020 年全球智能手机总销量为 135184 万部,到 2021 年将增至 143386 万部。 因此,智能手机销量增加,促进了市场增长。 此外,随着智能手机普及率的上升,视频分发平台的需求量和收视率也在增加。 互联网普及率的提高和技术进步也是推动市场的重要因素。 然而,游戏流媒体的高成本和高订阅成本将阻碍整个 2022-2029 年预测期内的市场增长。
全球游戏流媒体市场研究中考虑的主要区域是亚太地区、北美、欧洲、拉丁美洲和世界其他地区。 在这些地区中,由于电子竞技的普及、游戏行业的增长、体育收视率的上升以及消费者对视频流媒体平台的偏好,预计亚太地区的份额最高。
本研究的目的是阐明近年来各个细分市场和国家/地区的市场规模,并预测未来几年的市场规模。 本报告旨在捕捉被调查国家行业的定性和定量方面的情况。
它还提供了关键方面的详细信息,例如决定市场未来增长的驱动因素和挑战。 此外,它还结合了利益相关者投资的微观市场潜在机会,以及对主要参与者的竞争格局和市场格局的深入分析。
Global Game Streaming Market is valued at approximately USD XX billion in 2021 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2022-2029. Video game live streaming is a technique where players broadcast their gameplay to a live online audience. The Game Streaming market is expanding because of factors such as rising increased adoption of video streaming apps and the rising adoption of smartphones. The demand for gaming and entertainment streaming has been fueled by the rising use of TVs and mobile devices with video streaming apps to watch movies, TV shows, live events, and on-demand content. These internet-based platforms have expanded as a result of the desire to play top games without owning a powerful PC or console..
For instance, As per Statista in the year 2020 the total sales of smartphones across the world stood at 1351.84 million units which increased to 1433.86 million units in the year 2021. As a result, rising sales of smartphone catering for the growth of the market. As with the rising smartphone penetration, the demand and viewership of video streaming platforms also rise. Another important component driving space is rising internet penetration and technological Advancement. However, the high cost of Game Streaming and high subscription cost stifles market growth throughout the forecast period of 2022-2029.
The key regions considered for the Global Game Streaming Market study includes Asia Pacific, North America, Europe, Latin America, and the Rest of the World. Among these regions, Asia pacific is expected to hold the highest share owing to e-sport popularity, the rising gaming industry, rising sports viewership and consumer preference towards the video streaming platforms in the region.
Major market players included in this report are:
Amazon.com Inc.
Douyu TV (Tencent Holdings Limited)
Facebook Gaming
YouTube Gaming (Alphabet Inc.'s)
Mixer (Microsoft Corporation)
AfreecaTV Co. Ltd
Nvidia Corporation
Apple Inc
Parsec Cloud Inc.
YY Live
Recent Developments in the Market:
Global Game Streaming Market Report Scope:
Historical Data: 2019-2020-2021
Base Year for Estimation: 2021
Forecast period: 2022-2029
Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered: Revenue Model, Solution, Region
Regional Scope: North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.
The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and Revenue Modelofferings of key players. The detailed segments and sub-segment of the market are explained below:
By Revenue Model:
In-Game Advertising Model
Subscription Model
Other Revenue Models
By Solution:
Web Based
Applications Based
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
List of tables and figures and dummy in nature, final lists may vary in the final deliverable
List of figures
List of tables and figures and dummy in nature, final lists may vary in the final deliverable