封面
市场调查报告书
商品编码
1533892

全球游戏串流媒体市场

Game Streaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 175 Pages | 商品交期: 最快1-2个工作天内

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简介目录

到 2030 年,全球游戏串流媒体市场将达到 37 亿美元

全球游戏串流媒体市场预计 2023 年为 23 亿美元,预计到 2030 年将达到 37 亿美元,2023 年至 2030 年复合年增长率为 7.0%。游戏内广告收益是本报告分析的细分市场之一,预计复合年增长率为 7.8%,到分析期结束时将达到 20 亿美元。分析期间订阅收益部分的复合年增长率预计为 6.6%。

美国市场预估为6.338亿美元,中国预期复合年增长率为11.3%

预计 2023 年美国游戏串流媒体市场规模将达 6.338 亿美元。中国作为世界第二大经济体,预计到 2030 年市场规模将达到 8.285 亿美元,2023-2030 年分析期间复合年增长率为 11.3%。其他值得注意的区域市场包括日本和加拿大,预计在分析期间复合年增长率分别为 3.0% 和 6.9%。在欧洲,德国的复合年增长率预计为 4.5%。

全球游戏串流媒体市场趋势及驱动因素总结

游戏串流媒体是一种数位活动,玩家透过网路直播他们的游戏玩法,彻底改变了观众消费游戏内容的方式。 Twitch、YouTube Gaming 和 Facebook Gaming 等平台允许用户直播自己的游戏过程并观看其他用户的游戏过程,使游戏不仅成为一项观赏性运动,而且成为一种互动社群。这种演变始于电子竞技的兴起和社交游戏的普及,为游戏玩家展示他们的技能、与观众互动、甚至透过广告、订阅和捐赠来收益他们的游戏创造了新的场所。游戏串流媒体的核心吸引力在于其互动性。观众不仅可以观看自己喜欢的玩家玩游戏,还可以透过即时聊天与他们互动,即时参与游戏体验。

技术支柱对于游戏串流媒体的功能和发展至关重要。高速互联网连接和先进的串流媒体软体现在允许串流媒体播放高品质的视讯和音讯,而不会出现明显的延迟,这对于保持观众的参与度至关重要。随着技术的进步,提高串流品质和与观众互动的工具也在不断进步,例如整合的聊天功能、迭加层和帮助串流媒体了解观众偏好和模式的分析工具。此外,GoogleStadia和微软xCloud等云端游戏平台的推出正在突破游戏串流媒体的界限,允许用户直接从云端玩游戏,而不需要强大的硬件,增加了潜在的观看人数。

游戏串流媒体市场的成长受到多种因素的推动,包括技术进步、视频游戏作为主流娱乐的日益普及以及消费行为向数位消费的转变。技术相关的驱动因素包括串流媒体技术基础设施的持续改进,包括更快的互联网速度和更有效率的编码技术,这将减少延迟并实现更高品质的串流媒体。此外,开发更复杂的参与工具来促进主播和观众之间的互动将改善使用者体验和保留率。消费行为趋势也显着影响该市场的成长,尤其是在年轻一代中,媒体消费正在转向更具互动性和社交性的形式。此外,由行动游戏推动的视频游戏行业世界的扩张以及各种平台上游戏内容的访问量的增加继续推动对游戏串流媒体的需求。这些因素反映了游戏串流生态系统的动态性质及其随着技术和观众行为的发展而持续扩展的潜力。

受访企业举例(共34家)

  • Amazon.com, Inc.
  • Apple, Inc.
  • DACAST, LLC
  • DouYu International Holdings Limited
  • Facebook Gaming(Meta Platforms, Inc.)
  • HUYA Inc
  • Huya PTE. LTD.(Nimo.tv)
  • Maestro Interactive, Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Sony Corporation
  • Sony Interactive Entertainment LLC(PlayStation Now)
  • Unity Technologies SF(Parsec)
  • Uscreen
  • Vimeo LLC;

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
Product Code: MCP24779

Global Game Streaming Market to Reach US$3.7 Billion by 2030

The global market for Game Streaming estimated at US$2.3 Billion in the year 2023, is expected to reach US$3.7 Billion by 2030, growing at a CAGR of 7.0% over the analysis period 2023-2030. In-Game Advertising Revenues, one of the segments analyzed in the report, is expected to record a 7.8% CAGR and reach US$2.0 Billion by the end of the analysis period. Growth in the Subscription Revenues segment is estimated at 6.6% CAGR over the analysis period.

The U.S. Market is Estimated at US$633.8 Million While China is Forecast to Grow at 11.3% CAGR

The Game Streaming market in the U.S. is estimated at US$633.8 Million in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$828.5 Million by the year 2030 trailing a CAGR of 11.3% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 3.0% and 6.9% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 4.5% CAGR.

Global Game Streaming Market - Key Trends and Drivers Summarized

Game streaming, a digital activity where players broadcast their gameplay live over the internet, has transformed the way audiences consume gaming content. Platforms like Twitch, YouTube Gaming, and Facebook Gaming allow users to stream their live gameplay or view others', making gaming a spectator sport as well as an interactive community experience. This evolution began with the rise of esports and the popularization of social gaming, creating a new venue for gamers to showcase their skills, engage with audiences, and even monetize their sessions through advertisements, subscriptions, and donations. The core appeal of game streaming lies in its interactivity; viewers are not only able to watch their favorite gamers play but also interact with them through live chats and participate in the gaming experience in real-time.

The technological backbone of game streaming is critical to its functionality and growth. High-speed internet connections and sophisticated streaming software have enabled streamers to broadcast high-quality video and audio without significant delays, which is crucial for maintaining viewer engagement. As technology has advanced, so too have the tools that enhance streaming quality and viewer interaction, including integrated chat functions, overlays, and analytics tools that help streamers understand viewer preferences and patterns. Moreover, the introduction of cloud gaming platforms like Google Stadia and Microsoft’s xCloud has expanded the boundaries of game streaming, allowing users to play games directly from the cloud without needing powerful hardware, thus broadening the potential audience.

The growth in the game streaming market is driven by several factors, including technological advancements, the increasing popularity of video gaming as mainstream entertainment, and changes in consumer behavior towards digital consumption. Technology-related drivers include continuous improvements in streaming technology infrastructure, such as faster internet speeds and more efficient coding techniques, which reduce latency and allow for higher-quality streams. Additionally, the development of more sophisticated engagement tools that facilitate interaction between streamers and viewers enhances the user experience and retention rates. Consumer behavior trends also significantly influence this market's growth, with a shift towards more interactive and social forms of media consumption, especially among younger demographics. Furthermore, the global expansion of the video game industry, supported by mobile gaming and the increasing accessibility of gaming content across various platforms, continues to drive demand for game streaming. These elements together reflect the dynamic nature of the game streaming ecosystem and its potential for continued expansion as technologies and audience behaviors evolve.

Select Competitors (Total 34 Featured) -

  • Amazon.com, Inc.
  • Apple, Inc.
  • DACAST, LLC
  • DouYu International Holdings Limited
  • Facebook Gaming (Meta Platforms, Inc.)
  • HUYA Inc
  • Huya PTE. LTD. (Nimo.tv)
  • Maestro Interactive, Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Sony Corporation
  • Sony Interactive Entertainment LLC (PlayStation Now)
  • Unity Technologies SF (Parsec)
  • Uscreen
  • Vimeo LLC;

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Game Streaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Increasing Global Internet Penetration Drives Growth in Game Streaming
    • Popularity of eSports and Interactive Gaming Spurs Market Demand
    • Advances in Cloud Gaming Technology Propel Market Opportunities
    • Integration of Game Streaming with Social Media Platforms
    • Consumer Demand for On-Demand Gaming Experiences
    • Growth in Mobile Gaming Strengthens Market for Game Streaming
    • Monetization Strategies and Their Impact on Game Streaming
    • Expansion of Audience Demographics Expands Market Reach
    • Impact of 5G on Game Streaming Quality and Accessibility
    • Adoption of VR and AR in Game Streaming Experiences
    • Review of Data Security and Privacy Concerns in Game Streaming
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Game Streaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Game Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for In-Game Advertising Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for In-Game Advertising Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for In-Game Advertising Revenues by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Subscription Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Subscription Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Subscription Revenues by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Other Revenue Streams by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Other Revenue Streams by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Other Revenue Streams by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • JAPAN
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • CHINA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: China 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • EUROPE
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: Europe Historic Review for Game Streaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • FRANCE
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: France 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • GERMANY
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 54: Asia-Pacific Historic Review for Game Streaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • INDIA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: India 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 72: Latin America Historic Review for Game Streaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 90: Middle East Historic Review for Game Streaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • AFRICA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030

IV. COMPETITION