封面
市场调查报告书
商品编码
1527023

2024-2031 年全球游戏串流媒体市场

Global Game Streaming Market 2024-2031

出版日期: | 出版商: Orion Market Research | 英文 155 Pages | 商品交期: 2-3个工作天内

价格

游戏串流媒体市场规模、份额和趋势分析报告,按解决方案(基于网路和基于应用程式)、收入模式(订阅、广告和其他)、平台(手机游戏、PC 游戏和主机游戏)以及按类型(动作/冒险游戏串流、策略游戏串流、运动游戏串流、赛车游戏串流、模拟游戏串流、益智/益智游戏串流等)预测期(2024-2031)

预计在预测期内(2024-2031 年)游戏串流媒体市场将以 10.8% 的复合年增长率成长。游戏串流媒体市场受到技术进步的推动,例如 5G 网路和云端运算的部署,提供便利、成本效率和多样化的游戏库。全球不断增长的游戏人口进一步推动了全球市场需求。

目录

第 1 章:报告摘要

  • 目前行业分析及成长潜力展望
  • 研究方法和工具
  • 市场区隔
    • 按细分
    • 按地区

第 2 章:市场概述与见解

  • 报告范围
  • 分析师见解和当前市场趋势
    • 主要市场趋势
    • 建议
    • 结论

第 3 章:竞争格局

  • 主要公司分析
  • Amazon.com, Inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Apple Inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Sony Interactive Entertainment Inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • 关键策略分析

第 4 章:市场细分

  • 按解决方案分類的全球游戏串流媒体市场
    • 基于网路
    • 基于应用程式
  • 按收入模式分類的全球游戏串流媒体市场
    • 订阅
    • 广告
    • 其他(捐赠、商品、品牌交易和赞助)
  • 按平台分類的全球游戏串流媒体市场
    • 手机游戏
    • 电脑游戏
    • 主机游戏
  • 按类型分類的全球游戏串流媒体市场
    • 动作/冒险游戏串流媒体
    • 策略游戏串流媒体
    • 体育比赛串流媒体
    • 赛车游戏串流
    • 模拟游戏串流
    • 益智/问答游戏串流媒体
    • 其他(角色扮演游戏 (RPG) 串流媒体和独立游戏串流)

第 5 章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 义大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区
    • 拉丁美洲
    • 中东和非洲

第 6 章:公司简介

  • ASREC (India) Ltd.
  • Facebook Gaming (Meta Platforms Inc.)
  • Genvid Technologies, LLC
  • Hit Box Arcade
  • HUYA Inc.
  • Kuaishou Technology
  • Logitech Services S.A.
  • Meta Platforms, Inc.
  • Mirrativ Inc.
  • Mobcrush
  • NVIDIA Corp.
  • Softonic International, S.A.
  • SOOP Co., Ltd.
  • Twitch Interactive Inc.
  • Unity Technologies
  • Wuhan Douyu Network Technology Co. Ltd.
  • YouTube (Alphabet Inc.)
Product Code: OMR2028748

Game Streaming Market Size, Share & Trends Analysis Report by Solution (Web-based, and App- based), by Revenue Model (Subscription, Advertisement, and Others), by Platform (Mobile Games, PC Games, and Console Games), and by Genre (Action/Adventure Game Streaming, Strategy Game Streaming, Sports Game Streaming, Racing Game Streaming, Simulation Game Streaming, Puzzle/Trivia Game Streaming, and Others) Forecast Period (2024-2031)

Game streaming market is anticipated to grow at a CAGR of 10.8% during the forecast period (2024-2031). Game streaming market is driven by technological advancements such as the deployment of 5G networks and cloud computing that offer convenience, cost efficiency, and diverse game libraries. The growing gaming population globally is further contributing to the global market demand.

Market Dynamics

Rise of Mobile Gaming

Mobile gaming is on the rise owing to the growing popularity of mobile internet, with game streaming services catering to this growing market segment. According to the GSMA Intelligence, in 2022, there were 4.4 billion mobile internet users globally, indicating a penetration rate of 55.0%. Over the past five years, the mobile internet usage gap has significantly decreased from 50.0% in 2017 to 41.0% in 2022 on average. This trend can be attributed to the growing reliance on the Internet for various daily activities, especially amidst the Covid-19 pandemic. Notably, Sub-Saharan Africa faces the widest usage gap, primarily due to challenges such as affordability and limited digital skills. In contrast, Europe and North America exhibit the smallest usage gap.

Mobile gaming and streaming services are increasingly enabled to offer superior gaming experiences on mobile devices owing to the increase in mobile internet usage. According to the Economics of Time, in August 2022, the Indian gaming industry is expected to reach $5 billion by 2025, with over 450 million online gamers by 2023. 5G technology, which offers super-fast connection speeds and reduced latency, is expected to revolutionize the industry, boosting gaming and OTT streaming.

Market Segmentation

  • Based on solutions, the market is segmented into web-based, and app-based.
  • Based on the revenue model, the market is segmented into subscriptions, advertisements, and others (donations, merchandise, brand deals, and sponsorships).
  • Based on the platform, the market is segmented into mobile games, PC games, and console games.
  • Based on genre, the market is segmented into action/adventure game streaming, strategy game streaming, sports game streaming, racing game streaming, simulation game streaming, puzzle/trivia game streaming, and others (role-playing game (RPG) streaming, and indie game streaming)

Web-based is Projected to Emerge as the Largest Segment

The technological advancements in cloud computing have revolutionized the gaming industry by enabling efficient and immersive gaming experiences through the use of web technologies. For instance, in October 2020, Facebook launched a cloud gaming service for Android and web users, allowing users to play heavy games such as, Asphalt 9, WWE SuperCard, and more without downloading them. The platform will not create separate platforms such as Google Stadia or Amazon Luna, allowing users to access games on their platform.

Regional Outlook

The game streaming market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia-Pacific), and the Rest of the World (the Middle East & Africa, and Latin America).

Economic Factors And Cost Effectiveness In North America Region

Cost-effectiveness is the primary factor driving the growth of cloud gaming in the US since it eliminates the need for expensive consoles and hard media, increasing accessibility to gaming for a larger audience. In October 2023, Netflix launched a cloud gaming service in the US, allowing users to play games on smart TVs and connected devices using their mobile phones as controllers. The service is limited to selected devices and requires a controller app. Such market developments are further aiding the high share of the regional market.

Asia-Pacific is Anticipated to Exhibit the Highest CAGR

India's growing digital population presents a significant opportunity for game streaming services, as the increasing number of internet users expands the market's reach and accessibility. According to the India Brand Equity Foundation (IBEF), in January 2024, India is transitioning from an emerging to a developed market economy, with a projected GDP of $26 trillion by 2047. With a growing digital population, India is expected to become an economic superpower with 1.64 billion users. With over 700 million internet connections, India's digital economy is expected to reach $1.0 trillion by 2025.

Market Players Outlook

The major companies serving the game streaming market include Amazon.com, Inc., Apple Inc., Sony Interactive Entertainment Inc., NVIDIA Corp., and Twitch Interactive Inc. among others. The market players are increasingly focusing on business expansion and product development by applying strategies such as collaborations, mergers, and acquisitions to stay competitive in the market. For instance, in March 2023, Optus and Pentanet partnered to deliver NVIDIA GeForceNOW cloud gaming service to Optus customers. The partnership aims to provide a high-speed, low-latency gaming experience leveraging the Optus 5G network and innovative Optus Living Network features. This partnership aims to offer customers a flexible and convenient gaming solution in the home and on the go.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Market Trends
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Amazon.com, Inc.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Apple Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Sony Interactive Entertainment Inc.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Game Streaming Market by Solutions
    • 4.1.1. Web-based
    • 4.1.2. App-based
  • 4.2. Global Game Streaming Market by Revenue Model
    • 4.2.1. Subscription
    • 4.2.2. Advertisement
    • 4.2.3. Others (Donations, Merchandise, Brand Deals, and Sponsorships)
  • 4.3. Global Game Streaming Market by Platform
    • 4.3.1. Mobile Games
    • 4.3.2. PC Games
    • 4.3.3. Console Games
  • 4.4. Global Game Streaming Market by Genre
    • 4.4.1. Action/Adventure Game Streaming
    • 4.4.2. Strategy Game Streaming
    • 4.4.3. Sports Game Streaming
    • 4.4.4. Racing Game Streaming
    • 4.4.5. Simulation Game Streaming
    • 4.4.6. Puzzle/Trivia Game Streaming
    • 4.4.7. Others (Role-Playing Game (RPG) Streaming, and Indie Game Streaming)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World
    • 5.4.1. Latin America
    • 5.4.2. Middle East and Africa

6. Company Profiles

  • 6.1. ASREC (India) Ltd.
  • 6.2. Facebook Gaming (Meta Platforms Inc.)
  • 6.3. Genvid Technologies, LLC
  • 6.4. Hit Box Arcade
  • 6.5. HUYA Inc.
  • 6.6. Kuaishou Technology
  • 6.7. Logitech Services S.A.
  • 6.8. Meta Platforms, Inc.
  • 6.9. Mirrativ Inc.
  • 6.10. Mobcrush
  • 6.11. NVIDIA Corp.
  • 6.12. Softonic International, S.A.
  • 6.13. SOOP Co., Ltd.
  • 6.14. Twitch Interactive Inc.
  • 6.15. Unity Technologies
  • 6.16. Wuhan Douyu Network Technology Co. Ltd.
  • 6.17. YouTube (Alphabet Inc.)

LIST OF TABLES

  • 1. Global Game Streaming Market Research And Analysis By Solutions, 2023-2031 ($ Million)
  • 2. Global Web-Based Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 3. Global App-Based Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 4. Global Game Streaming Market Research And Analysis By Revenue Model 2023-2031 ($ Million)
  • 5. Global Game Streaming Subscription Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 6. Global Game Streaming Advertisement Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 7. Global Game Streaming Other Revenue Model Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 8. Global Game Streaming Market Research And Analysis By Platform, 2023-2031 ($ Million)
  • 9. Global Game Streaming For Mobile Games Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 10. Global Game Streaming For Pc Games Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 11. Global Game Streaming For Console Games Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 12. Global Game Streaming Market Research And Analysis By Genre, 2023-2031 ($ Million)
  • 13. Global Action/Adventure Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 14. Global Strategy Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 15. Global Sports Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 16. Global Racing Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 17. Global Simulation Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 18. Global Puzzle Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 19. Global Other Genre Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 20. Global Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 21. North American Game Streaming Market Research And Analysis By Country, 2023-2031 ($ Million)
  • 22. North American Game Streaming Market Research And Analysis By Solutions, 2023-2031 ($ Million)
  • 23. North American Game Streaming Market Research And Analysis By Platform, 2023-2031 ($ Million)
  • 24. North American Game Streaming Market Research And Analysis By Genre, 2023-2031 ($ Million)
  • 25. European Game Streaming Market Research And Analysis By Country, 2023-2031 ($ Million)
  • 26. European Game Streaming Market Research And Analysis By Solutions, 2023-2031 ($ Million)
  • 27. European Game Streaming Market Research And Analysis By Revenue Model, 2023-2031 ($ Million)
  • 28. European Game Streaming Market Research And Analysis By Platform, 2023-2031 ($ Million)
  • 29. European Game Streaming Market Research And Analysis By Genre, 2023-2031 ($ Million)
  • 30. Asia-Pacific Game Streaming Market Research And Analysis By Country, 2023-2031 ($ Million)
  • 31. Asia-Pacific Game Streaming Market Research And Analysis By Solutions, 2023-2031 ($ Million)
  • 32. Asia-Pacific Game Streaming Market Research And Analysis By Revenue Model, 2023-2031 ($ Million)
  • 33. Asia-Pacific Game Streaming Market Research And Analysis By Platform, 2023-2031 ($ Million)
  • 34. Asia-Pacific Game Streaming Market Research And Analysis By Genre, 2023-2031 ($ Million)
  • 35. Rest Of The World Game Streaming Market Research And Analysis By Region, 2023-2031 ($ Million)
  • 36. Rest Of The World Game Streaming Market Research And Analysis By Solutions, 2023-2031 ($ Million)
  • 37. Rest Of The World Game Streaming Market Research And Analysis By Revenue Model, 2023-2031 ($ Million)
  • 38. Rest Of The World Game Streaming Market Research And Analysis By Platform, 2023-2031 ($ Million)
  • 39. Rest Of The World Game Streaming Market Research And Analysis By Genre, 2023-2031 ($ Million)

LIST OF FIGURES

  • 1. Global Game Streaming Market Share By Revenue Model Type, 2023 Vs 2031 (%)
  • 2. Global Web-Based Game Streaming Market Share By Region, 2023 Vs 2031 (%)
  • 3. Global App-Based Game Streaming Market Share By Region, 2023 Vs 2031 (%)
  • 4. Global Game Streaming Market Share By Revenue Model, 2023 Vs 2031 (%)
  • 5. Global Game Streaming Subscription Market Share By Region, 2023 Vs 2031 (%)
  • 6. Global Game Streaming Advertisement Market Share By Region, 2023 Vs 2031 (%)
  • 7. Global Game Streaming Other Revenue Model Market Share By Region, 2023 Vs 2031 (%)
  • 8. Global Game Streaming Market Share By Platform, 2023 Vs 2031 (%)
  • 9. Global Game Streaming For Mobile Games Market Share By Region, 2023 Vs 2031 (%)
  • 10. Global Game Streaming For Pc Games Market Share By Region, 2023 Vs 2031 (%)
  • 11. Global Game Streaming For Consol Games Market Share By Region, 2023 Vs 2031 (%)
  • 12. Global Game Streaming Market Share By Genre, 2023 Vs 2031 (%)
  • 13. Global Action/Adventure Game Streaming Market Share By Region, 2023 Vs 2031 (%)
  • 14. Global Strategy Game Streaming Market Share By Region, 2023 Vs 2031 (%)
  • 15. Global Racing Game Streaming Market Share By Region, 2023 Vs 2031 (%)
  • 16. Global Simulation Game Streaming In Market Share By Region, 2023 Vs 2031 (%)
  • 17. Global Puzzle/Trivia Game Streaming In Market Share By Region, 2023 Vs 2031 (%)
  • 18. Global Other Genre Game Streaming In Market Share By Region, 2023 Vs 2031 (%)
  • 19. Global Game Streaming Market Share By Region, 2023 Vs 2031 (%)
  • 20. US Game Streaming Market Size, 2023-2031 ($ Million)
  • 21. Canada Game Streaming Market Size, 2023-2031 ($ Million)
  • 22. UK Game Streaming Market Size, 2023-2031 ($ Million)
  • 23. France Game Streaming Market Size, 2023-2031 ($ Million)
  • 24. Germany Game Streaming Market Size, 2023-2031 ($ Million)
  • 25. Italy Game Streaming Market Size, 2023-2031 ($ Million)
  • 26. Spain Game Streaming Market Size, 2023-2031 ($ Million)
  • 27. Rest Of Europe Game Streaming Market Size, 2023-2031 ($ Million)
  • 28. India Game Streaming Market Size, 2023-2031 ($ Million)
  • 29. China Game Streaming Market Size, 2023-2031 ($ Million)
  • 30. Japan Game Streaming Market Size, 2023-2031 ($ Million)
  • 31. South Korea Game Streaming Market Size, 2023-2031 ($ Million)
  • 32. Rest Of Asia-Pacific Game Streaming Market Size, 2023-2031 ($ Million)
  • 33. Latin America Game Streaming Market Size, 2023-2031 ($ Million)
  • 34. Middle East And Africa Game Streaming Market Size, 2023-2031 ($ Million)