游戏串流媒体市场规模、份额及成长分析(依串流媒体类型、解决方案、收益模式、平台和地区)-2025 年至 2032 年产业预测
市场调查报告书
商品编码
1722249

游戏串流媒体市场规模、份额及成长分析(依串流媒体类型、解决方案、收益模式、平台和地区)-2025 年至 2032 年产业预测

Game Streaming Market Size, Share, and Growth Analysis, By Streaming Type (Live Game Streaming, On-Demand Game Streaming), By Solutions (Web Based, App Based), By Revenue Model, By Platform, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 199 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计 2023 年全球游戏串流媒体市场规模将达到 85 亿美元,并从 2024 年的 93.8 亿美元成长到 2032 年的 207.1 亿美元,预测期内(2025-2032 年)的复合年增长率为 10.4%。

随着智慧型手机的广泛普及和高速网路存取的改善,对互动式随选娱乐的需求不断增长,为游戏直播提供了巨大的推动力。云端游戏和串流媒体基础设施的进步正在提高品质并使广播更具吸引力。即时聊天等社交功能将被动观看转变为互联体验,从而提高用户参与度。内容创作者受益于与游戏开发商的协同关係,共同推动促销活动,提高品牌知名度和观众参与度。订阅、虚拟商品赠送和广告等货币化策略正在涌现,提供永续的职业机会。然而,频宽限制、内容审核问题以及来自其他娱乐平台的激烈竞争等挑战需要不断创新才能维持观众的忠诚度。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 案例研究
  • 技术进步

游戏串流媒体市场规模(依串流媒体类型)

  • 市场概览
  • 游戏直播
  • 按需游戏串流媒体

游戏串流媒体市场规模(按解决方案)

  • 市场概览
  • 基于网路
  • 基于应用程式

游戏串流市场规模(按收益模式)

  • 市场概览
  • 游戏内广告模式
  • 订阅模式
  • 其他收益模式

游戏串流市场规模(按平台)

  • 市场概览
  • 个人电脑
  • 移动的
  • 主机
  • 智慧电视
  • 其他的

游戏串流市场规模

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Backbone Labs(United States)
  • DAZN(United Kingdom)
  • Endeavor Streaming(United States)
  • Unity Technologies(United States)
  • Tencent(China)
  • Kick(Australia)
  • Nimo TV(China)
  • Caffeine(United States)
  • Mobcrush(United States)
  • Restream(United States)
  • Bilibili(China)
  • Kuaishou(China)
  • Huya(China)
  • DouYu(China)
  • AfreecaTV(South Korea)
  • Trovo(China)
  • Amazon Luna(United States)
  • Boosteroid(United States)
  • Garena(Sea Ltd)(Singapore)
  • Alphabet Inc.(United States)

结论和建议

简介目录
Product Code: SQMIG50J2013

Global Game Streaming Market size was valued at USD 8.5 Billion in 2023 and is poised to grow from USD 9.38 Billion in 2024 to USD 20.71 Billion by 2032, growing at a CAGR of 10.4% during the forecast period (2025-2032).

The rising demand for interactive and on-demand entertainment significantly boosts live gameplay broadcasting, driven by smartphone penetration and improved high-speed internet access. Advancements in cloud gaming and streaming infrastructure enhance the quality, making broadcasts increasingly appealing. Social features like live chat transform passive watching into a connected experience, fostering greater user engagement. Content creators unite with game developers to drive promotional efforts, benefiting from a synergistic relationship that elevates brand visibility and viewer interest. Monetization strategies such as subscriptions, virtual goods gifting, and advertisements are becoming established, paving the way for sustainable career opportunities. However, challenges like bandwidth limitations, content moderation issues, and fierce competition from other entertainment platforms necessitate continual innovation to maintain audience loyalty.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Game Streaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Game Streaming Market Segments Analysis

Global Game Streaming Market is segmented by Streaming Type, Solutions, Revenue Model, Platform and region. Based on Streaming Type, the market is segmented into Live Game Streaming and On-Demand Game Streaming. Based on Solutions, the market is segmented into Web Based and App Based. Based on Revenue Model, the market is segmented into In-game Advertising Model, Subscription Model and Other Revenue Models. Based on Platform, the market is segmented into PC, Mobile, Console, Smart TVs and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Game Streaming Market

The Global Game Streaming market is significantly propelled by the rollout of high-speed internet technologies, such as fiber optic and 5G networks. These advancements lead to better connectivity, effectively reducing latency and buffering issues, which results in a seamless gaming experience and allows for real-time interactions. As internet accessibility grows in emerging markets, more consumers are able to take advantage of game streaming services without the need for costly gaming consoles or hardware. This shift not only democratizes access to gaming but also fuels the expansion of the industry, fostering a new generation of gamers worldwide.

Restraints in the Global Game Streaming Market

The global game streaming market faces significant challenges primarily due to the substantial infrastructure costs associated with the technology. To enable seamless, low-latency gaming experiences, high-end servers, efficient data centers, and extensive international content distribution networks are essential. These systems must effectively manage real-time interactions, necessitating ongoing hardware upgrades and network enhancements to maintain optimal performance. Furthermore, the need for consistent uptime and the ability to scale resources during peak usage periods contribute to both operational and capital expenses. As a result, these financial burdens can act as a restraint on the market's growth and expansion.

Market Trends of the Global Game Streaming Market

The Global Game Streaming market is experiencing a notable shift as governments around the world tighten regulations on streaming services to address local media funding and content safety. In the UK, a proposed 5% levy on major players like Netflix and Amazon aims to bolster domestic productions, while China's regulations mandate stricter content security and host identification on livestreaming platforms. These developments reflect an increasing prioritization of regulatory frameworks to enhance local content creation and protect user data. The evolving landscape presents both challenges and opportunities for game streaming companies to adapt and innovate in compliance with emerging laws.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technological Advancement

Global Game Streaming Market Size by Streaming Type & CAGR (2025-2032)

  • Market Overview
  • Live Game Streaming
  • On-Demand Game Streaming

Global Game Streaming Market Size by Solutions & CAGR (2025-2032)

  • Market Overview
  • Web Based
  • App Based

Global Game Streaming Market Size by Revenue Model & CAGR (2025-2032)

  • Market Overview
  • In-game Advertising Model
  • Subscription Model
  • Other Revenue Models

Global Game Streaming Market Size by Platform & CAGR (2025-2032)

  • Market Overview
  • PC
  • Mobile
  • Console
  • Smart TVs
  • Others

Global Game Streaming Market Size & CAGR (2025-2032)

  • North America (Streaming Type, Solutions, Revenue Model, Platform)
    • US
    • Canada
  • Europe (Streaming Type, Solutions, Revenue Model, Platform)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Streaming Type, Solutions, Revenue Model, Platform)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Streaming Type, Solutions, Revenue Model, Platform)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Streaming Type, Solutions, Revenue Model, Platform)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Backbone Labs (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DAZN (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Endeavor Streaming (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kick (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nimo TV (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Caffeine (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mobcrush (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Restream (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bilibili (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kuaishou (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Huya (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DouYu (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AfreecaTV (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Trovo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Amazon Luna (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Boosteroid (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Garena (Sea Ltd) (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alphabet Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations