封面
市场调查报告书
商品编码
1505213

全球游戏串流媒体市场研究报告 - 2024 年至 2032 年产业分析、规模、份额、成长、趋势和预测

Global Game Streaming Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2024 to 2032

出版日期: | 出版商: Value Market Research | 英文 168 Pages | 商品交期: 最快1-2个工作天内

价格

全球游戏串流媒体市场需求预计将从 2023 年的 103.1 亿美元达到 2032 年近 293.1 亿美元的市场规模,2024-2032 年研究期间复合年增长率为 12.31%。

游戏串流是指透过网路从远端伺服器而不是在本地控制台或电脑上玩视讯游戏。该技术使游戏玩家能够在平板电脑、智慧型手机和低阶 PC 等各种设备上存取和玩高品质游戏,而无需强大的硬体。这些服务(例如 Twitch、Xbox Cloud Gaming 和 Google Stadia 提供的服务)可实现即时游戏和观看,并且通常具有互动功能。这使游戏变得更容易获得、减少了对昂贵游戏设定的需求以及培育了全球玩家和观众社区,从而彻底改变了游戏产业。

市场动态

游戏串流媒体市场是由互联网基础设施的进步推动的,互联网基础设施提供了无缝游戏体验所需的频宽和低延迟。高速网路和 5G 技术的普及使得游戏串流媒体更容易被更广泛的受众所接受。此外,电子竞技和线上多人游戏的日益普及也显着推动了市场成长。各大科技公司正大力投资游戏串流平台,增强其功能和内容库,进而吸引更多用户。无需昂贵的硬体即可轻鬆玩高品质游戏是推动市场的另一个重要因素。整合即时聊天和社群建立等社交功能进一步增强了用户体验和参与度。此外,跨平台游戏的成长趋势使玩家能够在平板电脑、智慧型手机和个人电脑等各种装置上享受游戏,从而促进市场成长。然而,对资料隐私和高频宽要求的担忧可能会挑战未来几年的市场成长。

研究报告涵盖波特五力模型、市场吸引力分析和价值链分析。这些工具有助于清晰地了解行业结构并评估全球范围内的竞争吸引力。此外,这些工具还对全球游戏串流媒体市场的每个细分市场进行了包容性评估。游戏串流媒体产业的成长和趋势为本研究提供了整体方法。

市场区隔

游戏串流媒体市场报告的这一部分提供了有关国家和地区级别细分市场的详细资料,从而帮助策略师确定相应产品或服务的目标人群以及即将到来的机会。

按解决方案

  • 基于网路
  • 基于应用程式

按收入模式

  • 订阅
  • 广告
  • 其他(捐赠、商品、品牌交易和赞助)

按平台解决方案

  • 手机游戏
  • 电脑游戏
  • 主机游戏

区域分析

本节涵盖区域前景,重点介绍北美、欧洲、亚太地区、拉丁美洲以及中东和非洲游戏串流媒体市场当前和未来的需求。此外,该报告重点关注所有主要地区各个应用领域的需求、估计和预测。

该研究报告还涵盖了市场主要参与者的全面概况以及对全球竞争格局的深入了解。游戏串流媒体市场的主要参与者包括 AfreecaTV Corp.、Alphabet Inc. (Youtube)、Amazon.Com Inc.、Apple Inc.、Genvid Holdings Inc.、GosuGamers、Huya、Meta Platforms Inc.、Nvidia Corp.、Parsec Cloud Inc.、索尼集团公司。

如果您有任何客製化要求,请写信给我们。我们的研究团队可以根据您的需求提供客製化报告。

目录

第一章:前言

  • 报告说明
    • 客观的
    • 目标受众
    • 独特的销售主张 (USP) 和产品
  • 研究范围
  • 研究方法论
    • 市场研究过程
    • 市场研究方法论

第 2 章:执行摘要

  • 市集亮点
  • 全球市场概况

第 3 章:游戏串流 - 产业分析

  • 简介 - 市场动态
  • 市场驱动因素
  • 市场限制
  • 机会
  • 产业动态
  • 波特五力分析
  • 市场吸引力分析
    • 按解决方案进行市场吸引力分析
    • 按收入模式进行的市场吸引力分析
    • 平台解决方案的市场吸引力分析
    • 市场吸引力分析:按地区

第 4 章:价值链分析

  • 价值链分析
  • 原料分析
    • 原料清单
    • 原料厂商清单
    • 主要原物料价格走势
  • 潜在买家名单
  • 行销管道
    • 直效行销
    • 间接行销
    • 行销通路发展趋势

第 5 章:全球游戏串流媒体市场分析:按解决方案

  • 解决方案概述
  • 按解决方案进行历史和预测资料分析
  • 基于网路
  • 基于应用程式

第 6 章:全球游戏串流媒体市场分析:按收入模型

  • 按收入模式概述
  • 按收入模型进行历史和预测资料分析
  • 订阅
  • 广告
  • 其他(捐赠、商品、品牌交易和赞助)

第 7 章:全球游戏串流媒体市场分析:按平台解决方案

  • 按平台解决方案概述
  • 透过平台解决方案进行历史和预测数据分析
  • 手机游戏
  • 电脑游戏
  • 主机游戏

第 8 章:全球游戏串流媒体市场分析:按地理位置

  • 区域展望
  • 介绍
  • 北美销售分析
    • 概览、历史与预测资料销售分析
    • 北美按细分市场销售分析
    • 北美按国家销售分析
    • 美国销售分析
    • 加拿大销售分析
    • 墨西哥销售分析
  • 欧洲销售分析
    • 概览、历史与预测资料销售分析
    • 欧洲按细分市场销售分析
    • 欧洲按国家销售分析
    • 英国销售分析
    • 法国销售分析
    • 德国销售分析
    • 义大利销售分析
    • 俄罗斯销售分析
    • 欧洲其他地区销售分析
  • 亚太地区销售分析
    • 概览、历史与预测资料销售分析
    • 亚太地区按细分市场销售分析
    • 亚太地区按国家销售分析
    • 中国销售分析
    • 印度销售分析
    • 日本销售分析
    • 韩国销售分析
    • 澳洲销售分析
    • 东南亚销售分析
    • 亚太地区其他地区销售分析
  • 拉丁美洲销售分析
    • 概览、历史与预测资料销售分析
    • 拉丁美洲按细分市场销售分析
    • 拉丁美洲按国家销售分析
    • 巴西销售分析
    • 阿根廷销售分析
    • 秘鲁销售分析
    • 智利销售分析
    • 拉丁美洲其他地区销售分析
  • 中东和非洲销售分析
    • 概览、历史与预测资料销售分析
    • 中东和非洲按细分市场销售分析
    • 中东和非洲按国家销售分析
    • 沙乌地阿拉伯销售分析
    • 阿联酋销售分析
    • 以色列销售分析
    • 南非销售分析
    • 中东其他地区和非洲销售分析

第 9 章:游戏串流媒体公司的竞争格局

  • 游戏串流市场竞争
  • 伙伴关係/协作/协议
  • 併购
  • 新产品发布
  • 其他发展

第 10 章:公司简介

  • 顶级公司市占率分析
  • 市场集中度
  • AfreecaTV Corp.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Alphabet Inc. (Youtube)
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Amazon.Com Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Apple Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Genvid Holdings Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • GosuGamers
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Huya
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Meta Platforms Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Nvidia Corp.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Parsec Cloud Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Sony Group Corp
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展

註 - 在公司概况中,财务详细资料和最新进展视情况而定,或对私人公司而言可能不包括在内

Product Code: VMR112114937

The global demand for Game Streaming Market is presumed to reach the market size of nearly USD 29.31 Billion by 2032 from USD 10.31 Billion in 2023 with a CAGR of 12.31% under the study period 2024-2032.

Game streaming is playing video games over the internet from a remote server rather than on a local console or computer. This technology enables gamers to access and play high quality games on various devices, including tablets, smartphones, and low-end PCs, without requiring robust hardware. These services, such as those provided by Twitch, Xbox Cloud Gaming, and Google Stadia, enable real-time gameplay and viewing, often with interactive features. This has revolutionized the gaming industry by making gaming more accessible, reducing the need for expensive gaming setups, and fostering a global community of players and viewers.

MARKET DYNAMICS

The game streaming market is driven by advancements in internet infrastructure, which provide the bandwidth and low latency essential for a seamless gaming experience. The proliferation of high-speed internet and 5G technology has made game streaming more accessible to a broader audience. Additionally, the increasing popularity of e-sports and online multiplayer games has significantly boosted the market growth. Major technology companies are investing heavily in game streaming platforms, enhancing their capabilities and content libraries, which attract more users. The convenience of playing high-quality games without the need for expensive hardware is another significant factor driving the market. Integrating social features like live chat and community building further enhances the user experience and engagement. Moreover, the growing trend of cross-platform gaming enables players to enjoy games on various devices, including tablets, smartphones, and PCs, contributing to market growth. However, concerns about data privacy and the high bandwidth requirements may challenge market growth in the coming years.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of Game Streaming. The growth and trends of Game Streaming industry provide a holistic approach to this study.

MARKET SEGMENTATION

This section of the Game Streaming market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Solutions

  • Web Based
  • App Based

By Revenue Model

  • Subscription
  • Advertisement
  • Others (Donations, Merchandise, Brand Deals And Sponsorships)

By Platform Solutions

  • Mobile Games
  • PC Games
  • Console Games

REGIONAL ANALYSIS

This section covers the regional outlook, which accentuates current and future demand for the Game Streaming market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Game Streaming market include AfreecaTV Corp., Alphabet Inc. (Youtube), Amazon.Com Inc., Apple Inc., Genvid Holdings Inc., GosuGamers, Huya, Meta Platforms Inc., Nvidia Corp., Parsec Cloud Inc., Sony Group Corp. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Report Description
    • 1.1.1 Objective
    • 1.1.2 Target Audience
    • 1.1.3 Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1 Market Research Process
    • 1.3.2 Market Research Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3. GAME STREAMING - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Solutions
    • 3.7.2 Market Attractiveness Analysis By Revenue Model
    • 3.7.3 Market Attractiveness Analysis By Platform Solutions
    • 3.7.4 Market Attractiveness Analysis By Region

4. VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1 List of Raw Materials
    • 4.2.2 Raw Material Manufactures List
    • 4.2.3 Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1 Direct Marketing
    • 4.4.2 Indirect Marketing
    • 4.4.3 Marketing Channel Development Trend

5. GLOBAL GAME STREAMING MARKET ANALYSIS BY SOLUTIONS

  • 5.1. Overview By Solutions
  • 5.2. Historical and Forecast Data Analysis By Solutions
  • 5.3. Web Based Historic and Forecast Sales By Regions
  • 5.4. App Based Historic and Forecast Sales By Regions

6. GLOBAL GAME STREAMING MARKET ANALYSIS BY REVENUE MODEL

  • 6.1. Overview By Revenue Model
  • 6.2. Historical and Forecast Data Analysis By Revenue Model
  • 6.3. Subscription Historic and Forecast Sales By Regions
  • 6.4. Advertisement Historic and Forecast Sales By Regions
  • 6.5. Others (Donations, Merchandise, Brand Deals And Sponsorships) Historic and Forecast Sales By Regions

7. GLOBAL GAME STREAMING MARKET ANALYSIS BY PLATFORM SOLUTIONS

  • 7.1. Overview By Platform Solutions
  • 7.2. Historical and Forecast Data Analysis By Platform Solutions
  • 7.3. Mobile Games Historic and Forecast Sales By Regions
  • 7.4. PC Games Historic and Forecast Sales By Regions
  • 7.5. Console Games Historic and Forecast Sales By Regions

8. GLOBAL GAME STREAMING MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.3.2 North America By Segment Sales Analysis
    • 8.3.3 North America By Country Sales Analysis
    • 8.3.4 United States Sales Analysis
    • 8.3.5 Canada Sales Analysis
    • 8.3.6 Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.4.2 Europe By Segment Sales Analysis
    • 8.4.3 Europe By Country Sales Analysis
    • 8.4.4 United Kingdom Sales Analysis
    • 8.4.5 France Sales Analysis
    • 8.4.6 Germany Sales Analysis
    • 8.4.7 Italy Sales Analysis
    • 8.4.8 Russia Sales Analysis
    • 8.4.9 Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.5.2 Asia Pacific By Segment Sales Analysis
    • 8.5.3 Asia Pacific By Country Sales Analysis
    • 8.5.4 China Sales Analysis
    • 8.5.5 India Sales Analysis
    • 8.5.6 Japan Sales Analysis
    • 8.5.7 South Korea Sales Analysis
    • 8.5.8 Australia Sales Analysis
    • 8.5.9 South East Asia Sales Analysis
    • 8.5.10 Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.6.2 Latin America By Segment Sales Analysis
    • 8.6.3 Latin America By Country Sales Analysis
    • 8.6.4 Brazil Sales Analysis
    • 8.6.5 Argentina Sales Analysis
    • 8.6.6 Peru Sales Analysis
    • 8.6.7 Chile Sales Analysis
    • 8.6.8 Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.7.2 Middle East & Africa By Segment Sales Analysis
    • 8.7.3 Middle East & Africa By Country Sales Analysis
    • 8.7.4 Saudi Arabia Sales Analysis
    • 8.7.5 UAE Sales Analysis
    • 8.7.6 Israel Sales Analysis
    • 8.7.7 South Africa Sales Analysis
    • 8.7.8 Rest Of Middle East And Africa Sales Analysis

9. COMPETITIVE LANDSCAPE OF THE GAME STREAMING COMPANIES

  • 9.1. Game Streaming Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10. COMPANY PROFILES OF GAME STREAMING INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. AfreecaTV Corp.
    • 10.3.1 Company Overview
    • 10.3.2 Company Revenue
    • 10.3.3 Products
    • 10.3.4 Recent Developments
  • 10.4. Alphabet Inc. (Youtube)
    • 10.4.1 Company Overview
    • 10.4.2 Company Revenue
    • 10.4.3 Products
    • 10.4.4 Recent Developments
  • 10.5. Amazon.Com Inc.
    • 10.5.1 Company Overview
    • 10.5.2 Company Revenue
    • 10.5.3 Products
    • 10.5.4 Recent Developments
  • 10.6. Apple Inc.
    • 10.6.1 Company Overview
    • 10.6.2 Company Revenue
    • 10.6.3 Products
    • 10.6.4 Recent Developments
  • 10.7. Genvid Holdings Inc.
    • 10.7.1 Company Overview
    • 10.7.2 Company Revenue
    • 10.7.3 Products
    • 10.7.4 Recent Developments
  • 10.8. GosuGamers
    • 10.8.1 Company Overview
    • 10.8.2 Company Revenue
    • 10.8.3 Products
    • 10.8.4 Recent Developments
  • 10.9. Huya
    • 10.9.1 Company Overview
    • 10.9.2 Company Revenue
    • 10.9.3 Products
    • 10.9.4 Recent Developments
  • 10.10. Meta Platforms Inc.
    • 10.10.1 Company Overview
    • 10.10.2 Company Revenue
    • 10.10.3 Products
    • 10.10.4 Recent Developments
  • 10.11. Nvidia Corp.
    • 10.11.1 Company Overview
    • 10.11.2 Company Revenue
    • 10.11.3 Products
    • 10.11.4 Recent Developments
  • 10.12. Parsec Cloud Inc.
    • 10.12.1 Company Overview
    • 10.12.2 Company Revenue
    • 10.12.3 Products
    • 10.12.4 Recent Developments
  • 10.13. Sony Group Corp
    • 10.13.1 Company Overview
    • 10.13.2 Company Revenue
    • 10.13.3 Products
    • 10.13.4 Recent Developments

Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers: Impact Analysis
  • Restraints: Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • Analysis By Solutions (USD MN)
  • Web Based Market Sales By Geography (USD MN)
  • App Based Market Sales By Geography (USD MN)
  • Analysis By Revenue Model (USD MN)
  • Subscription Market Sales By Geography (USD MN)
  • Advertisement Market Sales By Geography (USD MN)
  • Others (Donations, Merchandise, Brand Deals And Sponsorships) Market Sales By Geography (USD MN)
  • Analysis By Platform Solutions (USD MN)
  • Mobile Games Market Sales By Geography (USD MN)
  • PC Games Market Sales By Geography (USD MN)
  • Console Games Market Sales By Geography (USD MN)
  • Global Game Streaming Market Sales By Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United States Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate By Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Game Streaming Report
  • Market Research Process
  • Market Research Methodology
  • Global Game Streaming Market Size, By Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis By Solutions
  • Market Attractiveness Analysis By Revenue Model
  • Market Attractiveness Analysis By Platform Solutions
  • Market Attractiveness Analysis By Region
  • Value Chain Analysis
  • Global Market Analysis By Solutions (USD MN)
  • Web Based Market Sales By Geography (USD MN)
  • App Based Market Sales By Geography (USD MN)
  • Global Market Analysis By Revenue Model (USD MN)
  • Subscription Market Sales By Geography (USD MN)
  • Advertisement Market Sales By Geography (USD MN)
  • Others (Donations, Merchandise, Brand Deals And Sponsorships) Market Sales By Geography (USD MN)
  • Global Market Analysis By Platform Solutions (USD MN)
  • Mobile Games Market Sales By Geography (USD MN)
  • PC Games Market Sales By Geography (USD MN)
  • Console Games Market Sales By Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Company Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.