市場調查報告書
商品編碼
1181995
全球遊戲流媒體市場規模研究與預測,按收入模式(遊戲內廣告模式、訂閱模式、其他收入模式)、解決方案(基於網絡、基於應用程序)、地區,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 |
玩遊戲是玩家向在線直播觀眾廣播遊戲玩法的一種方式。
遊戲流媒體市場正在擴大,原因包括視頻流應用程序的普及率不斷提高以及智能手機的普及率不斷提高。 人們越來越多地使用帶有視頻流應用程序的電視和移動設備來觀看電影、電視節目、現場活動和點播內容,從而推動了對流媒體遊戲和娛樂的需求。 由於希望在沒有強大的 PC 或控制台的情況下玩頂級遊戲,這些基於互聯網的平台已經擴展。
例如,根據 Statista 的數據,2020 年全球智能手機總銷量為 135184 萬部,到 2021 年將增至 143386 萬部。 因此,智能手機銷量增加,促進了市場增長。 此外,隨著智能手機普及率的上升,視頻分發平台的需求量和收視率也在增加。 互聯網普及率的提高和技術進步也是推動市場的重要因素。 然而,遊戲流媒體的高成本和高訂閱成本將阻礙整個 2022-2029 年預測期內的市場增長。
全球遊戲流媒體市場研究中考慮的主要區域是亞太地區、北美、歐洲、拉丁美洲和世界其他地區。 在這些地區中,由於電子競技的普及、遊戲行業的增長、體育收視率的上升以及消費者對視頻流媒體平台的偏好,預計亞太地區的份額最高。
本研究的目的是闡明近年來各個細分市場和國家/地區的市場規模,並預測未來幾年的市場規模。 本報告旨在捕捉被調查國家行業的定性和定量方面的情況。
它還提供了關鍵方面的詳細信息,例如決定市場未來增長的驅動因素和挑戰。 此外,它還結合了利益相關者投資的微觀市場潛在機會,以及對主要參與者的競爭格局和市場格局的深入分析。
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