2026-2030年全球遊戲串流媒體市場
市場調查報告書
商品編碼
2109537

2026-2030年全球遊戲串流媒體市場

Global Game Streaming Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 293 Pages | 訂單完成後即時交付

價格
簡介目錄

全球遊戲串流媒體市場預計將在 2025 年至 2030 年間成長至 13.247 億美元,預測期內複合年成長率為 9.1%。

這份關於全球遊戲串流媒體市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長要素、挑戰以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動市場成長的因素包括電子競技賽事的日益普及、體育賽事轉播的激增以及行動裝置視訊遊戲直播軟體的普及。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
與 2026 年相比 8.4%
複合年成長率 9.1%
增量 13.247億美元

這項研究指出,女性玩家對遊戲日益成長的興趣是未來幾年全球遊戲直播市場成長的主要驅動力之一。成本降低、市場准入速度加快以及策略合作與收購的增加預計也將顯著刺激市場需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球遊戲直播市場
  • 2020-2024年收入來源細分分析
  • 基於解決方案的細分市場分析,2020-2024 年
  • 2020-2024年基於平台的細分市場分析
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球遊戲串流媒體市場
  • 地緣政治衝突對全球遊戲直播市場的影響。

第7章:五力分析

第8章 市場區隔:依收入來源分類

  • 比較:按收入來源
  • 遊戲內廣告
  • 訂閱
  • 其他
  • 市場機會:依收入來源分類

第9章 市場區隔:依解決方案

  • 比較:按解決方案
  • 基於網路的
  • 基於應用程式
  • 市場機會:依解決方案分類

第10章 市場區隔:依平台分類

  • 比較:按平台
  • 移動的
  • 主機
  • PC
  • 智慧電視
  • 其他
  • 市場機會:依平台分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 沙烏地阿拉伯
    • UAE
    • 南非
    • 以色列
    • 土耳其
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Antstream Ltd.
  • Bilibili Inc.
  • Blade SAS
  • Boosteroid Cloud Gaming
  • Discord Inc.
  • Meta Platforms Inc.
  • NetEase Inc.
  • Nimo TV
  • NVIDIA Corp.
  • Sony Interactive Entertainment
  • SOOP Co. Ltd.
  • Twitch channel
  • Ubitus KK
  • Xbox Game Studios
  • YouTube

第16章附錄

簡介目錄
Product Code: IRTNTR73591

The global game streaming market is forecasted to grow by USD 1324.7 mn during 2025-2030, accelerating at a CAGR of 9.1% during the forecast period. The report on the global game streaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing popularity of e-sports tournaments, surge in broadcasting of sports events, growth of video game streaming software for mobile devices.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20268.4%
CAGR9.1%
Incremental Value$1324.7 mn

Technavio's global game streaming market is segmented as below:

By Revenue Stream

  • In-game advertising
  • Subscription
  • Others

By Solution

  • Web based
  • App based

By Platform

  • Mobile
  • Console
  • PC
  • Smart TVs
  • Others

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the growing popularity of gaming among women as one of the prime reasons driving the global game streaming market growth during the next few years. Also, cost savings and quick onboarding and increasing number of strategic partnerships and acquisitions will lead to sizable demand in the market.

The report on the global game streaming market covers the following areas:

  • Global game streaming market sizing
  • Global game streaming market forecast
  • Global game streaming market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global game streaming market vendors that include Antstream Ltd., Bilibili Inc., Blacknut SAS, Blade SAS, Boosteroid Cloud Gaming, Discord Inc., Gamestream SAS, Meta Platforms Inc., NetEase Inc., Nimo TV, NVIDIA Corp., Sliver VR Technologies Inc., Sony Interactive Entertainment, SOOP Co. Ltd., Twitch channel, Ubitus KK, Utomik BV, Valve Corp, Xbox Game Studios, YouTube. Also, the global game streaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Market Segmentation by Solution
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Game Streaming Market 2020 - 2024
    • Historic Market Size - Data Table on Global Game Streaming Market 2020 - 2024 ($ million)
  • 5.2 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.3 Solution segment analysis 2020 - 2024
    • Historic Market Size - Solution Segment 2020 - 2024 ($ million)
  • 5.4 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Game Streaming Market
  • 6.2 Impact of Geopolitical Conflicts on Global Game Streaming Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Revenue Stream

  • 8.1 Market segments
  • 8.2 Comparison by Revenue Stream
  • 8.3 In-game advertising - Market size and forecast 2025-2030
  • 8.4 Subscription - Market size and forecast 2025-2030
  • 8.5 Others - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

9 Market Segmentation by Solution

  • 9.1 Market segments
  • 9.2 Comparison by Solution
  • 9.3 Web based - Market size and forecast 2025-2030
  • 9.4 App based - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Solution
    • Market opportunity by Solution ($ million)

10 Market Segmentation by Platform

  • 10.1 Market segments
  • 10.2 Comparison by Platform
  • 10.3 Mobile - Market size and forecast 2025-2030
  • 10.4 Console - Market size and forecast 2025-2030
  • 10.5 PC - Market size and forecast 2025-2030
  • 10.6 Smart TVs - Market size and forecast 2025-2030
  • 10.7 Others - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 The Netherlands - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Indonesia - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Increasing popularity of e-sports tournaments
    • Surge in broadcasting of sports events
    • Growth of video game streaming software for mobile devices
  • 13.2 Market challenges
    • Adverse effects of gaming on health are declining market growth
    • High cost of content creators
    • Increasing prevalence of cybercrime in online gaming
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Growing popularity of gaming among women
    • Cost savings and quick onboarding
    • Increasing number of strategic partnerships and acquisitions

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Antstream Ltd.
    • Antstream Ltd. - Overview
    • Antstream Ltd. - Product / Service
    • Antstream Ltd. - Key offerings
    • SWOT
  • 15.5 Bilibili Inc.
    • Bilibili Inc. - Overview
    • Bilibili Inc. - Product / Service
    • Bilibili Inc. - Key offerings
    • SWOT
  • 15.6 Blade SAS
    • Blade SAS - Overview
    • Blade SAS - Product / Service
    • Blade SAS - Key offerings
    • SWOT
  • 15.7 Boosteroid Cloud Gaming
    • Boosteroid Cloud Gaming - Overview
    • Boosteroid Cloud Gaming - Product / Service
    • Boosteroid Cloud Gaming - Key offerings
    • SWOT
  • 15.8 Discord Inc.
    • Discord Inc. - Overview
    • Discord Inc. - Product / Service
    • Discord Inc. - Key offerings
    • SWOT
  • 15.9 Meta Platforms Inc.
    • Meta Platforms Inc. - Overview
    • Meta Platforms Inc. - Business segments
    • Meta Platforms Inc. - Key offerings
    • Meta Platforms Inc. - Segment focus
    • SWOT
  • 15.10 NetEase Inc.
    • NetEase Inc. - Overview
    • NetEase Inc. - Business segments
    • NetEase Inc. - Key offerings
    • NetEase Inc. - Segment focus
    • SWOT
  • 15.11 Nimo TV
    • Nimo TV - Overview
    • Nimo TV - Product / Service
    • Nimo TV - Key offerings
    • SWOT
  • 15.12 NVIDIA Corp.
    • NVIDIA Corp. - Overview
    • NVIDIA Corp. - Business segments
    • NVIDIA Corp. - Key news
    • NVIDIA Corp. - Key offerings
    • NVIDIA Corp. - Segment focus
    • SWOT
  • 15.13 Sony Interactive Entertainment
    • Sony Interactive Entertainment - Overview
    • Sony Interactive Entertainment - Product / Service
    • Sony Interactive Entertainment - Key offerings
    • SWOT
  • 15.14 SOOP Co. Ltd.
    • SOOP Co. Ltd. - Overview
    • SOOP Co. Ltd. - Business segments
    • SOOP Co. Ltd. - Key offerings
    • SOOP Co. Ltd. - Segment focus
    • SWOT
  • 15.15 Twitch channel
    • Twitch channel - Overview
    • Twitch channel - Product / Service
    • Twitch channel - Key offerings
    • SWOT
  • 15.16 Ubitus KK
    • Ubitus KK - Overview
    • Ubitus KK - Product / Service
    • Ubitus KK - Key offerings
    • SWOT
  • 15.17 Xbox Game Studios
    • Xbox Game Studios - Overview
    • Xbox Game Studios - Product / Service
    • Xbox Game Studios - Key offerings
    • SWOT
  • 15.18 YouTube
    • YouTube - Overview
    • YouTube - Product / Service
    • YouTube - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations