遊戲串流媒體市場規模、佔有率及成長分析(依串流媒體類型、解決方案、收益模式、平台和地區)-2025 年至 2032 年產業預測
市場調查報告書
商品編碼
1722249

遊戲串流媒體市場規模、佔有率及成長分析(依串流媒體類型、解決方案、收益模式、平台和地區)-2025 年至 2032 年產業預測

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個工作天內

價格
簡介目錄

預計 2023 年全球遊戲串流媒體市場規模將達到 85 億美元,並從 2024 年的 93.8 億美元成長到 2032 年的 207.1 億美元,預測期內(2025-2032 年)的複合年成長率為 10.4%。

隨著智慧型手機的廣泛普及和高速網路存取的改善,對互動式隨選娛樂的需求不斷成長,為遊戲直播提供了巨大的推動力。雲端遊戲和串流媒體基礎設施的進步正在提高品質並使廣播更具吸引力。即時聊天等社交功能將被動觀看轉變為互聯體驗,從而提高用戶參與度。內容創作者受益於與遊戲開發商的協同關係,共同推動促銷活動,提高品牌知名度和觀眾參與度。訂閱、虛擬商品贈送和廣告等貨幣化策略正在湧現,提供永續的職業機會。然而,頻寬限制、內容審核問題以及來自其他娛樂平台的激烈競爭等挑戰需要不斷創新才能維持觀眾的忠誠度。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 案例研究
  • 技術進步

遊戲串流媒體市場規模(依串流媒體類型)

  • 市場概覽
  • 遊戲直播
  • 按需遊戲串流媒體

遊戲串流媒體市場規模(按解決方案)

  • 市場概覽
  • 基於網路
  • 基於應用程式

遊戲串流市場規模(按收益模式)

  • 市場概覽
  • 遊戲內廣告模式
  • 訂閱模式
  • 其他收益模式

遊戲串流市場規模(按平台)

  • 市場概覽
  • 個人電腦
  • 移動的
  • 主機
  • 智慧電視
  • 其他

遊戲串流市場規模

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • 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)

結論和建議

簡介目錄
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