封面
市場調查報告書
商品編碼
1533892

全球遊戲串流媒體市場

Game Streaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 175 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

到 2030 年,全球遊戲串流媒體市場將達到 37 億美元

全球遊戲串流媒體市場預計 2023 年為 23 億美元,預計到 2030 年將達到 37 億美元,2023 年至 2030 年複合年成長率為 7.0%。遊戲內廣告收益是本報告分析的細分市場之一,預計複合年成長率為 7.8%,到分析期結束時將達到 20 億美元。分析期間訂閱收益部分的複合年成長率預計為 6.6%。

美國市場預估為6.338億美元,中國預期複合年成長率為11.3%

預計 2023 年美國遊戲串流媒體市場規模將達 6.338 億美元。中國作為世界第二大經濟體,預計到 2030 年市場規模將達到 8.285 億美元,2023-2030 年分析期間複合年成長率為 11.3%。其他值得注意的區域市場包括日本和加拿大,預計在分析期間複合年成長率分別為 3.0% 和 6.9%。在歐洲,德國的複合年成長率預計為 4.5%。

全球遊戲串流媒體市場趨勢及促進因素總結

遊戲串流媒體是一種數位活動,玩家透過網路直播他們的遊戲玩法,徹底改變了觀眾消費遊戲內容的方式。 Twitch、YouTube Gaming 和 Facebook Gaming 等平台允許用戶直播自己的遊戲過程並觀看其他用戶的遊戲過程,使遊戲不僅成為一項觀賞性運動,而且成為一種互動社群。這種演變始於電子競技的興起和社交遊戲的普及,為遊戲玩家展示他們的技能、與觀眾互動、甚至透過廣告、訂閱和捐贈來收益他們的遊戲創造了新的場所。遊戲串流媒體的核心吸引力在於其互動性。觀眾不僅可以觀看自己喜歡的玩家玩遊戲,還可以透過即時聊天與他們互動,即時參與遊戲體驗。

技術支柱對於遊戲串流媒體的功能和發展至關重要。高速網際網路連接和先進的串流媒體軟體現在允許串流媒體播放高品質的視訊和音訊,而不會出現明顯的延遲,這對於保持觀眾的參與度至關重要。隨著技術的進步,提高串流品質和與觀眾互動的工具也在不斷進步,例如整合的聊天功能、疊加層和幫助串流媒體了解觀眾偏好和模式的分析工具。此外,GoogleStadia和微軟xCloud等雲端遊戲平台的推出正在突破遊戲串流媒體的界限,允許用戶直接從雲端玩遊戲,而不需要強大的硬體,增加了潛在的觀看人數。

遊戲串流媒體市場的成長受到多種因素的推動,包括技術進步、電動遊戲作為主流娛樂的日益普及以及消費行為向數位消費的轉變。技術相關的促進因素包括串流媒體技術基礎設施的持續改進,包括更快的網際網路速度和更有效率的編碼技術,這將減少延遲並實現更高品質的串流媒體。此外,開發更複雜的參與工具來促進主播和觀眾之間的互動將改善使用者體驗和保留率。消費行為趨勢也顯著影響該市場的成長,尤其是在年輕一代中,媒體消費正在轉向更具互動性和社交性的形式。此外,由行動遊戲推動的電動遊戲行業世界的擴張以及各種平台上遊戲內容的訪問量的增加繼續推動對遊戲串流媒體的需求。這些因素反映了遊戲串流生態系統的動態性質及其隨著技術和觀眾行為的發展而持續擴展的潛力。

受訪企業舉例(共34家)

  • Amazon.com, Inc.
  • Apple, Inc.
  • DACAST, LLC
  • DouYu International Holdings Limited
  • Facebook Gaming(Meta Platforms, Inc.)
  • HUYA Inc
  • Huya PTE. LTD.(Nimo.tv)
  • Maestro Interactive, Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Sony Corporation
  • Sony Interactive Entertainment LLC(PlayStation Now)
  • Unity Technologies SF(Parsec)
  • Uscreen
  • Vimeo LLC;

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 比賽

簡介目錄
Product Code: MCP24779

Global Game Streaming Market to Reach US$3.7 Billion by 2030

The global market for Game Streaming estimated at US$2.3 Billion in the year 2023, is expected to reach US$3.7 Billion by 2030, growing at a CAGR of 7.0% over the analysis period 2023-2030. In-Game Advertising Revenues, one of the segments analyzed in the report, is expected to record a 7.8% CAGR and reach US$2.0 Billion by the end of the analysis period. Growth in the Subscription Revenues segment is estimated at 6.6% CAGR over the analysis period.

The U.S. Market is Estimated at US$633.8 Million While China is Forecast to Grow at 11.3% CAGR

The Game Streaming market in the U.S. is estimated at US$633.8 Million in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$828.5 Million by the year 2030 trailing a CAGR of 11.3% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 3.0% and 6.9% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 4.5% CAGR.

Global Game Streaming Market - Key Trends and Drivers Summarized

Game streaming, a digital activity where players broadcast their gameplay live over the internet, has transformed the way audiences consume gaming content. Platforms like Twitch, YouTube Gaming, and Facebook Gaming allow users to stream their live gameplay or view others', making gaming a spectator sport as well as an interactive community experience. This evolution began with the rise of esports and the popularization of social gaming, creating a new venue for gamers to showcase their skills, engage with audiences, and even monetize their sessions through advertisements, subscriptions, and donations. The core appeal of game streaming lies in its interactivity; viewers are not only able to watch their favorite gamers play but also interact with them through live chats and participate in the gaming experience in real-time.

The technological backbone of game streaming is critical to its functionality and growth. High-speed internet connections and sophisticated streaming software have enabled streamers to broadcast high-quality video and audio without significant delays, which is crucial for maintaining viewer engagement. As technology has advanced, so too have the tools that enhance streaming quality and viewer interaction, including integrated chat functions, overlays, and analytics tools that help streamers understand viewer preferences and patterns. Moreover, the introduction of cloud gaming platforms like Google Stadia and Microsoft’s xCloud has expanded the boundaries of game streaming, allowing users to play games directly from the cloud without needing powerful hardware, thus broadening the potential audience.

The growth in the game streaming market is driven by several factors, including technological advancements, the increasing popularity of video gaming as mainstream entertainment, and changes in consumer behavior towards digital consumption. Technology-related drivers include continuous improvements in streaming technology infrastructure, such as faster internet speeds and more efficient coding techniques, which reduce latency and allow for higher-quality streams. Additionally, the development of more sophisticated engagement tools that facilitate interaction between streamers and viewers enhances the user experience and retention rates. Consumer behavior trends also significantly influence this market's growth, with a shift towards more interactive and social forms of media consumption, especially among younger demographics. Furthermore, the global expansion of the video game industry, supported by mobile gaming and the increasing accessibility of gaming content across various platforms, continues to drive demand for game streaming. These elements together reflect the dynamic nature of the game streaming ecosystem and its potential for continued expansion as technologies and audience behaviors evolve.

Select Competitors (Total 34 Featured) -

  • Amazon.com, Inc.
  • Apple, Inc.
  • DACAST, LLC
  • DouYu International Holdings Limited
  • Facebook Gaming (Meta Platforms, Inc.)
  • HUYA Inc
  • Huya PTE. LTD. (Nimo.tv)
  • Maestro Interactive, Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Sony Corporation
  • Sony Interactive Entertainment LLC (PlayStation Now)
  • Unity Technologies SF (Parsec)
  • Uscreen
  • Vimeo LLC;

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Game Streaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Increasing Global Internet Penetration Drives Growth in Game Streaming
    • Popularity of eSports and Interactive Gaming Spurs Market Demand
    • Advances in Cloud Gaming Technology Propel Market Opportunities
    • Integration of Game Streaming with Social Media Platforms
    • Consumer Demand for On-Demand Gaming Experiences
    • Growth in Mobile Gaming Strengthens Market for Game Streaming
    • Monetization Strategies and Their Impact on Game Streaming
    • Expansion of Audience Demographics Expands Market Reach
    • Impact of 5G on Game Streaming Quality and Accessibility
    • Adoption of VR and AR in Game Streaming Experiences
    • Review of Data Security and Privacy Concerns in Game Streaming
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Game Streaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Game Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for In-Game Advertising Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for In-Game Advertising Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for In-Game Advertising Revenues by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Subscription Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Subscription Revenues by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Subscription Revenues by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Other Revenue Streams by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Other Revenue Streams by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Other Revenue Streams by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • JAPAN
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • CHINA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: China 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • EUROPE
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: Europe Historic Review for Game Streaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • FRANCE
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: France 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • GERMANY
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 54: Asia-Pacific Historic Review for Game Streaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • INDIA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: India 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 72: Latin America Historic Review for Game Streaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Game Streaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 90: Middle East Historic Review for Game Streaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Game Streaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030
  • AFRICA
    • Game Streaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Game Streaming by Revenue Stream - In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Game Streaming by Revenue Stream - Percentage Breakdown of Value Sales for In-Game Advertising Revenues, Subscription Revenues and Other Revenue Streams for the Years 2014, 2024 & 2030

IV. COMPETITION