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市場調查報告書
商品編碼
1505213

全球遊戲串流媒體市場研究報告 - 2024 年至 2032 年產業分析、規模、佔有率、成長、趨勢和預測

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個工作天內

價格

全球遊戲串流媒體市場需求預計將從 2023 年的 103.1 億美元達到 2032 年近 293.1 億美元的市場規模,2024-2032 年研究期間複合年成長率為 12.31%。

遊戲串流是指透過網路從遠端伺服器而不是在本地控制台或電腦上玩視訊遊戲。該技術使遊戲玩家能夠在平板電腦、智慧型手機和低階 PC 等各種設備上存取和玩高品質遊戲,而無需強大的硬體。這些服務(例如 Twitch、Xbox Cloud Gaming 和 Google Stadia 提供的服務)可實現即時遊戲和觀看,並且通常具有互動功能。這使遊戲變得更容易獲得、減少了對昂貴遊戲設定的需求以及培育了全球玩家和觀眾社區,從而徹底改變了遊戲產業。

市場動態

遊戲串流媒體市場是由網際網路基礎設施的進步推動的,網際網路基礎設施提供了無縫遊戲體驗所需的頻寬和低延遲。高速網路和 5G 技術的普及使得遊戲串流媒體更容易被更廣泛的受眾所接受。此外,電子競技和線上多人遊戲的日益普及也顯著推動了市場成長。各大科技公司正大力投資遊戲串流平台,增強其功能和內容庫,進而吸引更多用戶。無需昂貴的硬體即可輕鬆玩高品質遊戲是推動市場的另一個重要因素。整合即時聊天和社群建立等社交功能進一步增強了用戶體驗和參與度。此外,跨平台遊戲的成長趨勢使玩家能夠在平板電腦、智慧型手機和個人電腦等各種裝置上享受遊戲,從而促進市場成長。然而,對資料隱私和高頻寬要求的擔憂可能會挑戰未來幾年的市場成長。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具還對全球遊戲串流媒體市場的每個細分市場進行了包容性評估。遊戲串流媒體產業的成長和趨勢為本研究提供了整體方法。

市場區隔

遊戲串流媒體市場報告的這一部分提供了有關國家和地區級別細分市場的詳細資料,從而幫助策略師確定相應產品或服務的目標人群以及即將到來的機會。

按解決方案

  • 基於網路
  • 基於應用程式

按收入模式

  • 訂閱
  • 廣告
  • 其他(捐贈、商品、品牌交易和贊助)

按平台解決方案

  • 手機遊戲
  • 電腦遊戲
  • 主機遊戲

區域分析

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲遊戲串流媒體市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。遊戲串流媒體市場的主要參與者包括 AfreecaTV Corp.、Alphabet Inc. (Youtube)、Amazon.Com Inc.、Apple Inc.、Genvid Holdings Inc.、GosuGamers、Huya、Meta Platforms Inc.、Nvidia Corp.、Parsec Cloud Inc.、索尼集團公司。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第1章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法論
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:遊戲串流 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按解決方案進行市場吸引力分析
    • 按收入模式進行的市場吸引力分析
    • 平台解決方案的市場吸引力分析
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:全球遊戲串流媒體市場分析:按解決方案

  • 解決方案概述
  • 按解決方案進行歷史和預測資料分析
  • 基於網路
  • 基於應用程式

第 6 章:全球遊戲串流媒體市場分析:按收入模型

  • 按收入模式概述
  • 按收入模型進行歷史和預測資料分析
  • 訂閱
  • 廣告
  • 其他(捐贈、商品、品牌交易和贊助)

第 7 章:全球遊戲串流媒體市場分析:按平台解決方案

  • 按平台解決方案概述
  • 透過平台解決方案進行歷史和預測數據分析
  • 手機遊戲
  • 電腦遊戲
  • 主機遊戲

第 8 章:全球遊戲串流媒體市場分析:按地理位置

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區按國家銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 東南亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲按國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 9 章:遊戲串流媒體公司的競爭格局

  • 遊戲串流市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 10 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • AfreecaTV Corp.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Alphabet Inc. (Youtube)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Amazon.Com Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Apple Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Genvid Holdings Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • GosuGamers
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Huya
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Meta Platforms Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Nvidia Corp.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Parsec Cloud Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Sony Group Corp
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展

註 - 在公司概況中,財務詳細資料和最新進展視情況而定,或對私人公司而言可能不包括在內

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.