The games streaming market size is expected to see rapid growth in the next few years. It will grow to $21.24 billion in 2030 at a compound annual growth rate (CAGR) of 12.3%. The growth in the forecast period can be attributed to increasing demand for cloud gaming, advancements in ai-driven personalized content, growth of virtual reality and ar integrations, rising eSports viewership, expansion of subscription-based monetization models. Major trends in the forecast period include rise of multiplayer and community-driven streaming, expansion of mobile and cross-platform game streaming, growth of interactive viewer engagement and gamification, increasing adoption of esports streaming, emergence of cloud-based gaming subscription services.
The growing popularity of esports tournaments is anticipated to drive the expansion of the game streaming market in the coming years. Esports tournaments are structured competitive events where professional or amateur players face off in a variety of video games, attracting audiences across the globe. The surge in popularity of esports tournaments is attributed to increasing global participation in competitive gaming and heightened fan engagement during major events. Game streaming facilitates esports tournaments by broadcasting competitions live to international audiences, boosting visibility, enhancing fan interaction, and broadening the reach of competitive gaming content. For example, in November 2024, the Greater London Authority (GLA), a UK-based government agency, approved an expenditure of up to $20,050 USD (£15,000) for 2024-25 to commission a report on esports in London. This funding is equally split, with $10,025 USD (£7,500) allocated from the Culture, Creative Industries, and 24-Hour London budget, and $10,025 USD (£7,500) coming from the Major Sports Events budget. Consequently, the rising popularity of esports tournaments is fueling the growth of the game streaming market.
Leading companies in the game streaming market are strategically integrating with smart TVs and platforms such as gaming hubs to create a cohesive gaming experience and community. Gaming hubs improve game streaming by facilitating easy connections between streamers and viewers, content sharing, and interactive engagement. In September 2023, Samsung Electronics Co. Ltd. and Blacknut launched the Free Game Pilot initiative on the Samsung Gaming Hub. This program allows users in the United States to access and play various games for free directly from compatible Samsung Smart TVs powered by Blacknut, without needing a sign-in or subscription. The initiative aims to enhance accessibility and user experience in game streaming.
In October 2023, Ubisoft Entertainment SA acquired cloud game streaming rights from Activision Blizzard, following Microsoft's acquisition of Activision Blizzard and the subsequent approval from the CMA. This strategic move underscores the importance of cloud gaming and streaming services in the gaming industry's evolution and expansion.
Major companies operating in the games streaming market are Apple Inc., Alphabet Inc., Samsung Electronics Co Ltd., Microsoft Corporation, AT&T Inc., Meta Platforms Inc., Amazon Web Services Inc., Sony Corporation, Intel Corporation, International Business Machines Corporation (IBM), NVIDIA Corporation, Advanced Micro Devices Inc., Nintendo Co Ltd., Electronic Arts Inc., Unity Technologies, Douyu Network Technology Co Ltd., Broadmedia Corporation, Genvid Holdings Inc., Sliver VR Technologies Inc., AfreecaTV Corp, Parsec Cloud Inc., Blacknut SAS, Tencent Cloud Computing (Beijing) Co Ltd.
North America was the largest region in the games streaming market in 2025. The regions covered in the games streaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the games streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The games streaming market includes revenues earned by entities by providing services such as live broadcasting of gameplay, esports tournaments, subscription-based access to exclusive content, interactive viewer engagement, and content creation tools. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Games Streaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses games streaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for games streaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The games streaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Solutions: Web Based; App Based2) By Revenue Model: Advertisement Game Streaming; Subscription Game Streaming; Other Revenue Models
3) By Device Type: Smartphones; Tablets; Gaming Consoles; Personal Computers and Laptops; Smart Televisions; Head Mounted Displays
4) By Gamer Type: Casual Gamers; Avid Gamers; Hard Core Gamers or Professional; Lifestyle Gamer
Subsegments:
1) By Web Based: Browser-Based Game Streaming; Cloud Gaming Platforms Accessible Via Web2) By App Based: Mobile Game Streaming Apps; Pc and Console Game Streaming Apps
Companies Mentioned: Apple Inc.; Alphabet Inc.; Samsung Electronics Co Ltd.; Microsoft Corporation; AT&T Inc.; Meta Platforms Inc.; Amazon Web Services Inc.; Sony Corporation; Intel Corporation; International Business Machines Corporation (IBM); NVIDIA Corporation; Advanced Micro Devices Inc.; Nintendo Co Ltd.; Electronic Arts Inc.; Unity Technologies; Douyu Network Technology Co Ltd.; Broadmedia Corporation; Genvid Holdings Inc.; Sliver VR Technologies Inc.; AfreecaTV Corp; Parsec Cloud Inc.; Blacknut SAS; Tencent Cloud Computing (Beijing) Co Ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Games Streaming market report include:- Apple Inc.
- Alphabet Inc.
- Samsung Electronics Co Ltd.
- Microsoft Corporation
- AT&T Inc.
- Meta Platforms Inc.
- Amazon Web Services Inc.
- Sony Corporation
- Intel Corporation
- International Business Machines Corporation (IBM)
- NVIDIA Corporation
- Advanced Micro Devices Inc.
- Nintendo Co Ltd.
- Electronic Arts Inc.
- Unity Technologies
- Douyu Network Technology Co Ltd.
- Broadmedia Corporation
- Genvid Holdings Inc.
- Sliver VR Technologies Inc.
- AfreecaTV Corp
- Parsec Cloud Inc.
- Blacknut SAS
- Tencent Cloud Computing (Beijing) Co Ltd.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 13.37 Billion |
| Forecasted Market Value ( USD | $ 21.24 Billion |
| Compound Annual Growth Rate | 12.3% |
| Regions Covered | Global |
| No. of Companies Mentioned | 24 |


