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Games Streaming Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5991041
The games streaming market size has grown rapidly in recent years. It will grow from $11.74 billion in 2025 to $13.37 billion in 2026 at a compound annual growth rate (CAGR) of 13.8%. The growth in the historic period can be attributed to growing popularity of video gaming, expansion of high-speed internet infrastructure, increasing adoption of smartphones and gaming consoles, rise of content creator economy, development of streaming platforms.

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.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Games Streaming Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Games Streaming Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Games Streaming Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Games Streaming Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Digitalization, Cloud, Big Data & Cybersecurity
4.1.2 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.3 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.1.4 Artificial Intelligence & Autonomous Intelligence
4.1.5 Autonomous Systems, Robotics & Smart Mobility
4.2. Major Trends
4.2.1 Rise of Multiplayer and Community-Driven Streaming
4.2.2 Expansion of Mobile and Cross-Platform Game Streaming
4.2.3 Growth of Interactive Viewer Engagement and Gamification
4.2.4 Increasing Adoption of Esports Streaming
4.2.5 Emergence of Cloud-Based Gaming Subscription Services
5. Games Streaming Market Analysis of End Use Industries
5.1 Casual Gamers
5.2 Avid Gamers
5.3 Professional / Hard Core Gamers
5.4 Game Developers & Publishers
5.5 Esports Organizations
6. Games Streaming Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Games Streaming Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Games Streaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Games Streaming Market Size, Comparisons and Growth Rate Analysis
7.3. Global Games Streaming Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Games Streaming Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Games Streaming Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Games Streaming Market Segmentation
9.1. Global Games Streaming Market, Segmentation by Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Web Based, App Based
9.2. Global Games Streaming Market, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Advertisement Game Streaming, Subscription Game Streaming, Other Revenue Models
9.3. Global Games Streaming Market, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Smartphones, Tablets, Gaming Consoles, Personal Computers and Laptops, Smart Televisions, Head Mounted Displays
9.4. Global Games Streaming Market, Segmentation by Gamer Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Casual Gamers, Avid Gamers, Hard Core Gamers or Professional, Lifestyle Gamer
9.5. Global Games Streaming Market, Sub-Segmentation of Web Based, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Browser-Based Game Streaming, Cloud Gaming Platforms Accessible Via Web
9.6. Global Games Streaming Market, Sub-Segmentation of App Based, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Mobile Game Streaming Apps, Pc and Console Game Streaming Apps
10. Games Streaming Market Regional and Country Analysis
10.1. Global Games Streaming Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Games Streaming Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Games Streaming Market
11.1. Asia-Pacific Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Games Streaming Market
12.1. China Games Streaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Games Streaming Market
13.1. India Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Games Streaming Market
14.1. Japan Games Streaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Games Streaming Market
15.1. Australia Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Games Streaming Market
16.1. Indonesia Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Games Streaming Market
17.1. South Korea Games Streaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Games Streaming Market
18.1. Taiwan Games Streaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Games Streaming Market
19.1. South East Asia Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Games Streaming Market
20.1. Western Europe Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Games Streaming Market
21.1. UK Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Games Streaming Market
22.1. Germany Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Games Streaming Market
23.1. France Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Games Streaming Market
24.1. Italy Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Games Streaming Market
25.1. Spain Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Games Streaming Market
26.1. Eastern Europe Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Games Streaming Market
27.1. Russia Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Games Streaming Market
28.1. North America Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Games Streaming Market
29.1. USA Games Streaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Games Streaming Market
30.1. Canada Games Streaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Games Streaming Market
31.1. South America Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Games Streaming Market
32.1. Brazil Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Games Streaming Market
33.1. Middle East Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Games Streaming Market
34.1. Africa Games Streaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Games Streaming Market, Segmentation by Solutions, Segmentation by Revenue Model, Segmentation by Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Games Streaming Market Regulatory and Investment Landscape
36. Games Streaming Market Competitive Landscape and Company Profiles
36.1. Games Streaming Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Games Streaming Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Games Streaming Market Company Profiles
36.3.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Samsung Electronics Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.5. AT&T Inc. Overview, Products and Services, Strategy and Financial Analysis
37. Games Streaming Market Other Major and Innovative Companies
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
38. Global Games Streaming Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Games Streaming Market
40. Games Streaming Market High Potential Countries, Segments and Strategies
40.1 Games Streaming Market in 2030 - Countries Offering Most New Opportunities
40.2 Games Streaming Market in 2030 - Segments Offering Most New Opportunities
40.3 Games Streaming Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

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.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

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 Based
2) 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 Web
2) 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