デフォルト表紙
市場調査レポート
商品コード
1533892

ゲームストリーミングの世界市場

Game Streaming

出版日: | 発行: Global Industry Analysts, Inc. | ページ情報: 英文 175 Pages | 納期: 即日から翌営業日

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ゲームストリーミングの世界市場
出版日: 2024年08月14日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 175 Pages
納期: 即日から翌営業日
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  • 目次
概要

ゲームストリーミングの世界市場は2030年までに37億米ドルに到達

2023年に23億米ドルと推定されるゲームストリーミングの世界市場は、2023年から2030年にかけてCAGR 7.0%で成長し、2030年には37億米ドルに達すると予測されます。本レポートで分析しているセグメントの1つであるゲーム内広告収益は、CAGR 7.8%を記録し、分析期間終了時には20億米ドルに達すると予測されます。サブスクリプション収益セグメントの成長率は、分析期間中CAGR 6.6%と推定されます。

米国市場は6億3,380万米ドルと推定、中国はCAGR 11.3%で成長予測

米国のゲームストリーミング市場は、2023年に6億3,380万米ドルと推定されます。世界第2位の経済大国である中国は、分析期間2023-2030年のCAGR11.3%を追いかけ、2030年までに8億2,850万米ドルの市場規模に達すると予測されています。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ3.0%と6.9%と予測されています。欧州では、ドイツがCAGR 4.5%で成長すると予測されています。

世界のゲームストリーミング市場動向と促進要因まとめ

ゲームストリーミングは、プレイヤーがゲームプレイをインターネット上で生中継するデジタルアクティビティであり、視聴者がゲームコンテンツを消費する方法を一変させました。Twitch、YouTube Gaming、Facebook Gamingのようなプラットフォームでは、ユーザーがゲームプレイをライブ配信したり、他のユーザーのゲームプレイを見たりすることができ、ゲームを観戦スポーツにするだけでなく、インタラクティブなコミュニティ体験にしています。この進化は、esportsの台頭とソーシャルゲームの普及によって始まり、ゲーマーが自分のスキルを披露し、観客と交流し、さらには広告、購読、寄付を通じてセッションを収益化する新たな場を生み出しました。ゲームストリーミングの核となる魅力は、その双方向性にあります。視聴者は、お気に入りのゲーマーのプレイを見るだけでなく、ライブチャットを通じて彼らと交流し、リアルタイムでゲーム体験に参加することができます。

ゲームストリーミングの機能性と成長には、技術的なバックボーンが欠かせません。高速インターネット接続と洗練されたストリーミング・ソフトウェアにより、ストリーマーは視聴者のエンゲージメントを維持するために重要な、大幅な遅延のない高品質のビデオとオーディオを放送できるようになりました。技術の進歩に伴い、統合チャット機能、オーバーレイ、ストリーマーが視聴者の嗜好やパターンを理解するのに役立つ分析ツールなど、ストリーミングの質と視聴者とのインタラクションを高めるツールも進歩しています。さらに、Google StadiaやMicrosoftのxCloudのようなクラウドゲームプラットフォームのイントロダクションは、ゲームストリーミングの境界を広げ、ユーザーが強力なハードウェアを必要とせずにクラウドから直接ゲームをプレイできるようにし、潜在的な視聴者を広げています。

ゲームストリーミング市場の成長は、技術の進歩、メインストリーム娯楽としてのビデオゲームの人気の高まり、デジタル消費に対する消費者行動の変化など、いくつかの要因によって牽引されています。技術関連の促進要因としては、インターネット速度の高速化やより効率的なコーディング技術など、ストリーミング技術インフラの継続的な改善が挙げられ、これにより待ち時間が短縮され、より高品質なストリームが可能になります。さらに、ストリーマーと視聴者間のインタラクションを促進する、より洗練されたエンゲージメント・ツールの開発は、ユーザー・エクスペリエンスと継続率を高める。消費者行動の動向もこの市場の成長に大きく影響し、特に若年層では、よりインタラクティブでソーシャルなメディア消費形態へのシフトが進んでいます。さらに、モバイルゲームに支えられたビデオゲーム産業の世界の拡大や、さまざまなプラットフォームにおけるゲームコンテンツへのアクセスの増加も、ゲームストリーミングの需要を引き続き押し上げています。これらの要素は、ゲームストリーミングのエコシステムのダイナミックな性質と、テクノロジーや視聴者の行動の進化に伴う継続的な拡大の可能性を反映しています。

調査対象企業の例(全34件)

  • 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;

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他中東
  • アフリカ

第4章 競合

目次
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