表紙:ゲームストリーミングの市場規模、シェア、成長分析:ストリーミングタイプ別、ソリューション別、収益モデル別、プラットフォーム別、地域別 - 産業予測 2025~2032年
市場調査レポート
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1722249

ゲームストリーミングの市場規模、シェア、成長分析:ストリーミングタイプ別、ソリューション別、収益モデル別、プラットフォーム別、地域別 - 産業予測 2025~2032年

Game Streaming Market Size, Share, and Growth Analysis, By Streaming Type (Live Game Streaming, On-Demand Game Streaming), By Solutions (Web Based, App Based), By Revenue Model, By Platform, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 199 Pages
納期
3~5営業日
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.36円
ゲームストリーミングの市場規模、シェア、成長分析:ストリーミングタイプ別、ソリューション別、収益モデル別、プラットフォーム別、地域別 - 産業予測 2025~2032年
出版日: 2025年05月04日
発行: SkyQuest
ページ情報: 英文 199 Pages
納期: 3~5営業日
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  • 全表示
  • 概要
  • 目次
概要

ゲームストリーミングの世界市場規模は、2023年に85億米ドルと評価され、2024年の93億8,000万米ドルから2032年には207億1,000万米ドルに成長し、予測期間(2025~2032年)のCAGRは10.4%で成長する見通しです。

インタラクティブでオンデマンドのエンターテインメントに対する需要の高まりは、スマートフォンの普及と高速インターネットアクセスの向上により、ゲームプレイのライブ放送を大幅に後押ししています。クラウドゲーミングやストリーミングインフラの進歩により品質が向上し、放送の魅力が増しています。ライブチャットのようなソーシャル機能は、受動的な視聴をつながりのある体験に変え、ユーザーのエンゲージメントを高めます。コンテンツ制作者は、ゲーム開発者と一体となってプロモーション活動を推進し、ブランドの知名度と視聴者の関心を高める相乗的な関係から利益を得ています。サブスクリプション、バーチャルグッズのギフト、広告などのマネタイズ戦略が確立されつつあり、持続可能なキャリアの機会がもたらされています。しかし、帯域幅の制限、コンテンツモデレーションの問題、他のエンターテインメント・プラットフォームとの熾烈な競争といった課題もあり、視聴者のロイヤリティを維持するためには、継続的なイノベーションが必要です。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析
  • ケーススタディ
  • 技術の進歩

ゲームストリーミング市場規模:ストリーミングタイプ別

  • 市場概要
  • ライブゲームストリーミング
  • オンデマンドゲームストリーミング

ゲームストリーミング市場規模:ソリューション別

  • 市場概要
  • ウェブベース
  • アプリベース

ゲームストリーミング市場規模:収益モデル別

  • 市場概要
  • ゲーム内広告モデル
  • サブスクリプションモデル
  • その他の収益モデル

ゲームストリーミング市場規模:プラットフォーム別

  • 市場概要
  • パソコン
  • モバイル
  • コンソール
  • スマートテレビ
  • その他

ゲームストリーミング市場規模

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022~2024年)

主要企業プロファイル

  • Backbone Labs(United States)
  • DAZN(United Kingdom)
  • Endeavor Streaming(United States)
  • Unity Technologies(United States)
  • Tencent(China)
  • Kick(Australia)
  • Nimo TV(China)
  • Caffeine(United States)
  • Mobcrush(United States)
  • Restream(United States)
  • Bilibili(China)
  • Kuaishou(China)
  • Huya(China)
  • DouYu(China)
  • AfreecaTV(South Korea)
  • Trovo(China)
  • Amazon Luna(United States)
  • Boosteroid(United States)
  • Garena(Sea Ltd)(Singapore)
  • Alphabet Inc.(United States)

結論と提言

目次
Product Code: SQMIG50J2013

Global Game Streaming Market size was valued at USD 8.5 Billion in 2023 and is poised to grow from USD 9.38 Billion in 2024 to USD 20.71 Billion by 2032, growing at a CAGR of 10.4% during the forecast period (2025-2032).

The rising demand for interactive and on-demand entertainment significantly boosts live gameplay broadcasting, driven by smartphone penetration and improved high-speed internet access. Advancements in cloud gaming and streaming infrastructure enhance the quality, making broadcasts increasingly appealing. Social features like live chat transform passive watching into a connected experience, fostering greater user engagement. Content creators unite with game developers to drive promotional efforts, benefiting from a synergistic relationship that elevates brand visibility and viewer interest. Monetization strategies such as subscriptions, virtual goods gifting, and advertisements are becoming established, paving the way for sustainable career opportunities. However, challenges like bandwidth limitations, content moderation issues, and fierce competition from other entertainment platforms necessitate continual innovation to maintain audience loyalty.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Game Streaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Game Streaming Market Segments Analysis

Global Game Streaming Market is segmented by Streaming Type, Solutions, Revenue Model, Platform and region. Based on Streaming Type, the market is segmented into Live Game Streaming and On-Demand Game Streaming. Based on Solutions, the market is segmented into Web Based and App Based. Based on Revenue Model, the market is segmented into In-game Advertising Model, Subscription Model and Other Revenue Models. Based on Platform, the market is segmented into PC, Mobile, Console, Smart TVs and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Game Streaming Market

The Global Game Streaming market is significantly propelled by the rollout of high-speed internet technologies, such as fiber optic and 5G networks. These advancements lead to better connectivity, effectively reducing latency and buffering issues, which results in a seamless gaming experience and allows for real-time interactions. As internet accessibility grows in emerging markets, more consumers are able to take advantage of game streaming services without the need for costly gaming consoles or hardware. This shift not only democratizes access to gaming but also fuels the expansion of the industry, fostering a new generation of gamers worldwide.

Restraints in the Global Game Streaming Market

The global game streaming market faces significant challenges primarily due to the substantial infrastructure costs associated with the technology. To enable seamless, low-latency gaming experiences, high-end servers, efficient data centers, and extensive international content distribution networks are essential. These systems must effectively manage real-time interactions, necessitating ongoing hardware upgrades and network enhancements to maintain optimal performance. Furthermore, the need for consistent uptime and the ability to scale resources during peak usage periods contribute to both operational and capital expenses. As a result, these financial burdens can act as a restraint on the market's growth and expansion.

Market Trends of the Global Game Streaming Market

The Global Game Streaming market is experiencing a notable shift as governments around the world tighten regulations on streaming services to address local media funding and content safety. In the UK, a proposed 5% levy on major players like Netflix and Amazon aims to bolster domestic productions, while China's regulations mandate stricter content security and host identification on livestreaming platforms. These developments reflect an increasing prioritization of regulatory frameworks to enhance local content creation and protect user data. The evolving landscape presents both challenges and opportunities for game streaming companies to adapt and innovate in compliance with emerging laws.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technological Advancement

Global Game Streaming Market Size by Streaming Type & CAGR (2025-2032)

  • Market Overview
  • Live Game Streaming
  • On-Demand Game Streaming

Global Game Streaming Market Size by Solutions & CAGR (2025-2032)

  • Market Overview
  • Web Based
  • App Based

Global Game Streaming Market Size by Revenue Model & CAGR (2025-2032)

  • Market Overview
  • In-game Advertising Model
  • Subscription Model
  • Other Revenue Models

Global Game Streaming Market Size by Platform & CAGR (2025-2032)

  • Market Overview
  • PC
  • Mobile
  • Console
  • Smart TVs
  • Others

Global Game Streaming Market Size & CAGR (2025-2032)

  • North America (Streaming Type, Solutions, Revenue Model, Platform)
    • US
    • Canada
  • Europe (Streaming Type, Solutions, Revenue Model, Platform)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Streaming Type, Solutions, Revenue Model, Platform)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Streaming Type, Solutions, Revenue Model, Platform)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Streaming Type, Solutions, Revenue Model, Platform)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Backbone Labs (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DAZN (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Endeavor Streaming (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kick (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nimo TV (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Caffeine (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mobcrush (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Restream (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bilibili (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kuaishou (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Huya (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DouYu (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AfreecaTV (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Trovo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Amazon Luna (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Boosteroid (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Garena (Sea Ltd) (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alphabet Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations