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1531967

ゲームストリーミングの世界市場レポート 2024年

Games Streaming Global Market Report 2024

出版日: | 発行: The Business Research Company | ページ情報: 英文 175 Pages | 納期: 2~10営業日

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ゲームストリーミングの世界市場レポート 2024年
出版日: 2024年08月12日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10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市場規模は、今後数年で急成長が見込まれます。2028年にはCAGR13.9%で174億米ドルに成長します。ゲームストリーミングの予測期間における成長は、5G技術の展開、クラウドゲームサービスの人気の高まり、ゲームコンテンツライブラリの拡大、仮想現実(VR)および拡張現実(AR)ゲームの出現、ゲーム市場の世界化など、いくつかの主要要因に起因すると考えられます。この期間に予想される世界の主な動向には、クラウドゲーミングの採用、仮想現実(VR)体験の統合、クロスプラットフォームアクセシビリティの強化、AIおよび機械学習技術の進歩、コンテンツ戦略の進化、世界市場の拡大、ゲーム業界における持続可能性への取り組みなどが含まれます。

ゲームストリーミング市場は、eSportsトーナメントの人気上昇に牽引される形で成長を遂げると思われます。eSportsトーナメントは、プロ・アマを問わず、様々なビデオゲームで競い合う組織化された競合イベントです。この人気の急上昇は、インターネットアクセスの普及、世界のゲームコミュニティの拡大、プロゲーム大会に関連する名声と報酬の上昇といった要因に後押しされています。ゲームストリーミングは、世界中にトーナメントを放送し、ファンをインタラクティブに引き込み、競合ゲームを中心とした強力なコミュニティを構築することで、eSportsエコシステムにおいて重要な役割を果たしています。例えば、Newzoo International B.V.は、世界のeSports視聴者数が年間8.7%増加し、5億3,200万人に達したと報告しており、ゲームライブストリーミングの視聴者数は2021年に8億1,000万人に達しようとしています。

ゲームストリーミング市場の大手企業は、スマートTVやゲーミングハブなどのプラットフォームと戦略的に統合し、一体感のあるゲーム体験とコミュニティを作り出しています。ゲーミングハブは、ストリーマーと視聴者間の容易な接続、コンテンツの共有、インタラクティブなエンゲージメントを促進することで、ゲームストリーミングを向上させる。2023年9月、Samsung Electronics Co.Ltd.とBlacknutは、Samsung Gaming HubでFree Game Pilotイニシアチブを開始しました。このプログラムにより、米国のユーザーはサインインやサブスクリプションを必要とせず、Blacknutを搭載した互換性のあるサムスンスマートテレビから直接、様々なゲームに無料でアクセスし、プレイすることができます。このイニシアチブは、ゲームストリーミングにおけるアクセシビリティとユーザーエクスペリエンスの向上を目的としています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界の市場規模と成長

  • 世界のゲームストリーミング市場:促進要因と抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 世界のゲームストリーミング市場の実績:規模と成長, 2018-2023
  • 世界のゲームストリーミング市場の予測:規模と成長, 2023-2028, 2033F

第6章 市場セグメンテーション

  • 世界のゲームストリーミング市場:ソリューション別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • ウェブベース
  • アプリベース
  • 世界のゲームストリーミング市場:収益モデル別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 広告ゲームストリーミング
  • サブスクリプションゲームストリーミング
  • その他の収益モデル
  • 世界のゲームストリーミング市場:デバイスタイプ別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • スマートフォン
  • タブレット
  • ゲーム機
  • パソコンとラップトップ
  • スマートテレビ
  • ヘッドマウントディスプレイ
  • 世界のゲームストリーミング市場:ゲーマータイプ別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • カジュアルゲーマー
  • 熱心なゲーマー
  • ハードコアゲーマーまたはプロ
  • ライフスタイルゲーマー

第7章 地域別・国別分析

  • 世界のゲームストリーミング市場:地域別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 世界のゲームストリーミング市場:国別、実績と予測, 2018-2023, 2023-2028F, 2033F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲームストリーミング市場:競合情勢
  • ゲームストリーミング市場:企業プロファイル
    • Apple Inc.
    • Alphabet Inc.
    • Samsung Electronics Co Ltd.
    • Microsoft Corporation
    • AT&T Inc

第31章 その他の大手企業と革新的企業

  • Meta Platforms Inc
  • Amazon Web Services Inc
  • Sony Corporation
  • Intel Corporation
  • International Business Machines Corporation(IBM)
  • Netflix Inc
  • NVIDIA Corporation
  • Advanced Micro Devices Inc
  • Nintendo Co Ltd
  • Electronic Arts Inc
  • Unity Technologies SF
  • Douyu Network Technology Co Ltd
  • Broadmedia Corporation
  • Genvid Holdings Inc
  • Sliver VR Technologies Inc

第32章 競合ベンチマーキング

第33章 競合ダッシュボード

第34章 主要な合併と買収

第35章 将来の見通しと潜在的な分析

第36章 付録

目次
Product Code: r18876

Game streaming refers to the practice of live broadcasting gameplay over the internet, usually in real-time, enabling viewers to watch and engage with the streamer. It serves various purposes, including entertainment, sharing gaming experiences, community building, and providing educational content related to gaming.

The main types of game streaming solutions are web-based and app-based. Web-based game streaming enables users to play games directly through a web browser, utilizing cloud technology to stream from remote servers, thereby making high-quality gaming accessible on devices with lower processing power. Revenue models in game streaming include advertisement-based streaming, subscription-based streaming, and other models. Devices used for game streaming encompass smartphones, tablets, gaming consoles, personal computers and laptops, smart televisions, and head-mounted displays. Game streaming is utilized by casual gamers, avid gamers, hard-core gamers, and professional lifestyle gamers alike.

The games streaming market research report is one of a series of new reports from the business research company that provides games streaming market statistics, including games streaming industry global market size, regional shares, competitors with an games streaming market share, detailed games streaming market segments, market trends and opportunities, and any further data you may need to thrive in the games streaming industry. This games streaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The games streaming market size has grown rapidly in recent years. It will grow from $9.07 billion in 2023 to $10.33 billion in 2024 at a compound annual growth rate (CAGR) of 13.8%. The growth in the historic period for game streaming can be attributed to several factors, including the increasing popularity of subscription-based models, greater availability of high-speed internet globally, the emergence of content creators and influencers in gaming, advancements in game streaming technology (e.g., Twitch, YouTube Gaming), the rising prevalence of cross-platform gaming, and a shift in consumer behavior towards interactive and engaging content.

The games streaming market size is expected to see rapid growth in the next few years. It will grow to $17.4 billion in 2028 at a compound annual growth rate (CAGR) of 13.9%. The growth in the forecast period for game streaming can be attributed to several key factors, including the deployment of 5G technology, the increasing popularity of cloud gaming services, the expansion of gaming content libraries, the emergence of virtual reality (VR) and augmented reality (AR) gaming, and the globalization of gaming markets. Major trends expected in this period include the adoption of cloud gaming, integration of virtual reality (VR) experiences, enhanced cross-platform accessibility, advancements in AI and machine learning technologies, evolving content strategies, expanding global market reach, and sustainability initiatives within the gaming industry.

The game streaming market is set to experience growth driven by the increasing popularity of esports tournaments. Esports tournaments are organized competitive events where players, whether professional or amateur, compete in various video games. This popularity surge is fueled by factors such as widespread internet access, the expanding global gaming community, and the rising prestige and rewards associated with professional gaming competitions. Game streaming plays a vital role in the esports ecosystem by broadcasting tournaments worldwide, engaging fans interactively, and building a strong community around competitive gaming. For example, Newzoo International B.V. reported an annual increase of 8.7% in the global esports audience, reaching 532 million, while gaming live-streaming audiences nearly reached 810 million in 2021.

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), Netflix Inc, NVIDIA Corporation, Advanced Micro Devices Inc, Nintendo Co Ltd, Electronic Arts Inc, Unity Technologies SF, 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 2023. The regions covered in the games streaming market report are Asia-Pacific, 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, 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.

Games Streaming Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on 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 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • 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 the latest market shares.
  • Benchmark performance against key competitors.
  • 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 within 3-5 working days of order 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.

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? The games streaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, 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.
  • 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 impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of COVID-19 on supply chains and consumption patterns.

  • 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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

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
  • Companies Mentioned: Apple Inc.; Alphabet Inc.; Samsung Electronics Co Ltd.; Microsoft Corporation; AT&T Inc
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; 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 segmentations: 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: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Games Streaming Market Characteristics

3. Games Streaming Market Trends And Strategies

4. Games Streaming Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Games Streaming Market Size and Growth

  • 5.1. Global Games Streaming Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Games Streaming Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Games Streaming Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Games Streaming Market Segmentation

  • 6.1. Global Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Web Based
  • App Based
  • 6.2. Global Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Advertisement Game Streaming
  • Subscription Game Streaming
  • Other Revenue Models
  • 6.3. Global Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Smartphones
  • Tablets
  • Gaming Consoles
  • Personal Computers And Laptops
  • Smart Televisions
  • Head Mounted Displays
  • 6.4. Global Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Casual Gamers
  • Avid Gamers
  • Hard Core Gamers Or Professional
  • Lifestyle Gamer

7. Games Streaming Market Regional And Country Analysis

  • 7.1. Global Games Streaming Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Games Streaming Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Games Streaming Market

  • 8.1. Asia-Pacific Games Streaming Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Games Streaming Market

  • 9.1. China Games Streaming Market Overview
  • 9.2. China Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Games Streaming Market

  • 10.1. India Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Games Streaming Market

  • 11.1. Japan Games Streaming Market Overview
  • 11.2. Japan Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Games Streaming Market

  • 12.1. Australia Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Games Streaming Market

  • 13.1. Indonesia Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Games Streaming Market

  • 14.1. South Korea Games Streaming Market Overview
  • 14.2. South Korea Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Games Streaming Market

  • 15.1. Western Europe Games Streaming Market Overview
  • 15.2. Western Europe Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Games Streaming Market

  • 16.1. UK Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Games Streaming Market

  • 17.1. Germany Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Games Streaming Market

  • 18.1. France Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Games Streaming Market

  • 19.1. Italy Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Games Streaming Market

  • 20.1. Spain Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Games Streaming Market

  • 21.1. Eastern Europe Games Streaming Market Overview
  • 21.2. Eastern Europe Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Games Streaming Market

  • 22.1. Russia Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Games Streaming Market

  • 23.1. North America Games Streaming Market Overview
  • 23.2. North America Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Games Streaming Market

  • 24.1. USA Games Streaming Market Overview
  • 24.2. USA Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Games Streaming Market

  • 25.1. Canada Games Streaming Market Overview
  • 25.2. Canada Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Games Streaming Market

  • 26.1. South America Games Streaming Market Overview
  • 26.2. South America Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Games Streaming Market

  • 27.1. Brazil Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Games Streaming Market

  • 28.1. Middle East Games Streaming Market Overview
  • 28.2. Middle East Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Games Streaming Market

  • 29.1. Africa Games Streaming Market Overview
  • 29.2. Africa Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Games Streaming Market Competitive Landscape And Company Profiles

  • 30.1. Games Streaming Market Competitive Landscape
  • 30.2. Games Streaming Market Company Profiles
    • 30.2.1. Apple Inc.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Alphabet Inc.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Samsung Electronics Co Ltd.
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Microsoft Corporation
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. AT&T Inc
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Games Streaming Market Other Major And Innovative Companies

  • 31.1. Meta Platforms Inc
  • 31.2. Amazon Web Services Inc
  • 31.3. Sony Corporation
  • 31.4. Intel Corporation
  • 31.5. International Business Machines Corporation (IBM)
  • 31.6. Netflix Inc
  • 31.7. NVIDIA Corporation
  • 31.8. Advanced Micro Devices Inc
  • 31.9. Nintendo Co Ltd
  • 31.10. Electronic Arts Inc
  • 31.11. Unity Technologies SF
  • 31.12. Douyu Network Technology Co Ltd
  • 31.13. Broadmedia Corporation
  • 31.14. Genvid Holdings Inc
  • 31.15. Sliver VR Technologies Inc

32. Global Games Streaming Market Competitive Benchmarking

33. Global Games Streaming Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Games Streaming Market

35. Games Streaming Market Future Outlook and Potential Analysis

  • 35.1 Games Streaming Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Games Streaming Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Games Streaming Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer