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市場調査レポート
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1704425

ゲームストリーミングの世界市場レポート 2025年

Games Streaming Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=146.99円
ゲームストリーミングの世界市場レポート 2025年
出版日: 2025年04月01日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 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。2029年にはCAGR13.8%で197億9,000万米ドルに成長します。予測期間の成長は、5G技術の展開、クラウドゲームサービスの台頭、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に起因すると考えられます。予測期間における世界の主な動向としては、クラウドゲーミングの採用、仮想現実(VR)の統合、クロスプラットフォームへのアクセシビリティ、AIと機械学習、コンテンツ戦略の進化、世界市場の拡大、持続可能性への取り組みなどが挙げられます。

esportsトーナメント市場の人気の高まりは、今後のゲームストリーミング市場の拡大を牽引すると予想されます。esportsトーナメントは、プロまたはアマチュアのプレイヤーが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。esportsトーナメントの増加は、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成長、多額の報酬を提供するプロゲーム大会の名声の高まりによって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巻き込み、競合ゲームを中心としたコミュニティを構築することで、esportsを支えています。例えば、2022年10月、オランダに本拠を置くビデオゲームとゲーマーデータのプロバイダーであるNewzoo International B.V.のレポートでは、2022年の世界のesports視聴者は前年比8.7%増の5億3,200万人に達し、2億6,100万人以上が熱狂的なファン、2億7,100万人以上が時々見る人に分類されると予測しています。esports愛好者の数は2025年までに6億4,000万人に増加すると予想されています。したがって、esportsトーナメントの人気の高まりは、ゲームストリーミング市場の成長を促進すると思われます。

ゲームストリーミング市場の主要企業は、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構築しています。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改善します。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、さまざま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 市場- 金利、インフレ、地政学、新型コロナウイルス感染症、そして景気回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ゲームストリーミング PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のゲームストリーミング市場:成長率分析
  • 世界のゲームストリーミング市場の実績:規模と成長, 2019-2024
  • 世界のゲームストリーミング市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ゲームストリーミング総アドレス可能市場(TAM)

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, 2019-2024, 2024-2029F, 2034F
  • 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, 2019-2024, 2024-2029F, 2034F
  • 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, 2019-2024, 2024-2029F, 2034F
  • スマートフォン
  • タブレット
  • ゲーム機
  • パソコンとノートパソコン
  • 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, 2019-2024, 2024-2029F, 2034F
  • 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
  • 世界のゲームストリーミング市場、Webベースのタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ブラウザベースのゲームストリーミング
  • ウェブ経由でアクセスできるクラウドゲームプラットフォーム
  • 世界のゲームストリーミング市場、アプリベースのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • モバイルゲームストリーミングアプリ
  • PCとコンソール向けゲームストリーミングアプリ

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, 2019-2024, 2024-2029F, 2034F
  • 世界のゲームストリーミング市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

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. Overview, Products and Services, Strategy and Financial Analysis
    • Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • AT&T Inc Overview, Products and Services, Strategy and Financial Analysis

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 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲームストリーミング市場2029:新たな機会を提供する国
  • ゲームストリーミング市場2029:新たな機会を提供するセグメント
  • ゲームストリーミング市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r30286

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 $10.33 billion in 2024 to $11.79 billion in 2025 at a compound annual growth rate (CAGR) of 14.1%. The growth in the historic period can be attributed to subscription-based models gaining popularity.

The games streaming market size is expected to see rapid growth in the next few years. It will grow to $19.79 billion in 2029 at a compound annual growth rate (CAGR) of 13.8%. The growth in the forecast period can be attributed to 5G technology deployment, the rise of cloud gaming services, the expansion of gaming content libraries, the emergence of virtual reality (VR) and augmented reality (AR) gaming, and the and the globalization of gaming markets. Major trends in the forecast period include cloud gaming adoption, virtual reality (VR) integration, cross-platform accessibility, AI and machine learning, evolving content strategies, global market expansion, and sustainability initiatives.

The growing popularity of the esports tournament market is expected to drive the expansion of the game streaming market in the future. Esports tournaments are organized competitive events where professional or amateur players compete in various video games. The rise in esports tournaments is fueled by widespread internet access, the growth of global gaming communities, and the increasing prestige of professional gaming competitions offering substantial rewards. Game streaming supports esports by broadcasting tournaments worldwide, engaging fans interactively, and building a community around competitive gaming. For example, in October 2022, a report by Newzoo International B.V., a Netherlands-based provider of video game and gamer data, projected that the global esports audience would grow by 8.7% year-on-year in 2022, reaching 532 million, with over 261 million categorized as enthusiasts and 271 million as occasional viewers. The number of esports enthusiasts is expected to rise to 640 million by 2025. Therefore, the growing popularity of esports tournaments will fuel 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), 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 2024. 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 2025 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.

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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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • 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
  • 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
  • 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 Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Games Streaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Games Streaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Games Streaming Market Growth Rate Analysis
  • 5.4. Global Games Streaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Games Streaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Games Streaming Total Addressable Market (TAM)

6. Games Streaming Market Segmentation

  • 6.1. Global Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Web Based
  • App Based
  • 6.2. Global Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Advertisement Game Streaming
  • Subscription Game Streaming
  • Other Revenue Models
  • 6.3. Global Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Casual Gamers
  • Avid Gamers
  • Hard Core Gamers Or Professional
  • Lifestyle Gamer
  • 6.5. Global Games Streaming Market, Sub-Segmentation Of Web Based, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Browser-Based Game Streaming
  • Cloud Gaming Platforms Accessible Via Web
  • 6.6. Global Games Streaming Market, Sub-Segmentation Of App Based, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Game Streaming Apps
  • Pc And Console Game Streaming Apps

7. Games Streaming Market Regional And Country Analysis

  • 7.1. Global Games Streaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Games Streaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Games Streaming Market

  • 8.1. 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
  • 8.2. Asia-Pacific Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Games Streaming Market

  • 10.1. India Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Games Streaming Market

  • 12.1. Australia Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Games Streaming Market

  • 13.1. Indonesia Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Games Streaming Market

  • 16.1. UK Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Games Streaming Market

  • 17.1. Germany Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Games Streaming Market

  • 18.1. France Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Games Streaming Market

  • 19.1. Italy Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Games Streaming Market

  • 20.1. Spain Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Games Streaming Market

  • 22.1. Russia Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Games Streaming Market

  • 27.1. Brazil Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Samsung Electronics Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. AT&T Inc Overview, Products and Services, Strategy and Financial Analysis

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 And Dashboard

33. Key Mergers And Acquisitions In The Games Streaming Market

34. Recent Developments In The Games Streaming Market

35. Games Streaming Market High Potential Countries, Segments and Strategies

  • 35.1 Games Streaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Games Streaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Games Streaming Market In 2029 - 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