デフォルト表紙
市場調査レポート
商品コード
1762023

ゲームストリーミングの世界市場調査レポート:産業分析、規模、シェア、成長、動向、2025年から2033年までの予測

Global Game Streaming Market Research Report- Industry Analysis, Size, Share, Growth, Trends and Forecast 2025 to 2033


出版日
ページ情報
英文 207 Pages
納期
即日から翌営業日
カスタマイズ可能
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=147.89円
ゲームストリーミングの世界市場調査レポート:産業分析、規模、シェア、成長、動向、2025年から2033年までの予測
出版日: 2025年07月01日
発行: Value Market Research
ページ情報: 英文 207 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のゲームストリーミング市場規模は、2024年の15億9,000万米ドルから2033年には686億4,000万米ドルに成長し、2026~2033年の予測期間中に51.85%の堅調な年間平均成長率(CAGR)を示すと予測されています。

ゲーム産業がデジタル変革を受け入れ、インタラクティブエンターテインメントへの需要が高まるにつれ、ゲームストリーミング市場は爆発的な成長を遂げています。高速インターネットの普及とクラウドゲーム技術の進歩により、高価なハードウェアを必要とせずに膨大なゲームライブラリにアクセスできるストリーミングプラットフォームを利用する参入企業が増加しています。このシフトはゲームを民主化し、より多くの人々がインタラクティブなコンテンツに参加し、ゲームコミュニティに参加することを可能にしています。便利で柔軟なゲーム体験を求める参入企業が増えるにつれ、ゲームストリーミング市場は大きく拡大し、カジュアルゲーマーと熱心な愛好家の両方を魅了することになると考えられます。

さらに、eスポーツや競合ゲームの台頭がゲームストリーミング市場の成長をさらに後押ししています。eスポーツトーナメントの人気と視聴者数の増加に伴い、ストリーミングプラットフォームはライブイベントを放送し、ファンを魅了するために不可欠となっています。ライブチャットや視聴者参加型などのインタラクティブ機能を統合することで、全体的な体験が向上し、ゲーマー間のコミュニティ意識が醸成されます。このような機会を効果的に活用して視聴者とつながるブランドは、エンゲージメントとロイヤリティを高め、市場のさらなる成長を促すと考えられます。

さらに、サブスクリプションベースのモデルやゲーム開発者とのパートナーシップの出現は、ゲームストリーミングの状況を再形成しています。独占コンテンツや新作への早期アクセスを提供することで、ストリーミングプラットフォームは加入者を獲得し、ユーザー基盤を維持することができます。ストリーミングサービスとゲーム開発者の協力は、進化するゲーマーの嗜好に合った高品質のコンテンツを提供する上で極めて重要です。ゲームストリーミング市場は、技術の進歩、eスポーツの台頭、革新的なビジネスモデルによって進化を続けており、ダイナミックエンターテインメントの展望の中で持続的な成長を遂げることができます。

当社のレポートは、様々な産業や市場に関する包括的かつ実用的な洞察を顧客に提供するために綿密に作成されています。各レポートは、市場情勢を完全に理解するために、いくつかの重要な要素を含んでいます。

市場概要:定義、分類、産業の現状など、市場に関する詳細なイントロダクション。

市場力学:市場成長に影響を与える主要促進要因・抑制要因・機会・課題を詳細に分析します。このセクションでは、技術の進歩、規制の変更、新たな動向などの要因を検証します。

セグメンテーション分析:製品タイプ、用途、エンドユーザー、地域などの基準に基づき、市場を明確なセグメントに内訳。この分析により、各セグメントの業績と将来性を明らかにします。

競合情勢:市場シェア、製品ポートフォリオ、戦略的イニシアティブ、財務実績など、主要市場参入企業の包括的評価。主要企業が採用する競合力学と主要戦略に関する考察を記載しています。

市場予測:過去のデータと現在の市場状況に基づき、一定期間における市場規模と成長動向を予測します。これには、定量的分析と将来の市場軌跡を示すグラフ表示が含まれます。

地域分析:地域による市場パフォーマンスを評価し、主要市場や地域動向を明らかにします。地域の市場力学とビジネス機会を理解するのに役立ちます。

新たな動向と機会:現在の市場動向と新たな市場動向、技術革新、潜在的な投資対象セグメントを特定します。将来の開発と成長展望に関する洞察を記載しています。

目次

第1章 序文

第2章 エグゼクティブサマリー

  • 市場のハイライト
  • 世界市場スナップショット

第3章 ゲームストリーミング産業分析

  • イントロダクション:市場力学
  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • 産業動向
  • ポーターのファイブフォース分析
  • 市場の魅力分析

第4章 バリューチェーン分析

  • バリューチェーン分析
  • 原料分析
    • 原料リスト
    • 原料メーカー一覧
    • 主要原料の価格動向
  • 潜在的バイヤーリスト
  • マーケティングチャネル
    • 直接マーケティング
    • 間接マーケティング
    • マーケティングチャネル発展動向

第5章 ゲームストリーミングの世界市場分析:オファリング別

  • オファリング別概要
  • オファリング別過去・予測データ分析
  • インフラ
  • コンピュート
  • メモリ
  • ストレージ
  • ゲームプラットフォームサービス
  • コンテンツサービス
  • PCサービス

第6章 ゲームストリーミングの世界市場分析:デバイスタイプ別

  • デバイスタイプ別概要
  • デバイスタイプ別過去・予測データ分析
  • スマートフォン
  • タブレット
  • ゲーム機
  • パソコン・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

第7章 ゲームストリーミングの世界市場分析:ソリューションタイプ別

  • ソリューションタイプ別概要
  • ソリューションタイプ別過去・予測データ分析
  • ビデオストリーミング
  • ファイルストリーミング

第8章 ゲームストリーミングの世界市場分析:ゲーマータイプ別

  • ゲーマータイプ別概要
  • ゲーマータイプ別過去・予測データ分析
  • 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/プロフェッショナル
  • ライフスタイルゲーマー

第9章 ゲームストリーミングの世界市場分析:展開別

  • 展開別概要
  • 展開別過去・予測データ分析
  • パブリッククラウド
  • ハイブリッドクラウド
  • プライベートクラウド

第10章 ゲームストリーミングの世界市場分析:ゲームシステム別

  • ゲームシステム別概要
  • ゲームシステム別過去・予測データ分析
  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam in Home Streaming
  • Remote Play
  • その他

第11章 ゲームストリーミングの世界市場分析:地域別

  • 地域別展望
  • イントロダクション
  • 北米の売上分析
    • 概要、実績と予測
    • 北米:セグメント別
    • 北米:国別
    • 米国
    • カナダ
    • メキシコ
  • 欧州の売上分析
    • 概要、実績と予測
    • 欧州:セグメント別
    • 欧州:国別
    • 英国
    • フランス
    • ドイツ
    • イタリア
    • ロシア
    • その他の欧州
  • アジア太平洋の売上分析
    • 概要、実績と予測
    • アジア太平洋:セグメント別
    • アジア太平洋:国別
    • 中国
    • インド
    • 日本
    • 韓国
    • オーストラリア
    • 東南アジア
    • その他のアジア太平洋
  • ラテンアメリカの売上分析
    • 概要、実績と予測
    • ラテンアメリカ:セグメント別
    • ラテンアメリカ:国別
    • ブラジル
    • アルゼンチン
    • ペルー
    • チリ
    • その他のラテンアメリカ
  • 中東・アフリカの売上分析
    • 概要、実績と予測
    • 中東・アフリカ:セグメント別
    • 中東・アフリカ:国別
    • サウジアラビア
    • アラブ首長国連邦
    • イスラエル
    • 南アフリカ
    • その他の中東・アフリカ

第12章 ゲームストリーミング企業の競合情勢

  • ゲームストリーミング市場の競合
  • 提携・協力・契約
  • 合併・買収
  • 新製品の発表
  • その他の開発

第13章 企業プロファイル

  • 上位企業の市場シェア分析
  • 市場集中度
  • NVIDIA Corporation
  • Intel Corporation
  • Google
  • Microsoft
  • Amazon Web Services Inc.
  • Advanced Micro Devices Inc.
  • Sony Corporation
  • IBM
  • Electronic Arts Inc.
  • Apple Inc.
  • Tencent Cloud
  • Unity Technologies
  • AT&T
  • Ubitus K.K.
  • Broadmedia Corporation
図表

LIST OF TABLES

  • Market Snapshot
  • Drivers: Impact Analysis
  • Restraints: Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • Analysis By Offering (USD MN)
  • Infrastructure Market Sales By Geography (USD MN)
  • Compute Market Sales By Geography (USD MN)
  • Memory Market Sales By Geography (USD MN)
  • Storage Market Sales By Geography (USD MN)
  • Gaming Platform Services Market Sales By Geography (USD MN)
  • Content Service Market Sales By Geography (USD MN)
  • PC Service Market Sales By Geography (USD MN)
  • Analysis By Device Type (USD MN)
  • Smartphones Market Sales By Geography (USD MN)
  • Tablets Market Sales By Geography (USD MN)
  • Gaming Consoles Market Sales By Geography (USD MN)
  • Personal Computers and Laptops Market Sales By Geography (USD MN)
  • Smart Televisions Market Sales By Geography (USD MN)
  • Head-Mounted Displays Market Sales By Geography (USD MN)
  • Analysis By Solution Type (USD MN)
  • Video Streaming Market Sales By Geography (USD MN)
  • File Streaming Market Sales By Geography (USD MN)
  • Analysis By Gamer Type (USD MN)
  • Casual Gamers Market Sales By Geography (USD MN)
  • Avid Gamers Market Sales By Geography (USD MN)
  • Hard-Core Gamers/Professional Market Sales By Geography (USD MN)
  • Lifestyle Gamer Market Sales By Geography (USD MN)
  • Analysis By Deployment (USD MN)
  • Public Cloud Market Sales By Geography (USD MN)
  • Hybrid Cloud Market Sales By Geography (USD MN)
  • Private Cloud Market Sales By Geography (USD MN)
  • Analysis By Gaming System (USD MN)
  • G-Cluster Market Sales By Geography (USD MN)
  • PlayStation Market Sales By Geography (USD MN)
  • Stream My Game Market Sales By Geography (USD MN)
  • Steam in Home Streaming Market Sales By Geography (USD MN)
  • Remote Play Market Sales By Geography (USD MN)
  • Others Market Sales By Geography (USD MN)
  • Global Game Streaming Market Sales By Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United States Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate By Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Game Streaming Report
  • Market Research Process
  • Market Research Methodology
  • Global Game Streaming Market Size, By Regions (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis By Offering
  • Market Attractiveness Analysis By Device Type
  • Market Attractiveness Analysis By Solution Type
  • Market Attractiveness Analysis By Gamer Type
  • Market Attractiveness Analysis By Deployment
  • Market Attractiveness Analysis By Gaming System
  • Market Attractiveness Analysis By Regions
  • Value Chain Analysis
  • Global Market Analysis By Offering (USD MN)
  • Infrastructure Market Sales By Geography (USD MN)
  • Compute Market Sales By Geography (USD MN)
  • Memory Market Sales By Geography (USD MN)
  • Storage Market Sales By Geography (USD MN)
  • Gaming Platform Services Market Sales By Geography (USD MN)
  • Content Service Market Sales By Geography (USD MN)
  • PC Service Market Sales By Geography (USD MN)
  • Global Market Analysis By Device Type (USD MN)
  • Smartphones Market Sales By Geography (USD MN)
  • Tablets Market Sales By Geography (USD MN)
  • Gaming Consoles Market Sales By Geography (USD MN)
  • Personal Computers and Laptops Market Sales By Geography (USD MN)
  • Smart Televisions Market Sales By Geography (USD MN)
  • Head-Mounted Displays Market Sales By Geography (USD MN)
  • Global Market Analysis By Solution Type (USD MN)
  • Video Streaming Market Sales By Geography (USD MN)
  • File Streaming Market Sales By Geography (USD MN)
  • Global Market Analysis By Gamer Type (USD MN)
  • Casual Gamers Market Sales By Geography (USD MN)
  • Avid Gamers Market Sales By Geography (USD MN)
  • Hard-Core Gamers/Professional Market Sales By Geography (USD MN)
  • Lifestyle Gamer Market Sales By Geography (USD MN)
  • Global Market Analysis By Deployment (USD MN)
  • Public Cloud Market Sales By Geography (USD MN)
  • Hybrid Cloud Market Sales By Geography (USD MN)
  • Private Cloud Market Sales By Geography (USD MN)
  • Global Market Analysis By Gaming System (USD MN)
  • G-Cluster Market Sales By Geography (USD MN)
  • PlayStation Market Sales By Geography (USD MN)
  • Stream My Game Market Sales By Geography (USD MN)
  • Steam in Home Streaming Market Sales By Geography (USD MN)
  • Remote Play Market Sales By Geography (USD MN)
  • Others Market Sales By Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Company Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

目次
Product Code: VMR112114937

Global Game Streaming Market size is anticipated to grow from USD 1.59 Billion in 2024 to USD 68.64 Billion by 2033, showcasing a robust Compound Annual Growth Rate (CAGR) of 51.85% during the forecast period of 2026 to 2033.

The game streaming market is experiencing explosive growth as the gaming industry embraces digital transformation and the demand for interactive entertainment rises. With the proliferation of high-speed internet and advancements in cloud gaming technology, players are increasingly turning to streaming platforms for access to a vast library of games without the need for expensive hardware. This shift is democratizing gaming, allowing a broader audience to engage with interactive content and participate in the gaming community. As more players seek convenient and flexible gaming experiences, the game streaming market is set to expand significantly, attracting both casual gamers and dedicated enthusiasts.

Moreover, the rise of esports and competitive gaming is further propelling the growth of the game streaming market. As esports tournaments gain popularity and viewership, streaming platforms are becoming essential for broadcasting live events and engaging with fans. The integration of interactive features, such as live chat and viewer participation, enhances the overall experience, fostering a sense of community among gamers. Brands that effectively leverage these opportunities to connect with their audience will likely see increased engagement and loyalty, driving further growth in the market.

Additionally, the emergence of subscription-based models and partnerships with game developers is reshaping the game streaming landscape. By offering exclusive content and early access to new releases, streaming platforms can attract subscribers and retain their user base. The collaboration between streaming services and game developers will be crucial in delivering high-quality content that meets the evolving preferences of gamers. As the game streaming market continues to evolve, driven by technological advancements, the rise of esports, and innovative business models, it is well-positioned for sustained growth in the dynamic entertainment landscape.

Our reports are meticulously crafted to provide clients with comprehensive and actionable insights into various industries and markets. Each report encompasses several critical components to ensure a thorough understanding of the market landscape:

Market Overview: A detailed introduction to the market, including definitions, classifications, and an overview of the industry's current state.

Market Dynamics: In-depth analysis of key drivers, restraints, opportunities, and challenges influencing market growth. This section examines factors such as technological advancements, regulatory changes, and emerging trends.

Segmentation Analysis: Breakdown of the market into distinct segments based on criteria like product type, application, end-user, and geography. This analysis highlights the performance and potential of each segment.

Competitive Landscape: Comprehensive assessment of major market players, including their market share, product portfolio, strategic initiatives, and financial performance. This section provides insights into the competitive dynamics and key strategies adopted by leading companies.

Market Forecast: Projections of market size and growth trends over a specified period, based on historical data and current market conditions. This includes quantitative analyses and graphical representations to illustrate future market trajectories.

Regional Analysis: Evaluation of market performance across different geographical regions, identifying key markets and regional trends. This helps in understanding regional market dynamics and opportunities.

Emerging Trends and Opportunities: Identification of current and emerging market trends, technological innovations, and potential areas for investment. This section offers insights into future market developments and growth prospects.

SEGMENTATION COVERED IN THE REPORT

By Offering

  • Infrastructure
  • Compute
  • Memory
  • Storage
  • Gaming Platform Services
  • Content Service
  • PC Service

By Device Type

  • Smartphones
  • Tablets
  • Gaming Consoles
  • Personal Computers and Laptops
  • Smart Televisions
  • Head-Mounted Displays

By Solution Type

  • Video Streaming
  • File Streaming

By Gamer Type

  • Casual Gamers
  • Avid Gamers
  • Hard-Core Gamers/Professional
  • Lifestyle Gamer

By Deployment

  • Public Cloud
  • Hybrid Cloud
  • Private Cloud

By Gaming System

  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam in Home Streaming
  • Remote Play
  • Others
  • COMPANIES PROFILED
  • NVIDIA Corporation
  • Intel Corporation
  • Google
  • Microsoft
  • Amazon Web Services Inc.
  • Advanced Micro Devices Inc.
  • Sony Corporation
  • IBM
  • Electronic Arts Inc.
  • Apple Inc.
  • Tencent Cloud
  • Unity Technologies
  • AT&T
  • Ubitus K.K.
  • Broadmedia Corporation
  • The above list can be customized.

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Report Description
    • 1.1.1 Objective
    • 1.1.2 Target Audience
    • 1.1.3 Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1 Market Research Process
    • 1.3.2 Market Research Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3. GAME STREAMING INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Offering
    • 3.7.2 Market Attractiveness Analysis By Device Type
    • 3.7.3 Market Attractiveness Analysis By Solution Type
    • 3.7.4 Market Attractiveness Analysis By Gamer Type
    • 3.7.5 Market Attractiveness Analysis By Deployment
    • 3.7.6 Market Attractiveness Analysis By Gaming System
    • 3.7.7 Market Attractiveness Analysis By Regions

4. VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1 List of Raw Materials
    • 4.2.2 Raw Material Manufactures List
    • 4.2.3 Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1 Direct Marketing
    • 4.4.2 Indirect Marketing
    • 4.4.3 Marketing Channel Development Trend

5. GLOBAL GAME STREAMING MARKET ANALYSIS BY OFFERING

  • 5.1. Overview By Offering
  • 5.2. Historical and Forecast Data Analysis By Offering
  • 5.3. Infrastructure Historic and Forecast Sales By Regions
  • 5.4. Compute Historic and Forecast Sales By Regions
  • 5.5. Memory Historic and Forecast Sales By Regions
  • 5.6. Storage Historic and Forecast Sales By Regions
  • 5.7. Gaming Platform Services Historic and Forecast Sales By Regions
  • 5.8. Content Service Historic and Forecast Sales By Regions
  • 5.9. PC Service Historic and Forecast Sales By Regions

6. GLOBAL GAME STREAMING MARKET ANALYSIS BY DEVICE TYPE

  • 6.1. Overview By Device Type
  • 6.2. Historical and Forecast Data Analysis By Device Type
  • 6.3. Smartphones Historic and Forecast Sales By Regions
  • 6.4. Tablets Historic and Forecast Sales By Regions
  • 6.5. Gaming Consoles Historic and Forecast Sales By Regions
  • 6.6. Personal Computers and Laptops Historic and Forecast Sales By Regions
  • 6.7. Smart Televisions Historic and Forecast Sales By Regions
  • 6.8. Head-Mounted Displays Historic and Forecast Sales By Regions

7. GLOBAL GAME STREAMING MARKET ANALYSIS BY SOLUTION TYPE

  • 7.1. Overview By Solution Type
  • 7.2. Historical and Forecast Data Analysis By Solution Type
  • 7.3. Video Streaming Historic and Forecast Sales By Regions
  • 7.4. File Streaming Historic and Forecast Sales By Regions

8. GLOBAL GAME STREAMING MARKET ANALYSIS BY GAMER TYPE

  • 8.1. Overview By Gamer Type
  • 8.2. Historical and Forecast Data Analysis By Gamer Type
  • 8.3. Casual Gamers Historic and Forecast Sales By Regions
  • 8.4. Avid Gamers Historic and Forecast Sales By Regions
  • 8.5. Hard-Core Gamers/Professional Historic and Forecast Sales By Regions
  • 8.6. Lifestyle Gamer Historic and Forecast Sales By Regions

9. GLOBAL GAME STREAMING MARKET ANALYSIS BY DEPLOYMENT

  • 9.1. Overview By Deployment
  • 9.2. Historical and Forecast Data Analysis By Deployment
  • 9.3. Public Cloud Historic and Forecast Sales By Regions
  • 9.4. Hybrid Cloud Historic and Forecast Sales By Regions
  • 9.5. Private Cloud Historic and Forecast Sales By Regions

10. GLOBAL GAME STREAMING MARKET ANALYSIS BY GAMING SYSTEM

  • 10.1. Overview By Gaming System
  • 10.2. Historical and Forecast Data Analysis By Gaming System
  • 10.3. G-Cluster Historic and Forecast Sales By Regions
  • 10.4. PlayStation Historic and Forecast Sales By Regions
  • 10.5. Stream My Game Historic and Forecast Sales By Regions
  • 10.6. Steam in Home Streaming Historic and Forecast Sales By Regions
  • 10.7. Remote Play Historic and Forecast Sales By Regions
  • 10.8. Others Historic and Forecast Sales By Regions

11. GLOBAL GAME STREAMING MARKET ANALYSIS BY GEOGRAPHY

  • 11.1. Regional Outlook
  • 11.2. Introduction
  • 11.3. North America Sales Analysis
    • 11.3.1 Overview, Historic and Forecast Data Sales Analysis
    • 11.3.2 North America By Segment Sales Analysis
    • 11.3.3 North America By Country Sales Analysis
    • 11.3.4 United States Sales Analysis
    • 11.3.5 Canada Sales Analysis
    • 11.3.6 Mexico Sales Analysis
  • 11.4. Europe Sales Analysis
    • 11.4.1 Overview, Historic and Forecast Data Sales Analysis
    • 11.4.2 Europe By Segment Sales Analysis
    • 11.4.3 Europe By Country Sales Analysis
    • 11.4.4 United Kingdom Sales Analysis
    • 11.4.5 France Sales Analysis
    • 11.4.6 Germany Sales Analysis
    • 11.4.7 Italy Sales Analysis
    • 11.4.8 Russia Sales Analysis
    • 11.4.9 Rest Of Europe Sales Analysis
  • 11.5. Asia Pacific Sales Analysis
    • 11.5.1 Overview, Historic and Forecast Data Sales Analysis
    • 11.5.2 Asia Pacific By Segment Sales Analysis
    • 11.5.3 Asia Pacific By Country Sales Analysis
    • 11.5.4 China Sales Analysis
    • 11.5.5 India Sales Analysis
    • 11.5.6 Japan Sales Analysis
    • 11.5.7 South Korea Sales Analysis
    • 11.5.8 Australia Sales Analysis
    • 11.5.9 South East Asia Sales Analysis
    • 11.5.10 Rest Of Asia Pacific Sales Analysis
  • 11.6. Latin America Sales Analysis
    • 11.6.1 Overview, Historic and Forecast Data Sales Analysis
    • 11.6.2 Latin America By Segment Sales Analysis
    • 11.6.3 Latin America By Country Sales Analysis
    • 11.6.4 Brazil Sales Analysis
    • 11.6.5 Argentina Sales Analysis
    • 11.6.6 Peru Sales Analysis
    • 11.6.7 Chile Sales Analysis
    • 11.6.8 Rest of Latin America Sales Analysis
  • 11.7. Middle East & Africa Sales Analysis
    • 11.7.1 Overview, Historic and Forecast Data Sales Analysis
    • 11.7.2 Middle East & Africa By Segment Sales Analysis
    • 11.7.3 Middle East & Africa By Country Sales Analysis
    • 11.7.4 Saudi Arabia Sales Analysis
    • 11.7.5 UAE Sales Analysis
    • 11.7.6 Israel Sales Analysis
    • 11.7.7 South Africa Sales Analysis
    • 11.7.8 Rest Of Middle East And Africa Sales Analysis

12. COMPETITIVE LANDSCAPE OF THE GAME STREAMING COMPANIES

  • 12.1. Game Streaming Market Competition
  • 12.2. Partnership/Collaboration/Agreement
  • 12.3. Merger And Acquisitions
  • 12.4. New Product Launch
  • 12.5. Other Developments

13. COMPANY PROFILES OF GAME STREAMING INDUSTRY

  • 13.1. Top Companies Market Share Analysis
  • 13.2. Market Concentration Rate
  • 13.3. NVIDIA Corporation
    • 13.3.1 Company Overview
    • 13.3.2 Company Revenue
    • 13.3.3 Products
    • 13.3.4 Recent Developments
  • 13.4. Intel Corporation
    • 13.4.1 Company Overview
    • 13.4.2 Company Revenue
    • 13.4.3 Products
    • 13.4.4 Recent Developments
  • 13.5. Google
    • 13.5.1 Company Overview
    • 13.5.2 Company Revenue
    • 13.5.3 Products
    • 13.5.4 Recent Developments
  • 13.6. Microsoft
    • 13.6.1 Company Overview
    • 13.6.2 Company Revenue
    • 13.6.3 Products
    • 13.6.4 Recent Developments
  • 13.7. Amazon Web Services Inc.
    • 13.7.1 Company Overview
    • 13.7.2 Company Revenue
    • 13.7.3 Products
    • 13.7.4 Recent Developments
  • 13.8. Advanced Micro Devices Inc.
    • 13.8.1 Company Overview
    • 13.8.2 Company Revenue
    • 13.8.3 Products
    • 13.8.4 Recent Developments
  • 13.9. Sony Corporation
    • 13.9.1 Company Overview
    • 13.9.2 Company Revenue
    • 13.9.3 Products
    • 13.9.4 Recent Developments
  • 13.10. IBM
    • 13.10.1 Company Overview
    • 13.10.2 Company Revenue
    • 13.10.3 Products
    • 13.10.4 Recent Developments
  • 13.11. Electronic Arts Inc.
    • 13.11.1 Company Overview
    • 13.11.2 Company Revenue
    • 13.11.3 Products
    • 13.11.4 Recent Developments
  • 13.12. Apple Inc.
    • 13.12.1 Company Overview
    • 13.12.2 Company Revenue
    • 13.12.3 Products
    • 13.12.4 Recent Developments
  • 13.13. Tencent Cloud
    • 13.13.1 Company Overview
    • 13.13.2 Company Revenue
    • 13.13.3 Products
    • 13.13.4 Recent Developments
  • 13.14. Unity Technologies
    • 13.14.1 Company Overview
    • 13.14.2 Company Revenue
    • 13.14.3 Products
    • 13.14.4 Recent Developments
  • 13.15. AT&T
    • 13.15.1 Company Overview
    • 13.15.2 Company Revenue
    • 13.15.3 Products
    • 13.15.4 Recent Developments
  • 13.16. Ubitus K.K.
    • 13.16.1 Company Overview
    • 13.16.2 Company Revenue
    • 13.16.3 Products
    • 13.16.4 Recent Developments
  • 13.17. Broadmedia Corporation
    • 13.17.1 Company Overview
    • 13.17.2 Company Revenue
    • 13.17.3 Products
    • 13.17.4 Recent Developments

Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of privcompanies