Live Game Streaming Market – Global Forecast up to 2025

  • June, 2019
  • Domain: ICT - Verticals - Media & Entertainment
Pages: 75
Tables: 20
Charts: 35
Regions/Countries: 4/7
Companies: 19
Enquiry Hours: 10
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Global gaming industry is experiencing a steady growth and is mainly driven by cloud gaming and mobile gaming. With smartphones getting more processing power and 5G network gaining popularity, games are expected to be more interactive and streaming based. Countries which generated a major part of the revenue in gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK. Also, Esports is gaining huge attention with the events being telecasted on social media and streaming sites including YouTube and Twitch.

Live Game Streaming market involves streaming video game contents via internet that includes live game play or pre-recorded game plays. Websites that provide live game streaming such as YouTube Gaming and Twitch are called game streaming platforms that provide free view content and paid subscriptions to view premium content. Game streaming platform generates revenue primarily through merchandising, advertisements, and premium account subscriptions.

This report includes revenue generated from “game” streaming platforms and services only and excludes the revenue generated by companies from any other entertainment media content streaming including TV series, movies, vlogs, reviews, and other related videos.

Live game streaming market will exhibit strong growth during the forecast period mainly due to increasing number of revenue streams and growing popularity of Esports and broadcasting of Esports events. Esports market is expected to cross $1 billion by the end of 2019 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend.

Live game streaming vendors are expanding their revenue generating streams from traditional sources such as advertisement, subscriptions, sales of badges, and contributions to innovative and unexplored territories including betting that can help the vendors to gain more margin in the gaming market.

Based on the geography, the market is split into North America, Europe, APAC, and RoW. RoW includes Middle East, South America, and Africa. North America is the leading revenue generator in the live game streaming market with a major share of the market contributed by the US. A major player in the market, Twitch quotes that “More than 20% of Twitch’s total traffic is generated from US”. APAC is one of the fastest growing market in the live game streaming market with major growth being witnessed in China, South Korea, Taiwan, and Japan.

Based on offering, global live game streaming market is segmented into game streaming platform, hardware, and game streaming services. Game streaming platform comprises of revenue generated primarily from advertisements and premium account subscriptions. Services market is mostly constituted by revenue generated through subscriptions and game purchases. Since live game streaming services is in its early stages, the share of game streaming platform is higher than game streaming services.

Based on solutions, live game streaming market is segmented into web-based and app-based solutions. The revenue generated from web-based was higher in 2019 and is mainly due to many streaming providers focusing on streaming via web browsers. However, with more mobile games gaining popularity in the streaming, app-based streaming is expected to gain more market share in the forecast period.

Based on revenue model the market is segmented into subscription-supported game streaming and ad-supported game streaming. Subscription game streaming is expected to account for a major share of the market in 2019.

Live game streaming market is primarily dominated by major tech companies including Amazon, Alphabet, Microsoft, Sony, and Nvidia. However, there are some domestic players especially in APAC which offer live game streaming platforms and have gained a huge number of streamers and subscribers in short span of time.

Major vendors in the market include Amazon, Microsoft, Alphabet, Apple, Sony, Nvidia, Facebook, Tencent, Smashcast, AfreecaTV, Bigo Technology, Parsec Cloud, Vortex Cloud Gaming, Shadow, Douyu, Huya, Major League Gaming (MLG), Dlive, and GosuGamers.

According to Infoholic Research, global live game streaming  will grow at a CAGR of over 19% during the forecast period 2019–2025. The aim of this report is to define, analyze, and forecast the live game streaming market on the basis of segments, which includes offering,solutions, revenue model and region. In addition, live game streaming market report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the company’s executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.

Global live game streaming market is categorized based on four segments – Offering, Solutions, Revenue model, and Regions as shown below:

Live Game Streaming Market by Offering:


  • Platform

  • Hardware

  • Services


  •  


Live Game Streaming Market by Solutions

 


  • app-based

  • web-based


  •  


Live Game Streaming Market by Revenue model

 

 


  • subscription-supported

  • ad-supported


  •  


Live Game Streaming Market Regions

 

 


  • North America

  • Europe

  • APAC

  • RoW (RoW includes South America, Middle East and Africa)


  •  

 

1          Executive Summary

2        Industry Outlook

2.1     Industry Snapshot

2.1.1   Industry Trends

3          Market Snapshot

3.1     Segmented Addressable Market

3.1.1   PEST Analysis

3.1.2   Porter’s Five Force Analysis

3.2     Related Markets

4          Market Characteristics

4.1     Market Ecosystem

4.2     Market Segmentation

4.3     Market Dynamics

4.3.1   Drivers

4.3.1.1          Growth in gamer viewership attributing to broadcasting Esports

4.3.1.2          XXXX

4.3.2   Restraints

4.3.2.1          XXXX

4.3.2.2          Need for streamlined financial model in game streaming industry

4.3.3   Opportunities

4.3.3.1          Evolution of blockchain based streaming platform

4.3.3.2          XXXX

4.3.4   DRO – Impact Analysis

5          Global Live Game Streaming Market, By Offering

5.1     Overview

5.2     Platform

5.3     Services

5.4     Hardware

6          Global Live Game Streaming Market, By Solutions

6.1     Overview

6.2     App-based

6.3     Web-based

7          Global Live Game Streaming Market, By Revenue Model    

7.1     Overview

7.2     Subscription-supported

7.3     Ad-supported

8          Global Live Game Streaming Market, By Region       

8.1     Overview

8.2     APAC

8.2.1   China

8.2.2   Japan

8.2.3   South Korea

8.3     North America

8.3.1   USA

8.3.2   Canada

8.3.3   Mexico

8.4     Europe

8.4.1   Germany

8.4.2   UK

8.4.3   France

8.5     RoW

9          Competitive Landscape

9.1     Competitor Analysis

9.2     Product/Offerings

9.3     Market Developments

9.3.1   Mergers & Acquisitions (M&A)

9.3.2   Expansions

9.3.3   Business Restructuring

10        Vendor Profiles

10.1    Amazon

10.1.1 Analyst Opinion

10.1.2 Business Analysis

10.2    Microsoft

10.2.1 Analyst Opinion

10.2.2 Business Analysis

10.3    Alphabet

10.3.1 Analyst Opinion

10.3.2 Business Analysis

10.4    Apple

10.4.1 Analyst Opinion

10.4.2 Business Analysis

10.5    Sony

10.5.1 Analyst Opinion

10.5.2 Business Analysis

10.6    Nvidia

10.6.1 Analyst Opinion

10.6.2 Business Analysis

10.7    Facebook

10.7.1 Analyst Opinion

10.7.2 Business Analysis

10.8    Tencent

10.8.1 Analyst Opinion

10.8.2 Business Analysis

10.9    Smashcast

10.9.1 Analyst Opinion

10.9.2 Business Analysis

10.10  AfreecaTV

10.10.1         Analyst Opinion

10.10.2         Business Analysis

10.11  Bigo Technology

10.11.1         Analyst Opinion

10.11.2         Business Analysis

10.12  Parsec Cloud

10.12.1         Analyst Opinion

10.12.2         Business Analysis

10.13  Vortex Cloud Gaming

10.13.1         Analyst Opinion

10.13.2         Business Analysis

10.14  Shadow

10.14.1         Analyst Opinion

10.14.2         Business Analysis

10.15  Douyu

10.15.1         Analyst Opinion

10.15.2         Business Analysis

10.16  Huya

10.16.1         Analyst Opinion

10.16.2         Business Analysis

10.17  Major League Gaming (MLG)

10.17.1         Analyst Opinion

10.17.2         Business Analysis

10.18  Dlive

10.18.1         Analyst Opinion

10.18.2         Business Analysis

10.19  GosuGamers

10.19.1         Analyst Opinion

10.19.2         Business Analysis

11        Annexure     

11.1    Report Scope

11.2    Market Definition

11.3    Research Methodology

11.3.1 Data Collation & In-house Estimation

11.3.2 Market Triangulation

11.3.3 Forecasting

11.4    Study Declarations

11.5    Report Assumptions

11.6    Stakeholders

11.7    Abbreviations

12        Expert’s Views

Research Framework

Infoholic research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Primary & Secondary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting

Market related information is congregated from both primary and secondary sources.

Primary sources

involved participants from all global stakeholders such as Solution providers, service providers, Industry associations, thought leaders etc. across levels such as CXOs, VPs and managers. Plus, our in-house industry experts having decades of industry experience contribute their consulting and advisory services.

Secondary sources

include public sources such as regulatory frameworks, government IT spending, government demographic indicators, industry association statistics, and company publications along with paid sources such as Factiva, OneSource, Bloomberg among others.

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