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Game Streaming Market is set for a Potential Growth Worldwide

04-04-2024 07:27 AM CET | IT, New Media & Software

Press release from: Market Data Forecast

Game Streaming Market is set for a Potential Growth Worldwide

According to the latest research report published by Market Data Forecast, the global game streaming market is expected to register a CAGR of 11.56% from 2024 to 2029 and the global market is anticipated to be worth USD 19.05 billion by 2029 from USD 11.02 billion in 2024.

One of the many benefits of live streaming your gaming videos is that it lets viewers watch the action as it happens. Additionally, it allows for direct interaction with viewers, transforming them into devoted supporters, admirers, and even brand ambassadors who might spread the word about your live broadcasts on social media, increasing the visibility of your company and the reach of your videos.

Global Game Streaming Market Report Scope:
• Market Size (2029): USD 19.05 Billion
• Market Size (2023): USD 11.02 Billion
• CAGR (2024 to 2029): 11.56%
• Base Year: 2023
• Forecast Period: 2024 to 2029
• Segments Analysed: By Offering, Solution, Revenue Model, and Region
• Geographies Covered: North America, Europe, APAC, Latin America, and Middle East & Africa
• Key Market Players Profiled: 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, GosuGamers, and others.

Market Drivers:

The growing number of internet users and mobile gamers has increased demand for eSports and game streaming services. The primary factors propelling the market expansion are the rise in digital game live-streaming and expanding audience reach through lower data costs. In addition, the market has been boosted recently by large expenditures in enhancing league competition infrastructure and engagement initiatives.
For example, China made eSports an official sport in 2003, providing professional opportunities for the country's sports operators.
Furthermore, younger generations are beginning to see eSports as a respectable substitute for a professional career because of the increasing appeal of gaming contests. The growing popularity of one-to-one sponsorships, streaming income, and sizable global prize pools has also significantly increased demand. Specialised eSports and gaming tournaments are being organised by numerous colleges and institutions in an effort to support the growth of skilled professionals.

Market Restraints:

The insufficient involvement of viewers in the communication between a streamer and the platform appears to be one of the main drawbacks of the current streaming services. Users frequently enjoy watching broadcasts even more than solo gaming. Furthermore, this kind of user is severely underserved, which keeps them from using the platforms that are already in use for longer. In the end, this has a detrimental effect on attracting new users. The primary issue is the lack of personalisation; gamers are sick of the same old features that haven't been updated in a long time, including antiquated chat or contribution systems.
Additionally, only streamers have access to the relatively small number of monetization alternatives (4-5) that the current streaming platforms offer. Consider yourself a gaming enthusiast that streams for fun and wants to get compensated fairly for their time and opinions. They will have to fill out lengthy authorization paperwork, meet the minimum number of streamed hours, wait for withdrawal approvals, and deal with additional hassles that significantly lessen the enjoyment of gaming. We think there's space for development.
It is anticipated that the high expenses linked to the high cost of content generation and the general lack of knowledge about the market will slow the rate of expansion.
Threats from sports betting, video game piracy, and a lack of standards are impeding the expansion of the worldwide market. In addition, the industry is challenged by small-scale organisations and a poor infrastructure for tournaments.

Browse full details of the report @ https://www.marketdataforecast.com/market-reports/game-streaming-market

Key Insights from The Report:
• Based on Offering, the Platform segment led the market and accounted for a large share of the global market in 2023.
• Based on Solution, the Web-Based segment captured the largest share of the global market in 2023.
• Based on Revenue Model, Subscription is anticipated to dominate the market during the forecast period in 2023.
• North America dominated the smart building market in 2023. Asia-Pacific accounted for the second-highest share of the global market in 2023, and the European region is estimated to grow over the forecast period.

SEGMENTATION INCLUDED IN THIS REPORT:

By Offering:
• Platform
• Hardware
• Services

By Solution:
• Web-Based
• App-Based

By Revenue Model:
• Subscription
• Advertisement

By Region:
• North America
• Europe
• Asia-Pacific
• Middle East & Africa
• Latin America

TABLE OF CONTENTS:

1. Introduction
1.1 Market Definition
1.2 Scope of the report
1.3 Study Assumptions
1.4 Base Currency, Base Year, and Forecast Periods

2. Research Methodology
2.1 Analysis Design
2.2 Research Phases
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Data Modelling
2.2.4 Expert Validation
2.3 Study Timeline

3. Report Overview
3.1 Executive Summary
3.2 Key Inferences

4. Market Dynamics
4.1 Impact Analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.2 Regulatory Environment
4.3 Technology Timeline & Recent Trends

5. Competitor Benchmarking Analysis
5.1 Key Player Benchmarking
5.1.1 Market Share Analysis
5.1.2 Products/Service
5.1.3 Regional Presence
5.2 Mergers & Acquisition Landscape
5.3 Joint Ventures & Collaborations

6. Market Segmentation
6.1 Game Streaming Market, By Offering
6.1.1 Game Streaming Platform
6.1.2 Game Streaming Hardware
6.1.3 Game Streaming Services
6.1.4 Market Size Estimations & Forecasts (2024 to 2029)
6.1.5 Y-o-Y Growth Rate Analysis
6.1.6 Market Attractiveness Index
6.2 Game Streaming Market, By Solution
6.2.1 Web-Based
6.2.2 App-Based
6.2.3 Market Size Estimations & Forecasts (2024 to 2029)
6.2.4 Y-o-Y Growth Rate Analysis
6.2.5 Market Attractiveness Index
6.3 Game Streaming Market, By Revenue Model
6.3.1 Subscription
6.3.2 Advertisement
6.3.3 Market Size Estimations & Forecasts (2024 to 2029)
6.3.4 Y-o-Y Growth Rate Analysis
6.3.5 Market Attractiveness Index

7. Geographical Landscape
7.1 Global Game Streaming Market, by Region
7.2 North America - Market Analysis (2024 to 2029)
7.2.1 By Country
7.2.1.1 USA
7.2.1.2 Canada
7.2.2 By Offering
7.2.3 By Solution
7.2.4 By Revenue Model
7.3 Europe
7.3.1 By Country
7.3.1.1 UK
7.3.1.2 France
7.3.1.3 Germany
7.3.1.4 Spain
7.3.1.5 Italy
7.3.1.6 Rest of Europe
7.3.2 By Offering
7.3.3 By Solution
7.3.4 By Revenue Model
7.4 Asia Pacific
7.4.1 By Country
7.4.1.1 China
7.4.1.2 India
7.4.1.3 japan
7.4.1.4 South Korea
7.4.1.5 South East Asia
7.4.1.6 Australia & NZ
7.4.1.7 Rest of Asia-Pacific
7.4.2 By Offering
7.4.3 By Solution
7.4.4 By Revenue Model
7.5 Latin America
7.5.1 By Country
7.5.1.1 brazil
7.5.1.2 Argentina
7.5.1.3 Mexico
7.5.1.4 Rest of Latin America
7.5.2 By Offering
7.5.3 By Solution
7.5.4 By Revenue Model
7.6 Middle East and Africa
7.6.1 By Country
7.6.1.1 Middle East
7.6.1.2 Africa
7.6.2 By Offering
7.6.3 By Solution
7.6.4 By Revenue Model

8. Key Player Analysis
8.1 amazon
8.1.1 Business Description
8.1.2 Products/Service
8.1.3 Financials
8.1.4 SWOT Analysis
8.1.5 Recent Developments
8.1.6 Analyst Overview
8.2 Microsoft
8.3 Alphabet
8.4 Apple
8.5 Sony
8.6 Nvidia
8.7 Facebook
8.8 Tencent
8.9 Smashcast
8.10 Bigo Technology

9. Market Outlook & Investment Opportunities

10. Appendix
List of Tables
List of Figures

ABOUT US:
Market Data Forecast is a firm working in the areas of market research, business intelligence and consulting. We have rich experience in research and consulting for various business domains to cater to the needs of both individual and corporate clients.

MarketDataForecast
www.marketdataforecast.com
Phone: +1-888-702-9626
Email: sales@marketdataforecast.com
3rd Floor, Trendz Park Building, Jain Rock Garden Rd, Vittal Rao Nagar, Madhapur, Hyderabad, Telangana, India.

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