Global Games Streaming Market Report 2024: Market Size, CAGR, Lucrative Segments And Top Regions

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.

Sizing and Forecast
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 can be attributed to subscription-based models gaining popularity. Increased availability of high-speed internet worldwide, rise of content creators and influencers in gaming, improvements in game streaming technology (e.g., Twitch, YouTube Gaming), cross-platform gaming becoming more prevalent, shift in consumer behavior

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 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.

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Segmentation & Regional Insights
The games streaming market covered in this report is segmented –
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

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.

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Major Driver Impacting Market Growth
The increasing popularity of the esports tournament market is expected to propel the growth of the game streaming market going forward. Esports tournaments refer to organized competitive events where professional or amateur players compete against each other in various video games. The increasing popularity of esports tournaments is fueled by widespread internet access, expanding global gaming communities, and the growing prestige of professional gaming competitions with substantial rewards. Games streaming enhances esports by broadcasting tournaments globally, engaging fans interactively, and fostering a community around competitive gaming. For instance, in August 2022, according to a report by Newzoo International B.V., a Netherlands-based video games, and gamer data provider, the global esports audience increased by 8.7% annually, reaching 532 million, while the audience for gaming live-streaming nearly reached 810 million in 2021. Therefore, the increasing popularity of eSports tournaments will drive the growth of the game streaming market.

Key Industry Players
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.

The games streaming market report table of contents includes:
1. Executive Summary

  1. Games Streaming Market Characteristics
  2. Games Streaming Market Trends And Strategies
  3. Games Streaming Market – Macro Economic Scenario
  4. Global Games Streaming Market Size and Growth

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32. Global Games Streaming Market Competitive Benchmarking

  1. Global Games Streaming Market Competitive Dashboard
  2. Key Mergers And Acquisitions In The Games Streaming Market
  3. Games Streaming Market Future Outlook and Potential Analysis
  4. Appendix

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