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Asia Pacific Game Streaming Market Size, Share & Trends Analysis Report By Solutions (Web Based and App Based), By Revenue Model, By Platform Solutions (PC Games, Mobile Games, and Console Games), By Country and Growth Forecast, 2024 - 2031

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    Report

  • 121 Pages
  • June 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5982445
The Asia Pacific Game Streaming Market would witness market growth of 12.0% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Game Streaming Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of$1.72 billion by 2031. The Japan market is registering a CAGR of 11.3% during (2024 - 2031). Additionally, The India market would showcase a CAGR of 12.7% during (2024 - 2031).



The proliferation of high-speed Internet has been a critical enabler of the market. Over the past few years, significant improvements in broadband infrastructure and the rollout of 5G networks have reduced latency and increased bandwidth, essential for smooth and responsive game streaming.

Additionally, traditional game sales have often been transactional, with users purchasing individual games or subscribing to gaming services. In contrast, game streaming platforms generally function on a subscription-based model, whereby users can acquire an extensive collection of games for a monthly payment.

In Asia, Tencent's cloud gaming platform, START, showcases the region's technological prowess in cloud computing. Tencent, a prominent Chinese technology conglomerate, has made substantial investments in its cloud infrastructure to facilitate the streaming of games. START allows users to stream high-quality games directly to their devices, leveraging Tencent’s vast network of data centers across China. Additionally, according to the China Internet Network Information Center (CNNIC), as of 2023, 77.5% of the population had internet access, translating to approximately 1 billion users. The gaming community is immense, with over 720 million gamers representing around 51% of the population.

Based on Solutions, the market is segmented into Web Based and App Based. Based on Revenue Model, the market is segmented into Advertisement, Subscription, and Others (Donations, Merchandise, Brand deals & sponsorships). Based on Platform Solutions, the market is segmented into PC Games, Mobile Games, and Console Games. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

List of Key Companies Profiled

  • Amazon.com, Inc.
  • Apple, Inc.
  • Meta Platforms, Inc. (Meta)
  • NVIDIA Corporation
  • Sony Corporation
  • Google LLC (Alphabet Inc.)
  • AfreecaTV Co., Ltd.
  • Genvid Holdings Inc.
  • GosuGamers
  • HUYA Inc.

Market Report Segmentation

By Solutions
  • Web Based
  • App Based
By Revenue Model
  • Advertisement
  • Subscription
  • Others (Donations, Merchandise, Brand deals & sponsorships)
By Platform Solutions
  • PC Games
  • Mobile Games
  • Console Games
By Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Game Streaming Market, by Solutions
1.4.2 Asia Pacific Game Streaming Market, by Revenue Model
1.4.3 Asia Pacific Game Streaming Market, by Platform Solutions
1.4.4 Asia Pacific Game Streaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Market Share Analysis, 2023
4.2 Strategies Deployed in Game Streaming Market
4.3 Porter Five Forces Analysis
Chapter 5. Asia Pacific Game Streaming Market by Solutions
5.1 Asia Pacific Web Based Market by Country
5.2 Asia Pacific App Based Market by Country
Chapter 6. Asia Pacific Game Streaming Market by Revenue Model
6.1 Asia Pacific Advertisement Market by Country
6.2 Asia Pacific Subscription Market by Country
6.3 Asia Pacific Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
Chapter 7. Asia Pacific Game Streaming Market by Platform Solutions
7.1 Asia Pacific PC Games Market by Country
7.2 Asia Pacific Mobile Games Market by Country
7.3 Asia Pacific Console Games Market by Country
Chapter 8. Asia Pacific Game Streaming Market by Country
8.1 China Game Streaming Market
8.1.1 China Game Streaming Market by Solutions
8.1.2 China Game Streaming Market by Revenue Model
8.1.3 China Game Streaming Market by Platform Solutions
8.2 Japan Game Streaming Market
8.2.1 Japan Game Streaming Market by Solutions
8.2.2 Japan Game Streaming Market by Revenue Model
8.2.3 Japan Game Streaming Market by Platform Solutions
8.3 India Game Streaming Market
8.3.1 India Game Streaming Market by Solutions
8.3.2 India Game Streaming Market by Revenue Model
8.3.3 India Game Streaming Market by Platform Solutions
8.4 South Korea Game Streaming Market
8.4.1 South Korea Game Streaming Market by Solutions
8.4.2 South Korea Game Streaming Market by Revenue Model
8.4.3 South Korea Game Streaming Market by Platform Solutions
8.5 Singapore Game Streaming Market
8.5.1 Singapore Game Streaming Market by Solutions
8.5.2 Singapore Game Streaming Market by Revenue Model
8.5.3 Singapore Game Streaming Market by Platform Solutions
8.6 Malaysia Game Streaming Market
8.6.1 Malaysia Game Streaming Market by Solutions
8.6.2 Malaysia Game Streaming Market by Revenue Model
8.6.3 Malaysia Game Streaming Market by Platform Solutions
8.7 Rest of Asia Pacific Game Streaming Market
8.7.1 Rest of Asia Pacific Game Streaming Market by Solutions
8.7.2 Rest of Asia Pacific Game Streaming Market by Revenue Model
8.7.3 Rest of Asia Pacific Game Streaming Market by Platform Solutions
Chapter 9. Company Profiles
9.1 Amazon.com, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental Analysis
9.1.4 Recent strategies and developments:
9.1.4.1 Partnerships, Collaborations, and Agreements:
9.1.4.2 Acquisition and Mergers:
9.1.5 SWOT Analysis
9.2 Apple, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Regional Analysis
9.2.4 Research & Development Expense
9.2.5 Recent strategies and developments:
9.2.5.1 Product Launches and Product Expansions:
9.2.5.2 Acquisition and Mergers:
9.2.6 SWOT Analysis
9.3 Meta Platforms, Inc. (Meta)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segment and Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.6 SWOT Analysis
9.4 NVIDIA Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.6 SWOT Analysis
9.5 Sony Corporation
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.5.2 Acquisition and Mergers:
9.5.6 SWOT Analysis
9.6 Google LLC (Alphabet Inc.)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.6 SWOT Analysis
9.7 AfreecaTV Co., Ltd.
9.7.1 Company Overview
9.7.2 SWOT Analysis
9.8 Genvid Holdings Inc.
9.8.1 Company Overview
9.8.2 SWOT Analysis
9.9 GosuGamers
9.9.1 Company Overview
9.9.2 SWOT Analysis
9.10. HUYA Inc. (Tencent Holdings Ltd.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Research & Development Expenses

Companies Mentioned

  • Amazon.com, Inc.
  • Apple, Inc.
  • Meta Platforms, Inc. (Meta)
  • NVIDIA Corporation
  • Sony Corporation
  • Google LLC (Alphabet Inc.)
  • AfreecaTV Co., Ltd.
  • Genvid Holdings Inc.
  • GosuGamers
  • HUYA Inc.

Methodology

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