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LAMEA 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

  • 120 Pages
  • June 2024
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5982325
The Latin America, Middle East and Africa Game Streaming Market would witness market growth of 13.1% CAGR during the forecast period (2024-2031).

The Brazil market dominated the LAMEA Game Streaming Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $448 Million by 2031. The Argentina market is showcasing a CAGR of 14% during (2024 - 2031). Additionally, The UAE market would register a CAGR of 12.7% during (2024 - 2031).



This model grants service providers a consistent flow of revenue and provides substantial value to consumers, who gain access to a variety of games without having to make a one-time purchase of each title. Game streaming platforms can also generate revenue through advertising, partnerships, and in-game purchases, diversifying their income streams.

Moreover, the game streaming market has benefited from the broader digital transformation trend across the entertainment industry. As streaming services have revolutionized the consumption of movies, TV shows, and music, game streaming is poised to redefine how people play and interact with video games.

The LAMEA region has become a burgeoning hub for esports, with major events drawing significant attention from gamers, fans, and sponsors. This rapid expansion reflects the growing popularity of competitive gaming and the increasing investment in the esports infrastructure across the region. In Latin America, the CBLOL (Campeonato Brasileiro de League of Legends) stands out as one of the premier esports’ events. Held in Brazil, CBLOL features the best League of Legends teams from across the country competing in intense, high stakes matches.

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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Game Streaming Market, by Solutions
1.4.2 LAMEA Game Streaming Market, by Revenue Model
1.4.3 LAMEA Game Streaming Market, by Platform Solutions
1.4.4 LAMEA 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. LAMEA Game Streaming Market by Solutions
5.1 LAMEA Web Based Market by Country
5.2 LAMEA App Based Market by Country
Chapter 6. LAMEA Game Streaming Market by Revenue Model
6.1 LAMEA Advertisement Market by Country
6.2 LAMEA Subscription Market by Country
6.3 LAMEA Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
Chapter 7. LAMEA Game Streaming Market by Platform Solutions
7.1 LAMEA PC Games Market by Country
7.2 LAMEA Mobile Games Market by Country
7.3 LAMEA Console Games Market by Country
Chapter 8. LAMEA Game Streaming Market by Country
8.1 Brazil Game Streaming Market
8.1.1 Brazil Game Streaming Market by Solutions
8.1.2 Brazil Game Streaming Market by Revenue Model
8.1.3 Brazil Game Streaming Market by Platform Solutions
8.2 Argentina Game Streaming Market
8.2.1 Argentina Game Streaming Market by Solutions
8.2.2 Argentina Game Streaming Market by Revenue Model
8.2.3 Argentina Game Streaming Market by Platform Solutions
8.3 UAE Game Streaming Market
8.3.1 UAE Game Streaming Market by Solutions
8.3.2 UAE Game Streaming Market by Revenue Model
8.3.3 UAE Game Streaming Market by Platform Solutions
8.4 Saudi Arabia Game Streaming Market
8.4.1 Saudi Arabia Game Streaming Market by Solutions
8.4.2 Saudi Arabia Game Streaming Market by Revenue Model
8.4.3 Saudi Arabia Game Streaming Market by Platform Solutions
8.5 South Africa Game Streaming Market
8.5.1 South Africa Game Streaming Market by Solutions
8.5.2 South Africa Game Streaming Market by Revenue Model
8.5.3 South Africa Game Streaming Market by Platform Solutions
8.6 Nigeria Game Streaming Market
8.6.1 Nigeria Game Streaming Market by Solutions
8.6.2 Nigeria Game Streaming Market by Revenue Model
8.6.3 Nigeria Game Streaming Market by Platform Solutions
8.7 Rest of LAMEA Game Streaming Market
8.7.1 Rest of LAMEA Game Streaming Market by Solutions
8.7.2 Rest of LAMEA Game Streaming Market by Revenue Model
8.7.3 Rest of LAMEA 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
9.1.1 Segmental Analysis
9.1.2 Recent strategies and developments:
9.1.2.1 Partnerships, Collaborations, and Agreements:
9.1.2.2 Acquisition and Mergers:
9.1.3 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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