This Games Streaming market report provides a comprehensive analysis of the market’s characteristics, size, and growth, including segmentation, regional and country-level breakdowns, competitive landscape, market shares, trends, and strategies. It also tracks historical and forecasted market growth across various geographies.
The games streaming market size has grown rapidly in recent years. It will grow from $10.33 billion in 2024 to $11.79 billion in 2025 at a compound annual growth rate (CAGR) of 14.1%. The growth in the historic period can be attributed to subscription-based models gaining popularity.
The games streaming market size is expected to see rapid growth in the next few years. It will grow to $19.79 billion in 2029 at a compound annual growth rate (CAGR) of 13.8%. 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.
The growing popularity of the esports tournament market is expected to drive the expansion of the game streaming market in the future. Esports tournaments are organized competitive events where professional or amateur players compete in various video games. The rise in esports tournaments is fueled by widespread internet access, the growth of global gaming communities, and the increasing prestige of professional gaming competitions offering substantial rewards. Game streaming supports esports by broadcasting tournaments worldwide, engaging fans interactively, and building a community around competitive gaming. For example, in October 2022, a report by Newzoo International B.V., a Netherlands-based provider of video game and gamer data, projected that the global esports audience would grow by 8.7% year-on-year in 2022, reaching 532 million, with over 261 million categorized as enthusiasts and 271 million as occasional viewers. The number of esports enthusiasts is expected to rise to 640 million by 2025. Therefore, the growing popularity of esports tournaments will fuel the growth of the game streaming market.
Leading companies in the game streaming market are strategically integrating with smart TVs and platforms such as gaming hubs to create a cohesive gaming experience and community. Gaming hubs improve game streaming by facilitating easy connections between streamers and viewers, content sharing, and interactive engagement. In September 2023, Samsung Electronics Co. Ltd. and Blacknut launched the Free Game Pilot initiative on the Samsung Gaming Hub. This program allows users in the United States to access and play various games for free directly from compatible Samsung Smart TVs powered by Blacknut, without needing a sign-in or subscription. The initiative aims to enhance accessibility and user experience in game streaming.
In October 2023, Ubisoft Entertainment SA acquired cloud game streaming rights from Activision Blizzard, following Microsoft's acquisition of Activision Blizzard and the subsequent approval from the CMA. This strategic move underscores the importance of cloud gaming and streaming services in the gaming industry's evolution and expansion.
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.
North America was the largest region in the games streaming market in 2024. The regions covered in the games streaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the games streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Game streaming refers to the practice of live broadcasting gameplay over the internet, usually in real-time, enabling viewers to watch and engage with the streamer. It serves various purposes, including entertainment, sharing gaming experiences, community building, and providing educational content related to gaming.
The main types of game streaming solutions are web-based and app-based. Web-based game streaming enables users to play games directly through a web browser, utilizing cloud technology to stream from remote servers, thereby making high-quality gaming accessible on devices with lower processing power. Revenue models in game streaming include advertisement-based streaming, subscription-based streaming, and other models. Devices used for game streaming encompass smartphones, tablets, gaming consoles, personal computers and laptops, smart televisions, and head-mounted displays. Game streaming is utilized by casual gamers, avid gamers, hard-core gamers, and professional lifestyle gamers alike.
The games streaming market research report is one of a series of new reports that provides games streaming market statistics, including games streaming industry global market size, regional shares, competitors with an games streaming market share, detailed games streaming market segments, market trends and opportunities, and any further data you may need to thrive in the games streaming industry. This games streaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The games streaming market size has grown rapidly in recent years. It will grow from $10.33 billion in 2024 to $11.79 billion in 2025 at a compound annual growth rate (CAGR) of 14.1%. The growth in the historic period can be attributed to subscription-based models gaining popularity.
The games streaming market size is expected to see rapid growth in the next few years. It will grow to $19.79 billion in 2029 at a compound annual growth rate (CAGR) of 13.8%. 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.
The growing popularity of the esports tournament market is expected to drive the expansion of the game streaming market in the future. Esports tournaments are organized competitive events where professional or amateur players compete in various video games. The rise in esports tournaments is fueled by widespread internet access, the growth of global gaming communities, and the increasing prestige of professional gaming competitions offering substantial rewards. Game streaming supports esports by broadcasting tournaments worldwide, engaging fans interactively, and building a community around competitive gaming. For example, in October 2022, a report by Newzoo International B.V., a Netherlands-based provider of video game and gamer data, projected that the global esports audience would grow by 8.7% year-on-year in 2022, reaching 532 million, with over 261 million categorized as enthusiasts and 271 million as occasional viewers. The number of esports enthusiasts is expected to rise to 640 million by 2025. Therefore, the growing popularity of esports tournaments will fuel the growth of the game streaming market.
Leading companies in the game streaming market are strategically integrating with smart TVs and platforms such as gaming hubs to create a cohesive gaming experience and community. Gaming hubs improve game streaming by facilitating easy connections between streamers and viewers, content sharing, and interactive engagement. In September 2023, Samsung Electronics Co. Ltd. and Blacknut launched the Free Game Pilot initiative on the Samsung Gaming Hub. This program allows users in the United States to access and play various games for free directly from compatible Samsung Smart TVs powered by Blacknut, without needing a sign-in or subscription. The initiative aims to enhance accessibility and user experience in game streaming.
In October 2023, Ubisoft Entertainment SA acquired cloud game streaming rights from Activision Blizzard, following Microsoft's acquisition of Activision Blizzard and the subsequent approval from the CMA. This strategic move underscores the importance of cloud gaming and streaming services in the gaming industry's evolution and expansion.
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.
North America was the largest region in the games streaming market in 2024. The regions covered in the games streaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the games streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Game streaming refers to the practice of live broadcasting gameplay over the internet, usually in real-time, enabling viewers to watch and engage with the streamer. It serves various purposes, including entertainment, sharing gaming experiences, community building, and providing educational content related to gaming.
The main types of game streaming solutions are web-based and app-based. Web-based game streaming enables users to play games directly through a web browser, utilizing cloud technology to stream from remote servers, thereby making high-quality gaming accessible on devices with lower processing power. Revenue models in game streaming include advertisement-based streaming, subscription-based streaming, and other models. Devices used for game streaming encompass smartphones, tablets, gaming consoles, personal computers and laptops, smart televisions, and head-mounted displays. Game streaming is utilized by casual gamers, avid gamers, hard-core gamers, and professional lifestyle gamers alike.
The games streaming market research report is one of a series of new reports that provides games streaming market statistics, including games streaming industry global market size, regional shares, competitors with an games streaming market share, detailed games streaming market segments, market trends and opportunities, and any further data you may need to thrive in the games streaming industry. This games streaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Games Streaming Market Characteristics3. Games Streaming Market Trends and Strategies4. Games Streaming Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market32. Global Games Streaming Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Games Streaming Market34. Recent Developments in the Games Streaming Market
5. Global Games Streaming Growth Analysis and Strategic Analysis Framework
6. Games Streaming Market Segmentation
7. Games Streaming Market Regional and Country Analysis
8. Asia-Pacific Games Streaming Market
9. China Games Streaming Market
10. India Games Streaming Market
11. Japan Games Streaming Market
12. Australia Games Streaming Market
13. Indonesia Games Streaming Market
14. South Korea Games Streaming Market
15. Western Europe Games Streaming Market
16. UK Games Streaming Market
17. Germany Games Streaming Market
18. France Games Streaming Market
19. Italy Games Streaming Market
20. Spain Games Streaming Market
21. Eastern Europe Games Streaming Market
22. Russia Games Streaming Market
23. North America Games Streaming Market
24. USA Games Streaming Market
25. Canada Games Streaming Market
26. South America Games Streaming Market
27. Brazil Games Streaming Market
28. Middle East Games Streaming Market
29. Africa Games Streaming Market
30. Games Streaming Market Competitive Landscape and Company Profiles
31. Games Streaming Market Other Major and Innovative Companies
35. Games Streaming Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Games Streaming Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on games streaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for games streaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The games streaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include: the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Solutions: Web Based; App Based2) 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
Subsegments:
1) By Web Based: Browser-Based Game Streaming; Cloud Gaming Platforms Accessible Via Web2) By App Based: Mobile Game Streaming Apps; Pc and Console Game Streaming Apps
Key Companies Mentioned: Apple Inc.; Alphabet Inc.; Samsung Electronics Co Ltd.; Microsoft Corporation; AT&T Inc
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The major companies featured in this Games Streaming market report include:- 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.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | April 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 11.79 Billion |
Forecasted Market Value ( USD | $ 19.79 Billion |
Compound Annual Growth Rate | 13.8% |
Regions Covered | Global |
No. of Companies Mentioned | 25 |