Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Game Live Streaming Platform Market by Type (Mobile Game, PC Game), By Application (Age Below 20, Age Between 20-40, Age Higher Than 40) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Game Live Streaming Platform Market by Type (Mobile Game, PC Game), By Application (Age Below 20, Age Between 20-40, Age Higher Than 40) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 130965 3300 IT & Telecom 377 234 Pages 4.6 (44)
                                          

Market Overview:


The global game live streaming platform market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for live streaming of games by gamers across the globe. In addition, the growing popularity of eSports is also contributing to the growth of this market. The global game live streaming platform market can be segmented on the basis of type, application and region. On the basis of type, it can be divided into mobile game and PC game. The mobile game segment is expected to grow at a higher CAGR than PC game during the forecast period owing to its growing popularity among gamers worldwide. By application, it can be classified into age below 20, age between 20-40 and age higher than 40 segments.


Global Game Live Streaming Platform Industry Outlook


Product Definition:


A game live streaming platform is a type of online service that allows video gamers to broadcast their gameplay to the internet. These platforms allow viewers to watch as gamers play new and upcoming video games, as well as older classics. Some platforms also offer live commentary from the broadcaster, which can enhance the gaming experience for viewers. Viewers can also interact with broadcasters by sending messages or chat features embedded in the live stream. Game live streaming platforms have become increasingly popular in recent years, with many gamers using them to share their gaming experiences with others online.


Mobile Game:


Mobile game, also known as mobile gaming or m-game is a video game played on a portable electronic device such as a smartphone or tablet. The growth of the global mobile games market was valued at USD 27.59 billion in 2016 and is expected to grow at an estimated CAGR of XX% over the forecast period.


The increasing penetration rate of smartphones worldwide coupled with rising internet accessibility is anticipated to drive industry growth over the next eight years.


PC Game:


PC game is a digital file that can be used in gaming consoles or computers. The growth of the global video game industry has led to an increase in the number of gamers around the world. This has further propelled companies to develop platforms for streaming games from one device to another over a network.


Application Insights:


The age below 20 segment held the largest share of more than 50% in 2017. The growth is attributed to the increasing number of streamers under the age of 20 years old. Moreover, many game developers are focusing on creating games with easy access to streamers and allow them to broadcast live gameplay sessions via internet without installing any additional software or hardware. This has led to a significant increase in live streaming applications for mobile games among adults above 20 years old.


The Age between 20-40 segment is expected register a considerable CAGR over the forecast period owing to an increase in gaming population above 30 years old who prefer playing online casino and betting games due largelyto their preference for interactive entertainment that involves decision making as compared with watching others play these types of video games at actual casinos or gambling halls where one can only watch but not participate himself/herself which leads him/her towards Twitch, YouTube Gaming etc.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period as well owing to high disposable income and improved internet connectivity. Asia Pacific is projected to be the fastest-growing regional market from 2018 to 2030 due to increasing penetration of smartphones, rising adoption of social media, and growing consumer interest towards online gaming. Furthermore, China has emerged as a major hub for video game development and publishes more than 50% of all games worldwide. Moreover, Japan accounts for more than 30% share in global revenues generated by selling virtual goods such as weapons or armor within games via so-called microtransactions (MTA).


Growth Factors:


  • Increasing demand for live gaming content from viewers
  • Proliferation of next-generation streaming platforms and technologies
  • Growing popularity of eSports tournaments and leagues
  • Rising number of professional gamers and gaming enthusiasts
  • Increasing investment in game live streaming by media companies

Scope Of The Report

Report Attributes

Report Details

Report Title

Game Live Streaming Platform Market Research Report

By Type

Mobile Game, PC Game

By Application

Age Below 20, Age Between 20-40, Age Higher Than 40

By Companies

Netflix, Hulu, Amazon Instant Video, Playstation Vue, Sling Orange, Crackle, Funny or Die, Twitch, Vevo, HBO Now, YouTube TV, IQIYI, Youku, Acorn TV, CBS All Access, DirectTV Now, FuboTV Premier

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

234

Number of Tables & Figures

164

Customization Available

Yes, the report can be customized as per your need.


Global Game Live Streaming Platform Market Report Segments:

The global Game Live Streaming Platform market is segmented on the basis of:

Types

Mobile Game, PC Game

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Age Below 20, Age Between 20-40, Age Higher Than 40

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Netflix
  2. Hulu
  3. Amazon Instant Video
  4. Playstation Vue
  5. Sling Orange
  6. Crackle
  7. Funny or Die
  8. Twitch
  9. Vevo
  10. HBO Now
  11. YouTube TV
  12. IQIYI
  13. Youku
  14. Acorn TV
  15. CBS All Access
  16. DirectTV Now
  17. FuboTV Premier

Global Game Live Streaming Platform Market Overview


Highlights of The Game Live Streaming Platform Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Alpha Hydroxy Acid for Cosmetic Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Mobile Game
    2. PC Game
  1. By Application:

    1. Age Below 20
    2. Age Between 20-40
    3. Age Higher Than 40
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Game Live Streaming Platform Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Game Live Streaming Platform Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available
                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Game Live Streaming Platform Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Game Live Streaming Platform Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Game Live Streaming Platform Market - Supply Chain
   4.5. Global Game Live Streaming Platform Market Forecast
      4.5.1. Game Live Streaming Platform Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Game Live Streaming Platform Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Game Live Streaming Platform Market Absolute $ Opportunity

5. Global Game Live Streaming Platform Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Game Live Streaming Platform Market Size and Volume Forecast by Type
      5.3.1. Mobile Game
      5.3.2. PC Game
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Game Live Streaming Platform Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Game Live Streaming Platform Market Size and Volume Forecast by Application
      6.3.1. Age Below 20
      6.3.2. Age Between 20-40
      6.3.3. Age Higher Than 40
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Game Live Streaming Platform Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Game Live Streaming Platform Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Game Live Streaming Platform Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Game Live Streaming Platform Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Game Live Streaming Platform Demand Share Forecast, 2019-2029

9. North America Game Live Streaming Platform Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Game Live Streaming Platform Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Game Live Streaming Platform Market Size and Volume Forecast by Application
      9.4.1. Age Below 20
      9.4.2. Age Between 20-40
      9.4.3. Age Higher Than 40
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Game Live Streaming Platform Market Size and Volume Forecast by Type
      9.7.1. Mobile Game
      9.7.2. PC Game
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Game Live Streaming Platform Demand Share Forecast, 2019-2029

10. Latin America Game Live Streaming Platform Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Game Live Streaming Platform Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Game Live Streaming Platform Market Size and Volume Forecast by Application
      10.4.1. Age Below 20
      10.4.2. Age Between 20-40
      10.4.3. Age Higher Than 40
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Game Live Streaming Platform Market Size and Volume Forecast by Type
      10.7.1. Mobile Game
      10.7.2. PC Game
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Game Live Streaming Platform Demand Share Forecast, 2019-2029

11. Europe Game Live Streaming Platform Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Game Live Streaming Platform Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Game Live Streaming Platform Market Size and Volume Forecast by Application
      11.4.1. Age Below 20
      11.4.2. Age Between 20-40
      11.4.3. Age Higher Than 40
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Game Live Streaming Platform Market Size and Volume Forecast by Type
      11.7.1. Mobile Game
      11.7.2. PC Game
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Game Live Streaming Platform Demand Share, 2019-2029

12. Asia Pacific Game Live Streaming Platform Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Game Live Streaming Platform Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Game Live Streaming Platform Market Size and Volume Forecast by Application
      12.4.1. Age Below 20
      12.4.2. Age Between 20-40
      12.4.3. Age Higher Than 40
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Game Live Streaming Platform Market Size and Volume Forecast by Type
      12.7.1. Mobile Game
      12.7.2. PC Game
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Game Live Streaming Platform Demand Share, 2019-2029

13. Middle East & Africa Game Live Streaming Platform Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Game Live Streaming Platform Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Game Live Streaming Platform Market Size and Volume Forecast by Application
      13.4.1. Age Below 20
      13.4.2. Age Between 20-40
      13.4.3. Age Higher Than 40
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Game Live Streaming Platform Market Size and Volume Forecast by Type
      13.7.1. Mobile Game
      13.7.2. PC Game
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Game Live Streaming Platform Demand Share, 2019-2029

14. Competition Landscape
   14.1. Global Game Live Streaming Platform Market: Market Share Analysis
   14.2. Game Live Streaming Platform Distributors and Customers
   14.3. Game Live Streaming Platform Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Netflix
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Hulu
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Amazon Instant Video
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Playstation Vue
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Sling Orange
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Crackle
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Funny or Die
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Twitch
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Vevo
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. HBO Now
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. YouTube TV
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. IQIYI
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Youku
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Acorn TV
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. CBS All Access
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. DirectTV Now
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. FuboTV Premier
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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