Market Overview:
The global video game live streaming 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 popularity of video gaming, especially among millennials and Gen Zers. In addition, the growing trend of live streaming of video games has led to an increase in the number of viewers and participants. Furthermore, advancements in technology have made it possible for gamers to stream their gameplay directly from their mobile devices or PCs, which is further boosting the growth of this market. Regionally, North America is expected to lead the global video game live streaming market during the forecast period followed by Europe and Asia Pacific.
Product Definition:
Video game live streaming is the broadcasting of a video game in real-time to an audience over the internet. It allows spectators to watch and interact with players in a way that was not possible before streaming technology became available. This has led to the development of various dedicated platforms, including Twitch, YouTube Gaming, and Mixer, as well as general-purpose platforms such as Facebook Live and Periscope. Video game live streaming has become an important part of the gaming community, with some streamers gaining large audiences and earning significant revenues from advertising and subscriptions.
Mobile Game:
Mobile game is a video game played on a mobile device such as smartphone or tablet. The growth of the mobile gaming market has been explosive over the past few years and it's expected to maintain its pace in near future. Mobile games are available on various platforms such as Android, iOS, Windows and Amazon. These games can be downloaded from app stores or they can be played through web browsers too.
PC Game:
PC game is a software or a collection of programs that run on the personal computer. It can be used in gaming, entertainment, and other purposes. The most common types of games are flash games and full-version games which require expensive software to play. PC game can also be used for educational purposes such as training videos or simulation activities where it helps in learning various concepts through gaming.
Application Insights:
The age below 20 segment held the largest share of more than 40% 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 content suitable for this demographic as they have a high attention span and prefer action-based games over simulation or RPG games. This trend is expected to continue over the forecast period as live streaming apps have become an integral part of smartphone ownership among this demographic group.
The age between 20-40 segment held a considerable share in 2017 and is expected to grow at a healthy rate during the forecast period owing to several factors such as increased working hours, rising income levels, changing lifestyle along with growing awareness regarding gaming habits among this demographic group. Furthermore, live streaming has become easier with technological advancements that aid smartphones including Apple iPhone XS Max (256GB) and Samsung Galaxy Note 9 (512GB).
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 among gamers. Asia Pacific, on the other hand, is anticipated to register significant growth over the next eight years due to increasing penetration of smartphones and rising demand for social media integration within games. Moreover, growing popularity of online gaming tournaments through live streaming platforms will drive regional growth further. Latin America also presents lucrative opportunities for video game developers as there are a large number of under-served users across this region who have never purchased a video game console or PC game despite having adequate access and capability. This indicates huge potential for market expansion at a domestic level which can be utilized by vendors looking forward to establish their business footprint in this region with an aim toward gaining greater visibility and traction amongst consumers ultimately resulting in increased sales volume/sales value (i).
Growth Factors:
- Increasing demand for video gaming content
- Proliferation of broadband and wireless internet connectivity
- Rising popularity of live streaming platforms such as Twitch and YouTube Gaming
- Growing number of professional gamers and gaming tournaments
- Technological advancements in video gaming hardware and software
Scope Of The Report
Report Attributes
Report Details
Report Title
Video Game Live Streaming 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 Video Game Live Streaming Market Report Segments:
The global Video Game Live Streaming 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:
- 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
Highlights of The Video Game Live Streaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Mobile Game
- PC Game
- By Application:
- Age Below 20
- Age Between 20-40
- Age Higher Than 40
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Video Game Live Streaming 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
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Video game live streaming is the process of broadcasting a video game through the internet. Players can spectate or participate in the game by using a web browser or an app on their mobile device.
Some of the major players in the video game live streaming market are 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.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Video Game Live Streaming Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Video Game Live Streaming Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Video Game Live Streaming Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Video Game Live Streaming Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Video Game Live Streaming Market Size & Forecast, 2018-2028 4.5.1 Video Game Live Streaming Market Size and Y-o-Y Growth 4.5.2 Video Game Live Streaming Market Absolute $ Opportunity
Chapter 5 Global Video Game Live Streaming Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Video Game Live Streaming Market Size Forecast by Type
5.2.1 Mobile Game
5.2.2 PC Game
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Video Game Live Streaming Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Video Game Live Streaming Market Size Forecast by Applications
6.2.1 Age Below 20
6.2.2 Age Between 20-40
6.2.3 Age Higher Than 40
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Video Game Live Streaming Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Video Game Live Streaming Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Video Game Live Streaming Analysis and Forecast
9.1 Introduction
9.2 North America Video Game Live Streaming Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Video Game Live Streaming Market Size Forecast by Type
9.6.1 Mobile Game
9.6.2 PC Game
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Video Game Live Streaming Market Size Forecast by Applications
9.10.1 Age Below 20
9.10.2 Age Between 20-40
9.10.3 Age Higher Than 40
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Video Game Live Streaming Analysis and Forecast
10.1 Introduction
10.2 Europe Video Game Live Streaming Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Video Game Live Streaming Market Size Forecast by Type
10.6.1 Mobile Game
10.6.2 PC Game
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Video Game Live Streaming Market Size Forecast by Applications
10.10.1 Age Below 20
10.10.2 Age Between 20-40
10.10.3 Age Higher Than 40
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Video Game Live Streaming Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Video Game Live Streaming Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Video Game Live Streaming Market Size Forecast by Type
11.6.1 Mobile Game
11.6.2 PC Game
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Video Game Live Streaming Market Size Forecast by Applications
11.10.1 Age Below 20
11.10.2 Age Between 20-40
11.10.3 Age Higher Than 40
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Video Game Live Streaming Analysis and Forecast
12.1 Introduction
12.2 Latin America Video Game Live Streaming Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Video Game Live Streaming Market Size Forecast by Type
12.6.1 Mobile Game
12.6.2 PC Game
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Video Game Live Streaming Market Size Forecast by Applications
12.10.1 Age Below 20
12.10.2 Age Between 20-40
12.10.3 Age Higher Than 40
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Video Game Live Streaming Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Video Game Live Streaming Market Size 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 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Video Game Live Streaming Market Size Forecast by Type
13.6.1 Mobile Game
13.6.2 PC Game
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Video Game Live Streaming Market Size Forecast by Applications
13.10.1 Age Below 20
13.10.2 Age Between 20-40
13.10.3 Age Higher Than 40
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Video Game Live Streaming Market: Competitive Dashboard
14.2 Global Video Game Live Streaming Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Netflix
14.3.2 Hulu
14.3.3 Amazon Instant Video
14.3.4 Playstation Vue
14.3.5 Sling Orange
14.3.6 Crackle
14.3.7 Funny or Die
14.3.8 Twitch
14.3.9 Vevo
14.3.10 HBO Now
14.3.11 YouTube TV
14.3.12 IQIYI
14.3.13 Youku
14.3.14 Acorn TV
14.3.15 CBS All Access
14.3.16 DirectTV Now
14.3.17 FuboTV Premier