Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Video Game Streaming Services Market by Type (Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027, Direct Revenue, Indirect Revenue), By Application (Smart TV, Set-Top Box, HTPC, Mobile Phone, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Video Game Streaming Services Market by Type (Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027, Direct Revenue, Indirect Revenue), By Application (Smart TV, Set-Top Box, HTPC, Mobile Phone, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 308368 4200 Service & Software 377 202 Pages 4.5 (42)
                                          

Industry Growth Insights published a new data on “Video Game Streaming Services Market”. The research report is titled “Video Game Streaming Services Market research by Types (Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027, Direct Revenue, Indirect Revenue), By Applications (Smart TV, Set-Top Box, HTPC, Mobile Phone, Others), By Players/Companies Alphabet, Amazon, Microsoft, Cavetube, Dailymotion, Dena, Dingit.Tv, Dwango, Facebook, Ibm, Infiniscene, Mobcrush, Panda Tv, Smashcast, Valve, Vaughnsoft”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Video Game Streaming Services Market Research Report

By Type

Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027, Direct Revenue, Indirect Revenue

By Application

Smart TV, Set-Top Box, HTPC, Mobile Phone, Others

By Companies

Alphabet, Amazon, Microsoft, Cavetube, Dailymotion, Dena, Dingit.Tv, Dwango, Facebook, Ibm, Infiniscene, Mobcrush, Panda Tv, Smashcast, Valve, Vaughnsoft

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

202

Number of Tables & Figures

142

Customization Available

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


Global Video Game Streaming Services Industry Outlook


Global Video Game Streaming Services Market Report Segments:

The global Video Game Streaming Services market is segmented on the basis of:

Types

Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027, Direct Revenue, Indirect Revenue

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

Smart TV, Set-Top Box, HTPC, Mobile Phone, Others

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. Alphabet
  2. Amazon
  3. Microsoft
  4. Cavetube
  5. Dailymotion
  6. Dena
  7. Dingit.Tv
  8. Dwango
  9. Facebook
  10. Ibm
  11. Infiniscene
  12. Mobcrush
  13. Panda Tv
  14. Smashcast
  15. Valve
  16. Vaughnsoft

Global Video Game Streaming Services Market Overview


Highlights of The Video Game Streaming Services Market Report:

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

    1. Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
    2. Direct Revenue
    3. Indirect Revenue
  1. By Application:

    1. Smart TV
    2. Set-Top Box
    3. HTPC
    4. Mobile Phone
    5. Others
  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 Video Game Streaming Services 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 Video Game Streaming Services 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

Frequently Asked Questions?


Video game streaming services are a type of online service that allow users to stream games from their devices to other devices. These services typically offer a subscription or free trial, and allow users to play games on different platforms, including PC, console, and mobile devices.

Some of the major players in the video game streaming services market are Alphabet, Amazon, Microsoft, Cavetube, Dailymotion, Dena, Dingit.Tv, Dwango, Facebook, Ibm, Infiniscene, Mobcrush, Panda Tv, Smashcast, Valve, Vaughnsoft.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Video Game Streaming Services 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 Streaming Services Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Video Game Streaming Services 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 Streaming Services 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 Streaming Services Market Size & Forecast, 2020-2028       4.5.1 Video Game Streaming Services Market Size and Y-o-Y Growth       4.5.2 Video Game Streaming Services Market Absolute $ Opportunity

Chapter 5 Global  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  Market Size Forecast by Type
      5.2.1 Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
      5.2.2 Direct Revenue
      5.2.3 Indirect Revenue
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  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  Market Size Forecast by Applications
      6.2.1 Smart TV
      6.2.2 Set-Top Box
      6.2.3 HTPC
      6.2.4 Mobile Phone
      6.2.5 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Video Game Streaming Services 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 Streaming Services 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  Analysis and Forecast
   9.1 Introduction
   9.2 North America  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  Market Size Forecast by Type
      9.6.1 Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
      9.6.2 Direct Revenue
      9.6.3 Indirect Revenue
   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  Market Size Forecast by Applications
      9.10.1 Smart TV
      9.10.2 Set-Top Box
      9.10.3 HTPC
      9.10.4 Mobile Phone
      9.10.5 Others
   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  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  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  Market Size Forecast by Type
      10.6.1 Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
      10.6.2 Direct Revenue
      10.6.3 Indirect Revenue
   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  Market Size Forecast by Applications
      10.10.1 Smart TV
      10.10.2 Set-Top Box
      10.10.3 HTPC
      10.10.4 Mobile Phone
      10.10.5 Others
   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  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  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  Market Size Forecast by Type
      11.6.1 Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
      11.6.2 Direct Revenue
      11.6.3 Indirect Revenue
   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  Market Size Forecast by Applications
      11.10.1 Smart TV
      11.10.2 Set-Top Box
      11.10.3 HTPC
      11.10.4 Mobile Phone
      11.10.5 Others
   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  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  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  Market Size Forecast by Type
      12.6.1 Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
      12.6.2 Direct Revenue
      12.6.3 Indirect Revenue
   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  Market Size Forecast by Applications
      12.10.1 Smart TV
      12.10.2 Set-Top Box
      12.10.3 HTPC
      12.10.4 Mobile Phone
      12.10.5 Others
   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)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  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)  Market Size Forecast by Type
      13.6.1 Global Video Game Streaming Services Market Size Growth Rate by Revenue Type: 2016 VS 2021 VS 2027
      13.6.2 Direct Revenue
      13.6.3 Indirect Revenue
   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)  Market Size Forecast by Applications
      13.10.1 Smart TV
      13.10.2 Set-Top Box
      13.10.3 HTPC
      13.10.4 Mobile Phone
      13.10.5 Others
   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 Streaming Services Market: Competitive Dashboard
   14.2 Global Video Game Streaming Services Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Alphabet
      14.3.2 Amazon
      14.3.3 Microsoft
      14.3.4 Cavetube
      14.3.5 Dailymotion
      14.3.6 Dena
      14.3.7 Dingit.Tv
      14.3.8 Dwango
      14.3.9 Facebook
      14.3.10 Ibm
      14.3.11 Infiniscene
      14.3.12 Mobcrush
      14.3.13 Panda Tv
      14.3.14 Smashcast
      14.3.15 Valve
      14.3.16 Vaughnsoft

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