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Live Game Streaming Market Global Forecast up to 2025

  • Published Date: 10 Jun 2019
  • Number of Pages: 75
  • Category: Advertising and Media
  • Country: Global
Global Live Game Streaming Market Drivers, Restraints, Opportunities, Trends, and Forecast up to 2025
Global gaming industry is experiencing a steady growth and is mainly driven by cloud gaming and mobile gaming. With smartphones getting more processing power and 5G network gaining popularity, games are expected to be more interactive and streaming based. Countries which generated a major part of the revenue in gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK. Also, Esports is gaining huge attention with the events being telecasted on social media and streaming sites including YouTube and Twitch.
Live Game Streaming market involves streaming video game contents via internet that includes live game play or pre-recorded game plays. Websites that provide live game streaming such as YouTube Gaming and Twitch are called game streaming platforms that provide free view content and paid subscriptions to view premium content. Game streaming platform generates revenue primarily through merchandising, advertisements, and premium account subscriptions.
This report includes revenue generated from game streaming platforms and services only and excludes the revenue generated by companies from any other entertainment media content streaming including TV series, movies, vlogs, reviews, and other related videos.
Live game streaming market will exhibit strong growth during the forecast period mainly due to increasing number of revenue streams and growing popularity of Esports and broadcasting of Esports events. Esports market is expected to cross $1 billion by the end of 2019 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend.
Live game streaming vendors are expanding their revenue generating streams from traditional sources such as advertisement, subscriptions, sales of badges, and contributions to innovative and unexplored territories including betting that can help the vendors to gain more margin in the gaming market.
Based on the geography, the market is split into North America, Europe, APAC, and RoW. RoW includes Middle East, South America, and Africa. North America is the leading revenue generator in the live game streaming market with a major share of the market contributed by the US. A major player in the market, Twitch quotes that More than 20% of Twitchs total traffic is generated from US. APAC is one of the fastest growing market in the live game streaming market with major growth being witnessed in China, South Korea, Taiwan, and Japan.
Based on offering, global live game streaming market is segmented into game streaming platform, hardware, and game streaming services. Game streaming platform comprises of revenue generated primarily from advertisements and premium account subscriptions. Services market is mostly constituted by revenue generated through subscriptions and game purchases. Since live game streaming services is in its early stages, the share of game streaming platform is higher than game streaming services.
Based on solutions, live game streaming market is segmented into web-based and app-based solutions. The revenue generated from web-based was higher in 2019 and is mainly due to many streaming providers focusing on streaming via web browsers. However, with more mobile games gaining popularity in the streaming, app-based streaming is expected to gain more market share in the forecast period.
Based on revenue model the market is segmented into subscription-supported game streaming and ad-supported game streaming. Subscription game streaming is expected to account for a major share of the market in 2019.
Live game streaming market is primarily dominated by major tech companies including Amazon, Alphabet, Microsoft, Sony, and Nvidia. However, there are some domestic players especially in APAC which offer live game streaming platforms and have gained a huge number of streamers and subscribers in short span of time.
Major vendors in the market include Amazon, Microsoft, Alphabet, Apple, Sony, Nvidia, Facebook, Tencent, Smashcast, AfreecaTV, Bigo Technology, Parsec Cloud, Vortex Cloud Gaming, Shadow, Douyu, Huya, Major League Gaming (MLG), Dlive, and GosuGamers.
According to Infoholic Research, global live game streaming will grow at a CAGR of over 19% during the forecast period 20192025. The aim of this report is to define, analyze, and forecast the live game streaming market on the basis of segments, which includes offering,solutions, revenue model and region. In addition, live game streaming market report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the companys executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.
Global live game streaming market is categorized based on four segments Offering, Solutions, Revenue model, and Regions as shown below:
oOffering include Platform, Hardware, and Services
oSolutions include app-based and web-based
oRevenue model include subscription-supported and ad-supported
oRegions include North America, Europe, APAC, and RoW (RoW includes South America, Middle East and Africa)
The report comprises an analysis of vendor profile, which includes financial status, business units, key business priorities, SWOT, business strategies, and views.
The report covers the competitive landscape, which includes M&A, joint ventures & collaborations, and competitor comparison analysis.
In the vendor profile section, for companies that are privately held, the financial information and revenue of segments will be limited.
Publisher Name : Infoholic Research

1Executive Summary
2Industry Outlook
2.1Industry Snapshot
2.1.1Industry Trends
3Market Snapshot
3.1Segmented Addressable Market
3.1.1PEST Analysis
3.1.2Porters Five Force Analysis
3.2Related Markets
4Market Characteristics
4.1Market Ecosystem
4.2Market Segmentation
4.3Market Dynamics
4.3.1Drivers
4.3.1.1Growth in gamer viewership attributing to broadcasting Esports
4.3.1.2XXXX
4.3.2Restraints
4.3.2.1XXXX
4.3.2.2Need for streamlined financial model in game streaming industry
4.3.3Opportunities
4.3.3.1Evolution of blockchain based streaming platform
4.3.3.2XXXX
4.3.4DRO Impact Analysis
5Global Live Game Streaming Market, By Offering
5.1Overview
5.2Platform
5.3Services
5.4Hardware
6Global Live Game Streaming Market, By Solutions
6.1Overview
6.2App-based
6.3Web-based
7Global Live Game Streaming Market, By Revenue Model
7.1Overview
7.2Subscription-supported
7.3Ad-supported


8Global Live Game Streaming Market, By Region
8.1Overview
8.2APAC
8.2.1China
8.2.2Japan
8.2.3South Korea
8.3North America
8.3.1USA
8.3.2Canada
8.3.3Mexico
8.4Europe
8.4.1Germany
8.4.2UK
8.4.3France
8.5RoW
9Competitive Landscape
9.1Competitor Analysis
9.2Product/Offerings
9.3Market Developments
9.3.1Mergers & Acquisitions (M&A)
9.3.2Expansions
9.3.3Business Restructuring
10Vendor Profiles
10.1Amazon
10.1.1Analyst Opinion
10.1.2Business Analysis
10.2Microsoft
10.2.1Analyst Opinion
10.2.2Business Analysis
10.3Alphabet
10.3.1Analyst Opinion
10.3.2Business Analysis
10.4Apple
10.4.1Analyst Opinion
10.4.2Business Analysis
10.5Sony
10.5.1Analyst Opinion
10.5.2Business Analysis
10.6Nvidia
10.6.1Analyst Opinion
10.6.2Business Analysis
10.7Facebook
10.7.1Analyst Opinion
10.7.2Business Analysis
10.8Tencent
10.8.1Analyst Opinion
10.8.2Business Analysis
10.9Smashcast
10.9.1Analyst Opinion
10.9.2Business Analysis
10.10AfreecaTV
10.10.1Analyst Opinion
10.10.2Business Analysis
10.11Bigo Technology
10.11.1Analyst Opinion
10.11.2Business Analysis
10.12Parsec Cloud
10.12.1Analyst Opinion
10.12.2Business Analysis
10.13Vortex Cloud Gaming
10.13.1Analyst Opinion
10.13.2Business Analysis
10.14Shadow
10.14.1Analyst Opinion
10.14.2Business Analysis
10.15Douyu
10.15.1Analyst Opinion
10.15.2Business Analysis
10.16Huya
10.16.1Analyst Opinion
10.16.2Business Analysis
10.17Major League Gaming (MLG)
10.17.1Analyst Opinion
10.17.2Business Analysis
10.18Dlive
10.18.1Analyst Opinion
10.18.2Business Analysis
10.19GosuGamers
10.19.1Analyst Opinion
10.19.2Business Analysis
11Annexure
11.1Report Scope
11.2Market Definition
11.3Research Methodology
11.3.1Data Collation & In-house Estimation
11.3.2Market Triangulation
11.3.3Forecasting
11.4Study Declarations
11.5Report Assumptions
11.6Stakeholders
11.7Abbreviations
12Experts Views

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List Of Tables



TABLE 1KEY FACTS ABOUT GAMING INDUSTRY 2018
TABLE 2GLOBAL LIVE GAME STREAMING VALUE, BY VERTICAL, 20182025 ($MILLION)
TABLE 3GLOBAL LIVE GAME STREAMING BY PLATFORM, BY GEOGRAPHY, 20182025 ($MILLION)
TABLE 4GLOBAL LIVE GAME STREAMING SOFTWARE BY SERVICES, BY GEOGRAPHY, 20182025
($MILLION)
TABLE 5GLOBAL LIVE GAME STREAMING SOFTWARE BY APP-BASED, BY GEOGRAPHY, 20182025
($MILLION)
TABLE 6GLOBAL LIVE GAME STREAMING MARKET VALUE, BY WEB-BASED, BY GEOGRAPHY 20182025 ($MILLION)
TABLE 7GLOBAL LIVE GAME STREAMING MARKET VALUE, BY GEOGRAPHY, 20182025 ($MILLION)
TABLE 8MAJOR COMPANIES AND THEIR OPERATIONS
TABLE 9PRODUCT/OFFERINGS: GLOBAL LIVE GAME STREAMING SOFTWARE MARKET
TABLE 10MERGER & ACQUISITION, 20132017
TABLE 11EXPANSIONS, 20132017
TABLE 12BUSINESS RESTRUCTURING, 20132017
TABLE 13AMAZON: OVERVIEW
TABLE 14AMAZON: STRATEGIC SNAPSHOT
TABLE 15AMAZON: PRODUCT/SERVICE PORTFOLIO
TABLE XXXX: XXX
TABLE XXXX: XXX
TABLE XXXX: XXX

TABLE 16RESEARCH METHODOLOGY OF GLOBAL LIVE GAME STREAMING SOFTWARE MARKET: DATA COLLATION
TABLE 17RESEARCH METHODOLOGY OF GLOBAL LIVE GAME STREAMING SOFTWARE MARKET: TRIANGULATION
TABLE 18RESEARCH METHODOLOGY OF GLOBAL LIVE GAME STREAMING SOFTWARE MARKET: FORECASTING
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List Of Figures



CHART 1 LIVE GAME STREAMING MARKET
CHART 2GLOBAL LIVE GAME STREAMING SOFTWARE MARKET REVENUE, 20182025 ($MILLION)
CHART 5PEST ANALYSIS: GLOBAL LIVE GAME STREAMING MARKET
CHART 6PORTERS 5 FORCE ANALYSIS: GLOBAL LIVE GAME STREAMING MARKET
CHART 7LIVE GAME STREAMING MARKET ECOSYSTEM
CHART 8SEGMENTATION: GLOBAL LIVE GAME STREAMING MARKET
CHART 9MARKET DYNAMICS DRIVERS, RESTRAINTS & OPPORTUNITIES
CHART 10DRO IMPACT ANALYSIS: GLOBAL LIVE GAME STREAMING MARKET
CHART 11GLOBAL LIVE GAME STREAMING MARKET, BY OFFERING, 2018
CHART 18GLOBAL LIVE GAME STREAMING MARKET VALUE, BY GEOGRAPHY, 2018
CHART 19LIVE GAME STREAMING MARKET IN APAC, MARKET VALUE, 20182025 ($MILLION)
CHART 20LIVE GAME STREAMING MARKET IN NORTH AMERICA, MARKET VALUE, 20182025 ($MILLION)
CHART 21LIVE GAME STREAMING MARKET IN EUROPE, MARKET VALUE, 20182025 ($MILLION)
CHART 22LIVE GAME STREAMING MARKET IN ROW, MARKET VALUE, 20182025 ($MILLION)
CHART 23MAJOR STAKEHOLDERS IN THE MARKET
CHART XX XXXXXXXXXXXXXXXXX
CHART XX XXXXXXXXXXXXXXXXX
CHART XX XXXXXXXXXXXXXXXXX
CHART XX XXXXXXXXXXXXXXXXX

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The global market size of Live Sound Console is $XX million in 2017 with XX CAGR from 2013 to 2017, and it is expected to reach $XX million by the

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