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Global Games Streaming Market – Industry Trends and Forecast to 2031

ICT

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Global Games Streaming Market – Industry Trends and Forecast to 2031

  • ICT
  • Upcoming Report
  • Apr 2024
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Global Games Streaming Market – Industry Trends and Forecast to 2031

Market Size in USD Billion

CAGR :  % Diagram

Diagram Forecast Period 2023–2031
Diagram Market Size (Base Year) USD 1,300.35 Million
Diagram Market Size (Forecast Year) USD 29,654.33 Million
Diagram CAGR %

Major Markets Players

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Global Games Streaming Market, By Offering (Infrastructure, Gaming Platform Services), Device Type (Smartphones, Tablets, Gaming Consoles, Personal Computers and Laptops, Smart Televisions, Head-Mounted Displays), Solution Type (Video Streaming, File Streaming), Gamer Type (Casual Gamers, Avid Gamers, Hard-Core Gamers/ Professional, Lifestyle Gamer), Deployment (Public Cloud, Hybrid Cloud, Private Cloud), Gaming System (G-Cluster, PlayStation, Stream My Game, Steam in Home Streaming, Remote Play, Others) - Industry Trends and Forecast to 2031.

Games Streaming Market Analysis and Size

The market for streaming games may expand faster than expected due to the rise in gaming devices and players. In addition, new users worldwide are being drawn in by technological developments in graphic design and the production of realistic footage. Instead, customers who sign up for a cloud gaming service may only need to pay a small monthly fee, which typically includes access to a library with some game titles already loaded. By forgoing downloading, waiting for a game to install, and managing storage space for new games, users of cloud gaming services can further cut their bandwidth and storage costs.

Data Bridge Market Research analyzes that the global games streaming market was valued at USD 1,300.35  million in 2023 and is expected to reach USD 29,654.33 million by 2031, registering a CAGR of 51.23 % during the forecast period of 2024-2031. Smartphone segment is dominating the market with the largest revenue share of over the projection period due to the increasing usage of smartphones across the globe.  In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include in-depth expert analysis, geographically represented company-wise production and capacity, network layouts of distributors and partners, detailed and updated price trend analysis and deficit analysis of supply chain and demand.

Report Scope and Market Segmentation

Report Metric

Details

Forecast Period

2024-2031

Base Year

2023

Historic Years

2022 (Customizable to 2016-2021)

Quantitative Units

Revenue in USD million, Volumes in Units, Pricing in USD

Segments Covered

By Offering (Infrastructure, Gaming Platform Services), Device Type (Smartphones, Tablets, Gaming Consoles, Personal Computers and Laptops, Smart Televisions, Head-Mounted Displays), Solution Type (Video Streaming, File Streaming), Gamer Type (Casual Gamers, Avid Gamers, Hard-Core Gamers/ Professional, Lifestyle Gamer), Deployment (Public Cloud, Hybrid Cloud, Private Cloud), Gaming System (G-Cluster, PlayStation, Stream My Game, Steam in Home Streaming, Remote Play, Others)

Countries Covered

U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of the Middle East and Africa

Market Players Covered

NVIDIA Corporation (U.S.), Intel Corporation (U.S.), Google (U.S.), Microsoft (U.S.), Amazon Web Services, Inc. (U.S.), Advanced Micro Devices, Inc (U.S.), Sony Corporation (Japan), IBM (U.S.), Paperspace (U.S.), Electronic Arts Inc. (U.S.), LP Technologies LLC (U.S.), Blacknut (France), Paperspace, (U.S.), Crunchbase Inc. (U.S.), Apple Inc. (U.S.), Ubitus K.K (Taiwan), Tencent Cloud. (China), Broadmedia Corporation (Japan), Unity Technologies (U.S.), AT&T (U.S.)

Market Opportunities

  • The rapid growth in electric vehicle usage in developed markets
  • The increasing introduction of electric and self-driving vehicles for public and personal transportation

Market Definition

Cloud gaming, also called gaming on demand, is a type of web gaming that permits users to stream games directly to their personal computers (PCs), servers, and mobile devices. This is done by opening a remote connection to a third-party company that stores the game's software on its server.  Users can play games online through the features of the existing software, which they can access without having to download or buy it. On smart devices, cloud gaming also provides an integrated gaming environment that enables users to watch live video streams of other players' gameplay.

Global Games Streaming Market Dynamics

Drivers    

  • Availability of Video Game Streaming Services

The ability to stream games directly from powerful servers without transferring or updating any games. As long as an internet connection is accessible, games can be played anywhere and on any device. Over the course of the forecast period, it is anticipated that a significant rise in the number of e-gamers around the world and the rising popularity of e-sports will generate a wide range of opportunities for the growth of the cloud gaming market.

  • Rising Number of Gaming Communities

Cloud gaming is people's growing attention and interest in the rising trend of entertainment communities. While playing on cloud gaming platforms, the developers allow the players to create a new gaming community or join an existing one on the developer-provided cloud gaming platform. The gaming community will allow players to communicate with other players worldwide according to their chosen language and preferences, attracting more people and driving market growth.

Opportunities

  • Increase in Competitive and Immersive Mobile Gaming

Smartphones are about to gain significant market traction in the upcoming years due to the explosive growth of mobile gaming over the past five years. The affordability of this technology is one of its benefits. It would be costly to upgrade the PCs and consoles to maintain the games' performance. It requires additional funding for console upgrades and PC customization, but cloud gaming requires a portable computer, a 5G device, or a smart TV. Hence, the category of gamers became more viable by making it possible for them to play a lot of casual games for a small fraction of the cost, which will propel the market growth in the future.

  • Low-Latency Features

Participants in the market are working to reduce technological barriers and associated high costs to accommodate the many different types of gamers accessible on a global scale. Gaming services must have low latency to produce an authentic and unique gaming experience. Even more, assistance is provided by 5G technology's low latency features. Cloud-based gaming is being updated to provide a better gaming experience with the launch of 5G. For instance, a Wipro whitepaper claims that in October 2020, many gamers plan to upgrade to 5G technology and spend more money in order to enjoy better gaming. It is anticipated that 5G technology will promote even more industrial development because of its low latency features, further expanding the market.

Restraints/Challenges

  • Cloud Gaming Addiction Brought on by Easier Access

Consumers can play a lot of games on cloud-based systems because it's affordable and convenient to do so. People are more likely to become new customers for these games because they can be accessed remotely. As consumers start getting addicted to that, they stop exercising and spend a lot of time sitting on chairs and beds; thus, such an addiction can even adversely affect their mental and physical health, which even limits the market from expansion.

  • Latency and Responsiveness Issues

Game streaming typically requires a low latency network with high bandwidths and sufficient bandwidth on a cloud platform. However, getting an internet connection with the necessary bandwidth in some nations might be prohibitively expensive. Latency and responsiveness can be problems if the required network and bandwidth requirements are unmet. Thus it can act as a restraint in the market.

This games streaming market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the games streaming market, contact data bridge market research for an analyst brief, our team will help you take an informed market decision to achieve market growth.

Recent Developments

  • In July 2022, Sony unveiled its new virtual reality (VR) telephone receiver for the wildly popular PlayStation 5. The phone receiver has an eye-tracking feature with vibratory feedback and a 110-degree field of view with a 4K HDR resolution of 2000x2040 for each eye using an OLED screen at a frame rate of 90/120 cps. The telephone receiver also has controllers that provide tactile feedback for realistic gameplay
  • In January 2021, The GeForce RTX 3080, an improved gaming platform for GeForce NOW, was released by NVIDIA Corporation. With the GeForce RTX 3080 subscription, gamers can experience the highest resolutions, lowest latency, and fastest frame rates

Global Games Streaming Market Scope

The games streaming market is segmented on the basis of offerings, device type, solution type, gamer type, deployment, and gaming system. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Offering

  • Infrastructure
  • Compute
  • Memory
  • Storage
  • Gaming Platform Services
  • Content Service
  • PC Service

Device Type

  • Smartphones
  • Tablets
  • Gaming Consoles
  • Personal Computers and Laptops
  • Smart Televisions
  • Head-Mounted Displays

Solution Type

  • Video Streaming
  • File Streaming

Gamer Type

  • Casual Gamers
  • Avid gamers
  • Hard-Core Gamers/ Professional
  • Lifestyle Gamer

Deployment

  • Public Cloud
  • Hybrid Cloud
  • Private Cloud

Gaming System

  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam in Home Streaming
  • Remote Play
  • Others

Global Games Streaming MarketRegion Analysis/Insights

The games streaming market is analyzed and market size insights and trends are provided by country, offerings, device type, solution type, gamer type, deployment, and gaming system as referenced above.

The countries covered in the market report are U.S., Canada, Mexico, Brazil, Argentina, the rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, and rest of the Middle East and Africa.

Europe is expected to dominate the market due to the increasing number of game enthusiasts and the provision of high-speed internet connectivity.

Asia-Pacific is expected to show the highest growth rate during the forecast period due to emergence of cloud gaming platforms that allow users to stream their favorite video games rather than download them on smartphones or any gaming consoles.

The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.   

Automtoive Infrastructure growth Installed base and New Technology Penetration

The games streaming market also provides you with a detailed market analysis for every region’s growth in healthcare expenditure for capital equipment, installed base of different kinds of products for the games streaming market, the impact of technology using lifeline curves, and changes in battery regulatory scenarios and their impact on the games streaming market. The data is available for the historic period 2010-2020.

Competitive Landscape and Global Games Streaming Market Share Analysis

The games streaming market is analyzed, and market size information is provided by country, product type & application. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, and application dominance. The above data points provided are only related to the companies' focus related to the games streaming market.

Some of the major players operating in the games streaming market are:

  • NVIDIA Corporation (U.S.)
  • Intel Corporation (U.S.)
  • Google  (U.S.)
  • Microsoft (U.S.)
  • Amazon Web Services, Inc. (U.S.)
  • Advanced Micro Devices, Inc (U.S.)
  • Sony Corporation (Japan)
  • IBM (U.S.)
  • Paperspace, (U.S.)
  • Electronic Arts Inc. (U.S.)
  • LP Technologies LLC (U.S.)
  • Blacknut (France)
  • Crunchbase Inc. (U.S.)
  • Apple Inc.(U.S.)
  • Ubitus K.K. (Taiwan)
  • Tencent Cloud.(China)
  • Broadmedia Corporation (Japan)
  • Unity Technologies (U.S.)
  • AT&T (U.S.)


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FREQUENTLY ASK QUESTIONS

The games streaming market size will be worth USD 29,654.33 million by 2031.
The growth rate of the games streaming market is 51.23 %.
Availability of Video Game Streaming Services & Rising Number of Gaming Communities are the growth drivers of the games streaming market.
Offerings, device type, solution type, gamer type, deployment, and gaming system are the factors on which the games streaming market research is based.
Major companies in the games streaming market are NVIDIA Corporation (U.S.), Intel Corporation (U.S.), Google (U.S.), Microsoft (U.S.), Amazon Web Services, Inc. (U.S.), Advanced Micro Devices, Inc (U.S.), Sony Corporation (Japan), IBM (U.S.), Paperspace (U.S.), Electronic Arts Inc. (U.S.), LP Technologies LLC (U.S.), Blacknut (France), Paperspace, (U.S.), Crunchbase Inc. (U.S.), Apple Inc. (U.S.), Ubitus K.K (Taiwan), Tencent Cloud. (China), Broadmedia Corporation (Japan), Unity Technologies (U.S.), AT&T (U.S.).
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