The global game streaming market is expected to register a CAGR of 11.56% from 2024 to 2029 and be worth USD 19.05 billion by 2029, up from USD 11.02 billion in 2024.
According to the World Economic Forum, sports viewers spent 17.9 million hours watching their game heroes on various channels, such as the YouTube games channel or Twitch, in the first quarter of 2018. The online marketplace eSport is still in its initial stages, and with the growing audience and increasing popularity, it is expected that it will offer great potential to capitalize on the game streaming market in the future. Additionally, mobile game streaming is a recent phenomenon expected to thrive exponentially in the market. For instance, there were approximately 479,000 active mobile streamers in Streamlabs as of June 2019, which increased from 150,000 in June 2018 globally. The rising penetration of smartphones and mobile transmissions is foreseen to accelerate the business of game streaming in the foreseen years.
Large companies rely on a fixed income from monthly subscriptions rather than other income models. In addition, the subscription model provides a lot of data for game developers, such as weapon options, game options, and most used game modes. Games like Counterstrike and Dota 2 put more emphasis on the data generated in the game. The most important platforms for live game streaming are Twitch and YouTube. According to a new market report, Twitch viewers streamed 2.72 billion live hours in the second quarter, or 72.2% of all live viewing hours, up from 735.54+ million. Hours on YouTube Live or 19.5% in the second quarter of 2019. Additionally, Twitch's strongest monetization tool is its subscription feature, which is similar to Netflix's. Given the benefits associated with the subscription model, in 2018, YouTube also opened its referral model in exchange for benefits. Exclusive as ad-free streaming, chat features, special gestures, badges, and access to private and archived broadcasts. This growth is also underpinned by the growing digital payment user base. For example, in September 2018, Mastercard entered a multi-year partnership with Riot Games. This agreement made Mastercard the exclusive global payment services partner for global electronic sports gaming events. Additionally, Mastercard has also worked with banking partners to offer unique League of Legends co-branded products in select markets.
Subscription models have witnessed huge demand because of the availability of huge video content and original content by OTT providers such as Netflix and Prime. Increased mobile subscriptions and the adoption of connected devices, especially smartphones, are expected to contribute to the segment's growth. The rapid adoption of cloud gaming and mobile gaming is supporting the growth of the game streaming market. As smartphones have more processing power and the 5G network grows in popularity, games are expected to be more interactive and streaming-based. Countries that have generated a significant share of revenue in the gaming industry include China, Japan, the United States, Germany, South Korea, France, Canada, and the United Kingdom. Additionally, Esports is getting a lot of attention, with events being broadcasted on social media and streaming sites like YouTube and Twitch.
The COVID-19 pandemic had an adverse impact on the video game sector. The video game industry has been affected by the pandemic in several ways, most of the time due to concerns about travel to and from China or elsewhere or due to the shutdown of manufacturing units in China. Social actions aside, the consequence of COVID-19 in games has been a massive expansion in the audience available to publishers. Gambling is generally a household activity, and a constant stream of headlines shows it is in full swing during the pandemic.
REPORT METRIC |
DETAILS |
Market Size Available |
2023 to 2029 |
Base Year |
2023 |
Forecast Period |
2024 to 2029 |
CAGR |
11.56% |
Segments Covered |
By Offering, Solution, Revenue Model, and Region |
Various Analyses Covered |
Global, Regional, & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities |
Regions Covered |
North America, Europe, APAC, Latin America, Middle East & Africa |
Market Leaders Profiled |
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, GosuGamers, and others. |
Based on the offering, the platform segment led the market in 2023 and is expected to register a healthy growth rate during the forecast period. The growth of the platform segment is primarily driven by the growing ads and premium account subscriptions. The services segment is another major segment in the global game streaming market.
Based on the solution, the web-based segment accounted for the largest share of the global market in 2023 and is expected to grow at a healthy CAGR during the forecast period, owing to the fact that many streaming providers are focusing on streaming via web browsers. On the other hand, the app-based segment is estimated to grow at a considerable share of the global market during the forecast period. With more and more mobile games gaining popularity in streaming, the app-based streaming segment is expected to increase its share in the global market during the forecast period.
North America is the main revenue generator in the game streaming market, with a significant share of the share from the United States. China is expected to have a notable revenue share in the game streaming market due to the popularity of eSports among youth and government support for the growth of the entire gaming industry. The most important platforms in China, such as YY Live (Huya) and Douyu, earn money through user donations to streamers. In fact, Huya has exceeded 100 million monthly active users. (MAU) in December 2018 and also started competing with Twitch in terms of MAU. With the increase in audience, we are expected to have a positive outlook on the market in the future.
Companies such as Amazon, Microsoft, Alphabet, Apple, Sony, Nvidia, Facebook, Tencent, Smashcast, and AfreecaTV are leading the global game streaming market.
In September 2019, Logitech International S.A. confirmed its plans to acquire Streamlabs, which develops the live streaming application Streamlabs OBS, for almost USD 89 million in cash. This acquisition would enrich Logitech's product portfolio.
In August 2019, Twitch launched Twitch Studio, which was designed to help new streamers stream as soon as possible. Currently, the platform heavily hosts video game shows, although it is expanding into other areas of live entertainment, such as sports and music.
By Offering
By Solution
By Revenue Model
By Region:
Frequently Asked Questions
The global game streaming market is expected to be valued at USD 11.02 bn in 2024.
Growth in the global game streaming market is driven by factors such as increased demand for on-the-go gaming experiences, advancements in cloud technology, and the rising popularity of subscription-based gaming services.
The COVID-19 pandemic has positively impacted the global game streaming market, with increased demand for at-home entertainment leading to a surge in the number of users engaging in game streaming services.
Amazon, Microsoft, Alphabet, Apple, Sony, Nvidia, Facebook, Tencent, Smashcast and AfreecaTV are some of the major players in the global game streaming market.
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