Research Summary
A game living capture card is a hardware device used to capture video and audio output from a game console or PC and transfer it to a streaming platform such as Twitch or YouTube for live broadcast. This device allows players to share their gameplay, skills, and interactions over the Internet. Game live capture cards usually have different input and output interfaces, allowing connection to various gaming devices and providing high-quality video and audio capture. This enables players to create professional-level live content, interact with their audience, and even transform their gameplay into real-time entertainment. These devices are often used to create live game broadcasts, educational content, or other game-related online media. It is worth noting that the specific functions and features of game live capture cards may vary between different brands and models.
According to DIResearch's in-depth investigation and research, the global Game Living Capture Card market size was valued at XX Million USD in 2024 and is projected to reach XX Million USD by 2032, with a CAGR of XX% (2025-2032). Notably, the China market has changed rapidly in the past few years. By 2024, China's market size is expected to be XX Million USD, representing approximately XX% of the global market share. By 2032, it is anticipated to grow further to XX Million USD, contributing XX% to the worldwide market share.
The major global manufacturers of Game Living Capture Card include Elgato (Corsair), AVerMedia, Blackmagic, Razer, EVGA, UGREEN, ezcap, Acasis etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Game Living Capture Card. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global Game Living Capture Card market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the Game Living Capture Card market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Game Living Capture Card industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of Game Living Capture Card Include:
Elgato (Corsair)
AVerMedia
Blackmagic
Razer
EVGA
UGREEN
ezcap
Acasis
Game Living Capture Card Product Segment Include:
USB Capture Card
PCI/PCIe Capture Card
Game Living Capture Card Product Application Include:
Online Sales
Offline Sales
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global Game Living Capture Card Industry PESTEL Analysis
Chapter 3: Global Game Living Capture Card Industry Porter’s Five Forces Analysis
Chapter 4: Global Game Living Capture Card Major Regional Market Size (Revenue, Sales, Price) and Forecast Analysis
Chapter 5: Global Game Living Capture Card Market Size and Forecast by Type and Application Analysis
Chapter 6: North America Game Living Capture Card Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe Game Living Capture Card Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China Game Living Capture Card Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) Game Living Capture Card Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America Game Living Capture Card Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa Game Living Capture Card Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global Game Living Capture Card Competitive Analysis of Key Manufacturers (Sales, Revenue, Market Share, Price, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Sales, Revenue, Price and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
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