Europe Game Streaming Market Size, Share & Trends Analysis Report By Solutions (Web Based and App Based), By Revenue Model, By Platform Solutions (PC Games, Mobile Games, and Console Games), By Country and Growth Forecast, 2024 - 2031

Europe Game Streaming Market Size, Share & Trends Analysis Report By Solutions (Web Based and App Based), By Revenue Model, By Platform Solutions (PC Games, Mobile Games, and Console Games), By Country and Growth Forecast, 2024 - 2031


The Europe Game Streaming Market would witness market growth of 11.2% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe Game Streaming Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $1,300.9 Million by 2031. The UK market is exhibiting a CAGR of 10.2% during (2024 - 2031). Additionally, The France market would experience a CAGR of 12.5% during (2024 - 2031).

Cloud gaming is at the core of the game streaming revolution. Cloud gaming platforms host games on powerful remote servers, stream the gameplay to users' devices, and remotely handle all processing and rendering. This setup allows players to enjoy high-quality gaming experiences without expensive, high-end hardware.

Moreover, they can stream games on various devices, including smartphones, tablets, PCs, and smart TVs, provided they have a stable internet connection. This accessibility has democratized gaming, enabling a broader audience to engage in high-quality gaming experiences without significant financial investment.

Europe provides a conducive environment for the growth and development of game streaming services due to its substantial gaming population and robust gaming culture that transcends national boundaries. Moreover, the region's advanced technological infrastructure and widespread access to high-speed Internet further bolster the appeal of Europe as a key market for game streaming platforms. Europe has seen significant advancements in cloud gaming technology.

Based on Solutions, the market is segmented into Web Based and App Based. Based on Revenue Model, the market is segmented into Advertisement, Subscription, and Others (Donations, Merchandise, Brand deals & sponsorships). Based on Platform Solutions, the market is segmented into PC Games, Mobile Games, and Console Games. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

List of Key Companies Profiled
  • Amazon.com, Inc.
  • Apple, Inc.
  • Meta Platforms, Inc. (Meta)
  • NVIDIA Corporation
  • Sony Corporation
  • Google LLC (Alphabet Inc.)
  • AfreecaTV Co., Ltd.
  • Genvid Holdings Inc.
  • GosuGamers
  • HUYA Inc.
Europe Game Streaming Market Report Segmentation

By Solutions
  • Web Based
  • App Based
By Revenue Model
  • Advertisement
  • Subscription
  • Others (Donations, Merchandise, Brand deals & sponsorships)
By Platform Solutions
  • PC Games
  • Mobile Games
  • Console Games
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Game Streaming Market, by Solutions
1.4.2 Europe Game Streaming Market, by Revenue Model
1.4.3 Europe Game Streaming Market, by Platform Solutions
1.4.4 Europe Game Streaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis – Global
4.1 Market Share Analysis, 2023
4.2 Strategies Deployed in Game Streaming Market
4.3 Porter Five Forces Analysis
Chapter 5. Europe Game Streaming Market by Solutions
5.1 Europe Web Based Market by Country
5.2 Europe App Based Market by Country
Chapter 6. Europe Game Streaming Market by Revenue Model
6.1 Europe Advertisement Market by Country
6.2 Europe Subscription Market by Country
6.3 Europe Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
Chapter 7. Europe Game Streaming Market by Platform Solutions
7.1 Europe PC Games Market by Country
7.2 Europe Mobile Games Market by Country
7.3 Europe Console Games Market by Country
Chapter 8. Europe Game Streaming Market by Country
8.1 Germany Game Streaming Market
8.1.1 Germany Game Streaming Market by Solutions
8.1.2 Germany Game Streaming Market by Revenue Model
8.1.3 Germany Game Streaming Market by Platform Solutions
8.2 UK Game Streaming Market
8.2.1 UK Game Streaming Market by Solutions
8.2.2 UK Game Streaming Market by Revenue Model
8.2.3 UK Game Streaming Market by Platform Solutions
8.3 France Game Streaming Market
8.3.1 France Game Streaming Market by Solutions
8.3.2 France Game Streaming Market by Revenue Model
8.3.3 France Game Streaming Market by Platform Solutions
8.4 Russia Game Streaming Market
8.4.1 Russia Game Streaming Market by Solutions
8.4.2 Russia Game Streaming Market by Revenue Model
8.4.3 Russia Game Streaming Market by Platform Solutions
8.5 Spain Game Streaming Market
8.5.1 Spain Game Streaming Market by Solutions
8.5.2 Spain Game Streaming Market by Revenue Model
8.5.3 Spain Game Streaming Market by Platform Solutions
8.6 Italy Game Streaming Market
8.6.1 Italy Game Streaming Market by Solutions
8.6.2 Italy Game Streaming Market by Revenue Model
8.6.3 Italy Game Streaming Market by Platform Solutions
8.7 Rest of Europe Game Streaming Market
8.7.1 Rest of Europe Game Streaming Market by Solutions
8.7.2 Rest of Europe Game Streaming Market by Revenue Model
8.7.3 Rest of Europe Game Streaming Market by Platform Solutions
Chapter 9. Company Profiles
9.1 Amazon.com, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental Analysis
9.1.4 Recent strategies and developments:
9.1.4.1 Partnerships, Collaborations, and Agreements:
9.1.4.2 Acquisition and Mergers:
9.1.5 SWOT Analysis
9.2 Apple, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Regional Analysis
9.2.4 Research & Development Expense
9.2.5 Recent strategies and developments:
9.2.5.1 Product Launches and Product Expansions:
9.2.5.2 Acquisition and Mergers:
9.2.6 SWOT Analysis
9.3 Meta Platforms, Inc. (Meta)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segment and Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.6 SWOT Analysis
9.4 NVIDIA Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.6 SWOT Analysis
9.5 Sony Corporation
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.5.2 Acquisition and Mergers:
9.5.6 SWOT Analysis
9.6 Google LLC (Alphabet Inc.)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.6 SWOT Analysis
9.7 AfreecaTV Co., Ltd.
9.7.1 Company Overview
9.7.2 SWOT Analysis
9.8 Genvid Holdings Inc.
9.8.1 Company Overview
9.8.2 SWOT Analysis
9.9 GosuGamers
9.9.1 Company Overview
9.9.2 SWOT Analysis
9.10. HUYA Inc. (Tencent Holdings Ltd.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Research & Development Expenses

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