Global 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 Regional Outlook and Forecast, 2024 - 2031

Global 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 Regional Outlook and Forecast, 2024 - 2031


The Global Game Streaming Market size is expected to reach $22.2 billion by 2031, rising at a market growth of 11.5% CAGR during the forecast period.

North America is a significant market for game streaming platforms to target due to its substantial population of gamers, robust infrastructure, and high rates of internet penetration, which collectively make it one of the largest and most developed gaming sectors worldwide. Thus, the North America region acquired 39.4% revenue share in the market 2023. The rise of social gaming and live streaming has contributed to the growth of the market in North America. The growing popularity of platforms such as Twitch, YouTube Gaming, and Facebook Gaming enables gamers to interact with viewers in real-time and stream their gameplay.

Over the past decade, advancements in internet technology have significantly enhanced the accessibility and reliability of game streaming services, making it possible for users across the globe to engage with high-quality, real-time gaming content.

Additionally, these technologies ensure that game assets, including textures, audio files, and levels, can be quickly accessed and streamed in real-time, enhancing the overall gaming experience. Thus, advancements in cloud technology have been instrumental in the development and success of its services worldwide.

However, Latency, or the delay between a player's action and the corresponding response, remains a persistent issue in game streaming. Despite advancements in internet speeds and streaming technology, latency can still be a significant problem, especially in fast-paced and competitive games where split-second reactions can determine success or failure.

Solution Outlook

Based on solutions, the market is characterized into web based and app based. The web based segment garnered 59.3% revenue share in the market in 2023. Web-based game streaming solutions are services or platforms that enable users to stream and play video games without the need to locally download or install the game through a web browser.

Revenue Model Outlook

On the basis of revenue model, the market is classified into subscription, advertisement, and others. The subscription segment recorded 33.6% revenue share in the market in 2023. The subscription-based revenue model involves users paying a recurring fee to access a platform's premium features, content, or services.

Platform Solution Outlook

By platform solutions, the market is divided into mobile games, PC games, and console games. The PC games segment witnessed 47.2% revenue share in the market in 2023. PC games platform solutions focus on streaming high-quality, graphically intensive games to PCs and laptops.

By Regional Analysis

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment acquired 28.7% revenue share in the market in 2023. As one of the world's largest and fastest-growing gaming industries, APAC offers significant opportunities for its platforms to expand their reach and grow their user base.

The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Acquisitions, and Partnerships & Collaborations.

Recent Strategies Deployed in the Market
  • Jun-2024: Sony Corporation came into partnership with SK Gaming, a German academy team of SK Gaming. Through this partnership, Sony Corporation would enhance content creation with advanced visual technology, complementing existing collaborations with brands like Deutsche Telekom and Mercedes-Benz.
  • May-2024: Amazon.com, Inc. came into partnership with Embracer Group AB, a Swedish video game and media holding company. Through this partnership, Amazon.com, Inc. would create more narratives for the well-received Tomb Raider series across streaming and cinematic platforms.
  • Jan-2024: Apple unveiled new features for app developers worldwide, enabling them to consolidate game streaming, mini-apps, and plug-ins into a single app. Developers can integrate in-app purchases and access more than 50 new analytics reports by March. Furthermore, apps now have the option to provide Sign with Apple or similar privacy-focused login services.
  • Jan-2024: Amazon.com, Inc. took over Bally Sports, a media company in the United States. Through this acquisition, Amazon.com, Inc. would provide Spurs matches that will eventually be available for streaming on Prime.
  • Nov-2023: Amazon.com, Inc. partnered with FanCode, an over-the-top streaming service in India. Through this partnership, Amazon.com, Inc. would bolster its sports streaming dominance, particularly in India's thriving market of passionate sports fans.
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.
Global 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 Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Game Streaming Market, by Solutions
1.4.2 Global Game Streaming Market, by Revenue Model
1.4.3 Global Game Streaming Market, by Platform Solutions
1.4.4 Global Game Streaming Market, by Geography
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. Global Game Streaming Market by Solutions
5.1 Global Web Based Market by Region
5.2 Global App Based Market by Region
Chapter 6. Global Game Streaming Market by Revenue Model
6.1 Global Advertisement Market by Region
6.2 Global Subscription Market by Region
6.3 Global Others (Donations, Merchandise, Brand deals & sponsorships) Market by Region
Chapter 7. Global Game Streaming Market by Platform Solutions
7.1 Global PC Games Market by Region
7.2 Global Mobile Games Market by Region
7.3 Global Console Games Market by Region
Chapter 8. Global Game Streaming Market by Region
8.1 North America Game Streaming Market
8.1.1 North America Game Streaming Market by Solutions
8.1.1.1 North America Web Based Market by Region
8.1.1.2 North America App Based Market by Region
8.1.2 North America Game Streaming Market by Revenue Model
8.1.2.1 North America Advertisement Market by Country
8.1.2.2 North America Subscription Market by Country
8.1.2.3 North America Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
8.1.3 North America Game Streaming Market by Platform Solutions
8.1.3.1 North America PC Games Market by Country
8.1.3.2 North America Mobile Games Market by Country
8.1.3.3 North America Console Games Market by Country
8.1.4 North America Game Streaming Market by Country
8.1.4.1 US Game Streaming Market
8.1.4.1.1 US Game Streaming Market by Solutions
8.1.4.1.2 US Game Streaming Market by Revenue Model
8.1.4.1.3 US Game Streaming Market by Platform Solutions
8.1.4.2 Canada Game Streaming Market
8.1.4.2.1 Canada Game Streaming Market by Solutions
8.1.4.2.2 Canada Game Streaming Market by Revenue Model
8.1.4.2.3 Canada Game Streaming Market by Platform Solutions
8.1.4.3 Mexico Game Streaming Market
8.1.4.3.1 Mexico Game Streaming Market by Solutions
8.1.4.3.2 Mexico Game Streaming Market by Revenue Model
8.1.4.3.3 Mexico Game Streaming Market by Platform Solutions
8.1.4.4 Rest of North America Game Streaming Market
8.1.4.4.1 Rest of North America Game Streaming Market by Solutions
8.1.4.4.2 Rest of North America Game Streaming Market by Revenue Model
8.1.4.4.3 Rest of North America Game Streaming Market by Platform Solutions
8.2 Europe Game Streaming Market
8.2.1 Europe Game Streaming Market by Solutions
8.2.1.1 Europe Web Based Market by Country
8.2.1.2 Europe App Based Market by Country
8.2.2 Europe Game Streaming Market by Revenue Model
8.2.2.1 Europe Advertisement Market by Country
8.2.2.2 Europe Subscription Market by Country
8.2.2.3 Europe Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
8.2.3 Europe Game Streaming Market by Platform Solutions
8.2.3.1 Europe PC Games Market by Country
8.2.3.2 Europe Mobile Games Market by Country
8.2.3.3 Europe Console Games Market by Country
8.2.4 Europe Game Streaming Market by Country
8.2.4.1 Germany Game Streaming Market
8.2.4.1.1 Germany Game Streaming Market by Solutions
8.2.4.1.2 Germany Game Streaming Market by Revenue Model
8.2.4.1.3 Germany Game Streaming Market by Platform Solutions
8.2.4.2 UK Game Streaming Market
8.2.4.2.1 UK Game Streaming Market by Solutions
8.2.4.2.2 UK Game Streaming Market by Revenue Model
8.2.4.2.3 UK Game Streaming Market by Platform Solutions
8.2.4.3 France Game Streaming Market
8.2.4.3.1 France Game Streaming Market by Solutions
8.2.4.3.2 France Game Streaming Market by Revenue Model
8.2.4.3.3 France Game Streaming Market by Platform Solutions
8.2.4.4 Russia Game Streaming Market
8.2.4.4.1 Russia Game Streaming Market by Solutions
8.2.4.4.2 Russia Game Streaming Market by Revenue Model
8.2.4.4.3 Russia Game Streaming Market by Platform Solutions
8.2.4.5 Spain Game Streaming Market
8.2.4.5.1 Spain Game Streaming Market by Solutions
8.2.4.5.2 Spain Game Streaming Market by Revenue Model
8.2.4.5.3 Spain Game Streaming Market by Platform Solutions
8.2.4.6 Italy Game Streaming Market
8.2.4.6.1 Italy Game Streaming Market by Solutions
8.2.4.6.2 Italy Game Streaming Market by Revenue Model
8.2.4.6.3 Italy Game Streaming Market by Platform Solutions
8.2.4.7 Rest of Europe Game Streaming Market
8.2.4.7.1 Rest of Europe Game Streaming Market by Solutions
8.2.4.7.2 Rest of Europe Game Streaming Market by Revenue Model
8.2.4.7.3 Rest of Europe Game Streaming Market by Platform Solutions
8.3 Asia Pacific Game Streaming Market
8.3.1 Asia Pacific Game Streaming Market by Solutions
8.3.1.1 Asia Pacific Web Based Market by Country
8.3.1.2 Asia Pacific App Based Market by Country
8.3.2 Asia Pacific Game Streaming Market by Revenue Model
8.3.2.1 Asia Pacific Advertisement Market by Country
8.3.2.2 Asia Pacific Subscription Market by Country
8.3.2.3 Asia Pacific Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
8.3.3 Asia Pacific Game Streaming Market by Platform Solutions
8.3.3.1 Asia Pacific PC Games Market by Country
8.3.3.2 Asia Pacific Mobile Games Market by Country
8.3.3.3 Asia Pacific Console Games Market by Country
8.3.4 Asia Pacific Game Streaming Market by Country
8.3.4.1 China Game Streaming Market
8.3.4.1.1 China Game Streaming Market by Solutions
8.3.4.1.2 China Game Streaming Market by Revenue Model
8.3.4.1.3 China Game Streaming Market by Platform Solutions
8.3.4.2 Japan Game Streaming Market
8.3.4.2.1 Japan Game Streaming Market by Solutions
8.3.4.2.2 Japan Game Streaming Market by Revenue Model
8.3.4.2.3 Japan Game Streaming Market by Platform Solutions
8.3.4.3 India Game Streaming Market
8.3.4.3.1 India Game Streaming Market by Solutions
8.3.4.3.2 India Game Streaming Market by Revenue Model
8.3.4.3.3 India Game Streaming Market by Platform Solutions
8.3.4.4 South Korea Game Streaming Market
8.3.4.4.1 South Korea Game Streaming Market by Solutions
8.3.4.4.2 South Korea Game Streaming Market by Revenue Model
8.3.4.4.3 South Korea Game Streaming Market by Platform Solutions
8.3.4.5 Singapore Game Streaming Market
8.3.4.5.1 Singapore Game Streaming Market by Solutions
8.3.4.5.2 Singapore Game Streaming Market by Revenue Model
8.3.4.5.3 Singapore Game Streaming Market by Platform Solutions
8.3.4.6 Malaysia Game Streaming Market
8.3.4.6.1 Malaysia Game Streaming Market by Solutions
8.3.4.6.2 Malaysia Game Streaming Market by Revenue Model
8.3.4.6.3 Malaysia Game Streaming Market by Platform Solutions
8.3.4.7 Rest of Asia Pacific Game Streaming Market
8.3.4.7.1 Rest of Asia Pacific Game Streaming Market by Solutions
8.3.4.7.2 Rest of Asia Pacific Game Streaming Market by Revenue Model
8.3.4.7.3 Rest of Asia Pacific Game Streaming Market by Platform Solutions
8.4 LAMEA Game Streaming Market
8.4.1 LAMEA Game Streaming Market by Solutions
8.4.1.1 LAMEA Web Based Market by Country
8.4.1.2 LAMEA App Based Market by Country
8.4.2 LAMEA Game Streaming Market by Revenue Model
8.4.2.1 LAMEA Advertisement Market by Country
8.4.2.2 LAMEA Subscription Market by Country
8.4.2.3 LAMEA Others (Donations, Merchandise, Brand deals & sponsorships) Market by Country
8.4.3 LAMEA Game Streaming Market by Platform Solutions
8.4.3.1 LAMEA PC Games Market by Country
8.4.3.2 LAMEA Mobile Games Market by Country
8.4.3.3 LAMEA Console Games Market by Country
8.4.4 LAMEA Game Streaming Market by Country
8.4.4.1 Brazil Game Streaming Market
8.4.4.1.1 Brazil Game Streaming Market by Solutions
8.4.4.1.2 Brazil Game Streaming Market by Revenue Model
8.4.4.1.3 Brazil Game Streaming Market by Platform Solutions
8.4.4.2 Argentina Game Streaming Market
8.4.4.2.1 Argentina Game Streaming Market by Solutions
8.4.4.2.2 Argentina Game Streaming Market by Revenue Model
8.4.4.2.3 Argentina Game Streaming Market by Platform Solutions
8.4.4.3 UAE Game Streaming Market
8.4.4.3.1 UAE Game Streaming Market by Solutions
8.4.4.3.2 UAE Game Streaming Market by Revenue Model
8.4.4.3.3 UAE Game Streaming Market by Platform Solutions
8.4.4.4 Saudi Arabia Game Streaming Market
8.4.4.4.1 Saudi Arabia Game Streaming Market by Solutions
8.4.4.4.2 Saudi Arabia Game Streaming Market by Revenue Model
8.4.4.4.3 Saudi Arabia Game Streaming Market by Platform Solutions
8.4.4.5 South Africa Game Streaming Market
8.4.4.5.1 South Africa Game Streaming Market by Solutions
8.4.4.5.2 South Africa Game Streaming Market by Revenue Model
8.4.4.5.3 South Africa Game Streaming Market by Platform Solutions
8.4.4.6 Nigeria Game Streaming Market
8.4.4.6.1 Nigeria Game Streaming Market by Solutions
8.4.4.6.2 Nigeria Game Streaming Market by Revenue Model
8.4.4.6.3 Nigeria Game Streaming Market by Platform Solutions
8.4.4.7 Rest of LAMEA Game Streaming Market
8.4.4.7.1 Rest of LAMEA Game Streaming Market by Solutions
8.4.4.7.2 Rest of LAMEA Game Streaming Market by Revenue Model
8.4.4.7.3 Rest of LAMEA 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
Chapter 10. Winning Imperatives of Game Streaming Market

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