DUBLIN– (BUSINESS WIRE) –The "Global Live Game Streaming Market - Drivers, Restraints, Opportunities, Trends, and Forecast up to 2025" report has been added to ResearchAndMarkets.com's offering.
Global live game will grow at CAGR of over 19% during the forecast period 2019-2025.
The global gaming industry is experiencing steady growth and is mainly driven by cloud gaming and mobile gaming. With smartphones getting more processing power and 5G network gaining popularity, games are expected to be more interactive and streaming-based. Countries that generated major revenues in the gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and the UK. Also, Esports is gaining huge attention with social media and streaming sites including YouTube and Twitch.
Live Game Streaming market involves streaming video game content via the internet that includes live game play or pre-recorded game plays. Websites that provide live game streaming such as YouTube Gaming and Twitch are called game streaming that provide free view content and paid subscriptions to view premium content. Game streaming platform generates revenue primarily through merchandising, advertisements, and premium account subscriptions.
This report includes revenue generated by game streaming platforms and services only and revenue revenue generated by companies from any entertainment media content including TV series, movies, reviews, reviews and other related videos.
Live game streaming market will exhibit strong growth during the forecast period. Exports market is expected to cross $ 1 billion by the end of 2019 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend.
Live streaming game vendors are expanding their revenue-generating streams from traditional sources such as advertisement, subscriptions, sales of badges, and contributions to innovative and unexplored territories, which can help the vendors to gain more margin in the gaming market.
Based on the geography
North America is the leading revenue generator in the live game streaming market with a major market share contributed by the US. A major player in the market, Twitch quotes that More than 20% of Twitch's total traffic is generated from US. APAC is one of the fastest growing markets in the live game market with major growth being witnessed in China, South Korea, Taiwan, and Japan.
Based on offering
The global live game market is segmented into a game platform, hardware, and game streaming services. Game streaming platform for revenue generated primarily from advertisements and premium account subscriptions. The services market is mostly constituted by revenue generated through subscriptions and game purchases. Since live game streaming services is in its early stages, the share of the game is higher than game streaming services.
Based on solutions
Live game market is segmented into web-based and app-based solutions. The revenue generated from web-based was higher in 2019 and is mainly due to many streaming providers focusing on streaming via web browsers. However, with more mobile games gaining popularity in the streaming, app-based streaming is expected to gain more market share in the forecast period.
Based on revenue model the market is segmented into subscription-supported game streaming and ad-supported game streaming. Subscription game streaming is expected to account for a major share of the market in 2019.
Live game streaming market is primarily dominated by major tech companies including Amazon, Alphabet, Microsoft, Sony, and Nvidia. However, there are some domestic players especially in APAC which offer live game platforms and have a huge number of subscribers in a short span of time.
The goal of this report is to define, analyze, and forecast the live game streaming on the basis of segments, which includes offering, solutions, revenue model and region. In addition, live game streaming market reports help companies to understand better and make informed decisions and to be primarily designed to provide the company's executives with strategically substantial information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.
Key Topics Covered:
1 Executive Summary
2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends
3 Market Snapshot
3.1 Segmented Addressable Market
3.1.1 PEST Analysis
3.1.2 Porter's Five Force Analysis
3.2 Related Markets
4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
184.108.40.206 Growth in gamer viewership attributing to broadcasting Esports
220.127.116.11 Need for a streamlined financial model in game streaming industry
18.104.22.168 Evolution of blockchain-based streaming platform
4.3.4 DRO - Impact Analysis
5 Global Live Game Streaming Market, By Offering
6 Global Live Game Streaming Market, By Solutions
7 Global Live Game Streaming Market, By Revenue Model
8 Global Live Game Streaming Market, By Region
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product / Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.3 Business Restructuring
10 Vendor Profiles
- Bigo Technology
- Major League Gaming (MLG)
- Parsec Cloud
- Vortex Cloud Gaming
For more information about this report visit https://www.researchandmarkets.com/r/o2pue6
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