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Market Research Report

Global Video Game Streaming Services Market 2017-2021

Published by TechNavio (Infiniti Research Ltd.) Product code 538577
Published Content info 63 Pages
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Global Video Game Streaming Services Market 2017-2021
Published: August 2, 2017 Content info: 63 Pages
Description

About Video Game Streaming Services

Video streaming is the process of sending/broadcasting video and audio content over the Internet, which is played immediately by the receiver without the content being saved on the hard drive of the receiver. Video game streaming includes sending the video and audio of live gameplays. Video game streaming service providers offer platforms to viewers where they can view video game streaming. The global video game streaming services market is a growing market, and there is an increase in the number of video game streaming service providers in the world. Major players in this field include Twitch, YouTube Gaming, and Mixer. Video game streaming requires the following hardware set up for its smooth functioning.

Technavio's analysts forecast the global video game streaming services market to grow at a CAGR of 6.26% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global video game streaming services market for 2017-2021. To calculate the market size, the report considers the revenue generated from the subscription and advertisement services of the video game streaming services market.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Video Game Streaming Services Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Alphabet
  • Amazon
  • Microsoft

Other Prominent Vendors

  • Cavetube
  • Dailymotion
  • DeNA
  • Dingit.tv
  • DWANGO
  • Facebook
  • IBM
  • Infiniscene
  • Mobcrush
  • Panda TV
  • Smashcast
  • Valve
  • VaughnSoft

Market driver

  • Increasing growth of the HDR technology
  • For a full, detailed list, view our report

Market challenge

  • Growing competition in the market
  • For a full, detailed list, view our report

Market trend

  • Growth of video game streaming software for mobile devices
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents
Product Code: IRTNTR14326

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by revenue generation

  • Market overview
  • Direct revenue
  • Indirect revenue

PART 07: Geographical segmentation

  • Overview
  • Americas
  • EMEA
  • APAC

PART 08: Key leading countries

  • US
  • China
  • UK

PART 09: Decision framework

PART 10: Drivers and challenges

  • Market drivers
  • Market challenges

PART 11: Market trends

  • Growth of video game streaming software for mobile devices
  • Increasing use of VR streaming
  • Shift toward HTML5

PART 12: Vendor landscape

  • Overview
  • Other prominent vendors

PART 13: Key vendor analysis

  • Alphabet
  • Amazon
  • Microsoft

PART 14: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Prerequisites for video game streaming
  • Exhibit 02: Global video game streaming services market overview
  • Exhibit 03: Global video game streaming services market 2016-2021 ($ millions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global video game streaming services market by revenue 2016 (% share of revenue)
  • Exhibit 06: Global video game streaming services market by revenue 2016-2021(% share of revenue)
  • Exhibit 07: Global video game streaming services market by direct revenue 2016-2021 ($ millions)
  • Exhibit 08: Global video game streaming services market by indirect revenue 2016-2021 ($ millions)
  • Exhibit 09: Global video game streaming services market by geography 2016 (% share of revenue)
  • Exhibit 10: Global video game streaming services market by geography 2016-2021(% share of revenue)
  • Exhibit 11: Video game streaming services market in the Americas 2016-2021 ($ millions)
  • Exhibit 12: Video game streaming services market in EMEA 2016-2021 ($ millions)
  • Exhibit 13: Video game streaming services market in APAC 2016-2021 ($ millions)
  • Exhibit 14: Key leading countries
  • Exhibit 15: Video game streaming services market in the US 2016-2021 ($ millions)
  • Exhibit 16: Video game streaming services market in China 2016-2021 ($ millions)
  • Exhibit 17: Video game streaming services market in the UK 2016-2021 ($ millions)
  • Exhibit 18: Major video game streaming software for mobile devices
  • Exhibit 19: Major operating systems and their stance on the adoption of Adobe Flash
  • Exhibit 20: Competitive differentiators for vendors
  • Exhibit 21: Other prominent vendors in the global video game streaming services market
  • Exhibit 22: Alphabet: Business segmentation by revenue 2016 ($ millions)
  • Exhibit 23: Alphabet: Geographical segmentation by revenue 2016 (% share)
  • Exhibit 24: Amazon: Business segmentation by revenue 2016 (% share)
  • Exhibit 25: Microsoft: Geographical segmentation by revenue 2016 (% share)
  • Exhibit 26: Microsoft: Business segmentation by revenue 2016 ($ millions)
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