PUBLISHER: The Business Research Company | PRODUCT CODE: 1811091
PUBLISHER: The Business Research Company | PRODUCT CODE: 1811091
Game streaming refers to the practice of live broadcasting gameplay over the internet, usually in real-time, enabling viewers to watch and engage with the streamer. It serves various purposes, including entertainment, sharing gaming experiences, community building, and providing educational content related to gaming.
The main types of game streaming solutions are web-based and app-based. Web-based game streaming enables users to play games directly through a web browser, utilizing cloud technology to stream from remote servers, thereby making high-quality gaming accessible on devices with lower processing power. Revenue models in game streaming include advertisement-based streaming, subscription-based streaming, and other models. Devices used for game streaming encompass smartphones, tablets, gaming consoles, personal computers and laptops, smart televisions, and head-mounted displays. Game streaming is utilized by casual gamers, avid gamers, hard-core gamers, and professional lifestyle gamers alike.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.
The games streaming market research report is one of a series of new reports from the business research company that provides games streaming market statistics, including games streaming industry global market size, regional shares, competitors with an games streaming market share, detailed games streaming market segments, market trends and opportunities, and any further data you may need to thrive in the games streaming industry. This games streaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The games streaming market size has grown rapidly in recent years. It will grow from $10.33 billion in 2024 to $11.74 billion in 2025 at a compound annual growth rate (CAGR) of 13.7%. The growth in the historic period can be attributed to subscription-based models gaining popularity.
The games streaming market size is expected to see rapid growth in the next few years. It will grow to $19.18 billion in 2029 at a compound annual growth rate (CAGR) of 13.0%. The growth in the forecast period can be attributed to 5G technology deployment, the rise of cloud gaming services, the expansion of gaming content libraries, the emergence of virtual reality (VR) and augmented reality (AR) gaming, and the and the globalization of gaming markets. Major trends in the forecast period include cloud gaming adoption, virtual reality (VR) integration, cross-platform accessibility, AI and machine learning, evolving content strategies, global market expansion, and sustainability initiatives.
The forecast of 13.0% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs affecting graphics cards and game servers may reduce access to affordable infrastructure for cloud gaming platforms. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The growing popularity of the esports tournament market is expected to drive the expansion of the game streaming market in the future. Esports tournaments are organized competitive events where professional or amateur players compete in various video games. The rise in esports tournaments is fueled by widespread internet access, the growth of global gaming communities, and the increasing prestige of professional gaming competitions offering substantial rewards. Game streaming supports esports by broadcasting tournaments worldwide, engaging fans interactively, and building a community around competitive gaming. For example, in October 2022, a report by Newzoo International B.V., a Netherlands-based provider of video game and gamer data, projected that the global esports audience would grow by 8.7% year-on-year in 2022, reaching 532 million, with over 261 million categorized as enthusiasts and 271 million as occasional viewers. The number of esports enthusiasts is expected to rise to 640 million by 2025. Therefore, the growing popularity of esports tournaments will fuel the growth of the game streaming market.
Leading companies in the game streaming market are strategically integrating with smart TVs and platforms such as gaming hubs to create a cohesive gaming experience and community. Gaming hubs improve game streaming by facilitating easy connections between streamers and viewers, content sharing, and interactive engagement. In September 2023, Samsung Electronics Co. Ltd. and Blacknut launched the Free Game Pilot initiative on the Samsung Gaming Hub. This program allows users in the United States to access and play various games for free directly from compatible Samsung Smart TVs powered by Blacknut, without needing a sign-in or subscription. The initiative aims to enhance accessibility and user experience in game streaming.
In October 2023, Ubisoft Entertainment SA acquired cloud game streaming rights from Activision Blizzard, following Microsoft's acquisition of Activision Blizzard and the subsequent approval from the CMA. This strategic move underscores the importance of cloud gaming and streaming services in the gaming industry's evolution and expansion.
Major companies operating in the games streaming market are Apple Inc., Alphabet Inc., Samsung Electronics Co Ltd., Microsoft Corporation, AT&T Inc, Meta Platforms Inc, Amazon Web Services Inc, Sony Corporation, Intel Corporation, International Business Machines Corporation (IBM), Netflix Inc, NVIDIA Corporation, Advanced Micro Devices Inc, Nintendo Co Ltd, Electronic Arts Inc, Unity Technologies SF, Douyu Network Technology Co Ltd, Broadmedia Corporation, Genvid Holdings Inc, Sliver VR Technologies Inc, AfreecaTV Corp, Parsec Cloud Inc, Blacknut SAS, Tencent Cloud Computing (Beijing) Co Ltd.
North America was the largest region in the games streaming market in 2024. The regions covered in the games streaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the games streaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The games streaming market includes revenues earned by entities by providing services such as live broadcasting of gameplay, esports tournaments, subscription-based access to exclusive content, interactive viewer engagement, and content creation tools. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Games Streaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on games streaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for games streaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The games streaming market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.