Games Streaming Market Expansion Outlook: $19.18 Billion by 2029 Forecast
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#What Is The Projected Market Size Of The Games Streaming Market By 2029?
The games streaming market has demonstrated substantial expansion in recent years. It is projected to increase from $10.33 billion in 2024 to $11.74 billion in 2025, achieving a compound annual growth rate (CAGR) of 13.7%. This historic growth can largely be ascribed to the widespread acceptance of subscription-based models.
The games streaming market is anticipated to undergo significant growth in the upcoming years, with its size projected to reach $19.18 billion by 2029, demonstrating a compound annual growth rate (CAGR) of 13.0%. This expansion during the forecast period is primarily fueled by the deployment of 5G technology, the increasing prevalence of cloud gaming services, the enrichment of gaming content libraries, the rise of virtual reality (VR) and augmented reality (AR) gaming, and the worldwide integration of gaming markets. Prominent trends for this period encompass the wider adoption of cloud gaming, the integration of virtual reality (VR), improved cross-platform accessibility, advancements in AI and machine learning, evolving approaches to content strategy, continued global market expansion, and various sustainability initiatives.
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Which Factors And Drivers Are Influencing The Games Streaming Market In 2025?
The expanding appeal of the esports tournament sector is anticipated to fuel the future expansion of the game streaming market. Esports tournaments are structured competitive gatherings where professional or amateur gamers participate in various video games. The rising popularity of esports competitions stems from pervasive internet availability, growing global gaming communities, and the increasing recognition of professional gaming events offering significant prizes. Game streaming bolsters esports by globally broadcasting events, interactively involving fans, and cultivating a community centered on competitive gaming. For example, a report by Newzoo International B.V., a Netherlands-based provider of video games and gamer data, indicated that in October 2022, the global esports audience for 2022 was projected to increase by 8.7% year-on-year, reaching 532 million. Of this total, over 261 million were classified as enthusiasts, and 271 million were occasional viewers. The population of esports enthusiasts is forecast to climb to 640 million by 2025. Consequently, the escalating appeal of esports tournaments will be a significant driver for the expansion of the game streaming market.
How Is The Games Streaming Market Segmented?
The games streaming market covered in this report is segmented –
1) By Solutions: Web Based, App Based
2) By Revenue Model: Advertisement Game Streaming, Subscription Game Streaming, Other Revenue Models
3) By Device Type: Smartphones, Tablets, Gaming Consoles, Personal Computers And Laptops, Smart Televisions, Head Mounted Displays
4) By Gamer Type: Casual Gamers, Avid Gamers, Hard Core Gamers Or Professional, Lifestyle Gamer
Subsegments:
1) By Web Based: Browser-Based Game Streaming, Cloud Gaming Platforms Accessible Via Web
2) By App Based: Mobile Game Streaming Apps, Pc And Console Game Streaming Apps
Which Key Trends Are Expected To Influence The Games Streaming Market In The Coming Years?
Leading companies operating within the game streaming market are concentrating on integrating with smart TVs and platforms, such as gaming hubs, to bring gamers together through community, updates, and technological insights. A gaming hub improves game streaming by simplifying the connection, content sharing, and interaction processes for streamers and viewers. For instance, in September 2023, Samsung Electronics Co. Ltd., a South Korea-based electronics company, and Blacknut, a France-based gaming platform, unveiled an exciting Free Game Pilot initiative for players to explore games on the Samsung Gaming Hub. This program enables Samsung Gaming Hub users in the United States to enjoy various games for free on compatible Samsung Smart TVs, powered by Blacknut. This service will be available for a limited duration, providing access to eleven full games without the need for a sign-in or subscription. Players can access these games directly from the Samsung Gaming Hub using a suitable Bluetooth controller, thereby avoiding the necessity of downloading an app or creating an account.
Which Leading Companies Dominate The Games Streaming Market Share?
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.
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How Does The Games Streaming Market Perform Across Key Geographic Regions?
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.
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