Game Streaming - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)
Market Report I 2025-04-28 I 134 Pages I Mordor Intelligence
The Game Streaming Market size is estimated at USD 8.40 billion in 2025, and is expected to reach USD 13.85 billion by 2030, at a CAGR of 10.52% during the forecast period (2025-2030).
Key Highlights
- The growing demand for on-demand entertainment, increasing uptake of cloud gaming services, and improvements in internet access are expected to fuel the expansion of the global game streaming market. The game streaming market is anticipated to grow further as major players invest in technological development, infrastructure, and content acquisition. This will provide gamers everywhere with access to top-notch gaming experiences across a variety of devices.
- The growth of video game streaming software for mobile devices is one of the major drivers contributing to market growth. As game streaming requires high-speed connectivity, the growing strategic efforts by the stakeholders to improve connectivity are boosting market demand.
- The rising popularity of data-intensive applications driven by video streaming, cloud computing, and emerging technologies highlights the importance of advanced 5G networks. Further, the growing collaborations among companies also contribute to market growth.
- Technological advancements in the game streaming market are propelling growth. Subscription services, which charge a regular fee for access to a game library, significantly contribute to the market.
- The release of 5G and the emergence of unlimited data plans are expected to be critical factors aiding the success of subscription-based game streaming worldwide, as many gamers prefer playing on their mobile devices. In addition, the increasing services and investments in 5G infrastructure are vital to this success. According to Ericsson, by 2025, 5G mobile subscriptions in Asia-Pacific will reach around 1,545 million.
- However, the costs associated with content creation and delivery for the streaming platforms, including game streaming vendors, are the major hindrances to market growth because streaming firms must make significant investments in content delivery network (CDN) solutions to reduce latency and preserve the standard of the experience for viewers spread across a wide geographic area.
Game Streaming Market Trends
YouTube is Expected to be the Largest Web-based Solution
- YouTube Gaming is a significant force in the global game streaming market, providing fans and content providers with an all-inclusive online solution. YouTube Gaming uses the vast audience that YouTube has worldwide, giving content creators access to billions of viewers.
- YouTube Gaming offers content creators access to robust tools, analytics, and monetization options that facilitate the growth of their channels and successful audience engagement while maintaining a seamless interface with the larger YouTube ecosystem. To help content creators reach new audiences and draw viewers interested in gaming material, YouTube uses its recommendation system to suggest gaming content to users based on their viewing history, preferences, and engagement metrics.
- With interactive live streaming tools like live chat, contributions, memberships, and interactive overlays, YouTube Gaming lets content producers communicate with viewers in real time. According to Social Blade, as of March 2024, Chilean YouTuber German Alejandro Garmendia Aranis, known as JuegaGerman, was ranked first among the most popular YouTube gaming channels with 49 million subscribers.
- YouTube Gaming allows content producers to produce high-caliber streaming experiences that enthrall and amuse audiences by enabling them to stream in up to 4K resolution at 60 frames per second (fps). YouTube's Super Chat feature allows users to highlight remarks during live streams in exchange for a monetary gift. This feature increases audience engagement and interaction while giving content creators an extra source of income.
Asia-Pacific is Expected to Register Major Growth
- China has witnessed significant advancements in internet infrastructure, with the widespread availability of high-speed broadband and 5G networks in urban and rural areas. This improved connectivity enables seamless streaming of cloud-based games with minimal latency and buffering, driving the demand for cloud gaming in the country.
- The gaming market in Japan is characterized by a specific visual style and local content characteristics. The market comprises all gaming platforms, including PCs, smartphones, and consoles. Console games are particularly important relative to other gaming markets of the region, owing to significant console manufacturers in the country, like Sony, Nintendo, and Sega.
- The rapidly growing smartphone penetration rate drives the demand for mobile games in Japan. The country's developed telecommunications infrastructure facilitates high-quality mobile gaming experiences. Also, governmental support to expand the esports industry helps create demand for video games.
- Gaming has been gaining significant traction in the Indian market in recent years owing to a large and increasingly tech-savvy population, improving internet infrastructure, and a growing gaming culture. Also, India's internet infrastructure has been steadily improving, with increasing broadband penetration and the rollout of 4G and 5G networks. This enhanced connectivity facilitates seamless streaming of cloud-based games with minimal latency and buffering, enhancing the overall gaming experience for users.
- Several companies are actively developing new cloud games and expanding their presence in the Indian market to meet the growing demand for cloud games in India. Hence, Reliance Jio, one of India's leading telecom operators, expressed interest in entering the cloud gaming space. With its extensive user base and robust network infrastructure, Reliance Jio could potentially develop cloud gaming services or partner with existing players to offer gaming experiences to Indian consumers.
Game Streaming Market Overview
The game streaming market is fragmented. Due to the changing price trends of the game streaming solutions and platforms, the companies have a price-based rivalry. The major non-price-based rivalry recurring in this market is innovation. Key players in this market are Amazon.com, Huya Inc., Wuhan Douyu Network Technology Co. Ltd, Facebook Gaming (Meta Platforms Inc.), and YouTube (Alphabet Inc.).
- January 2024: AfreecaTV announced the unveiling of the beta version of its live-streaming platform, SOOP. The strategic announcement was part of the company's vision to create a dynamic and inclusive space for users, streamers, and partners to engage and contribute to the streaming community freely.
- January 2024: The Esports World Cup Foundation, the organizer of the 2024 Esports World Cup in Saudi Arabia, announced a program to support esports teams and organizations. The program is intended to provide the teams with funding to build multiple squads and, in turn, compete at the Esports World Cup.
Additional Benefits:
- The market estimate (ME) sheet in Excel format
- 3 months of analyst support
1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study
2 RESEARCH METHODOLOGY
3 EXECUTIVE SUMMARY
4 MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Growing Popularity of Esports and Broadcasting of Esports Events
4.3.2 Growth of Video Game Streaming Software for Mobile Devices
4.4 Market Restraints
4.4.1 High Cost of Content Creation
4.5 Value Chain/Supply Chain Analysis
4.6 Industry Attractiveness - Porter's Five Forces Analysis
4.6.1 Threat of New Entrants
4.6.2 Bargaining Power of Buyers/Consumers
4.6.3 Bargaining Power of Suppliers
4.6.4 Threat of Substitute Products
4.6.5 Intensity of Competitive Rivalry
5 GAME STREAMING MARKET LANDSCAPE
5.1 By Hardware
5.1.1 Mobile
5.1.2 PCs, Laptops, and TVs
5.2 By Genre
5.2.1 Adventure/Role Playing Games
5.2.2 Puzzles
5.2.3 Social Games
5.2.4 Strategy
5.2.5 Simulation
5.2.6 Other Genres
5.3 Top 10 Non-esports Games Based on Platforms
5.4 Top 10 esports Games Based on Platforms
5.5 Upcoming Events Calendars of Esports Games Worldwide
6 MARKET SEGMENTATION
6.1 By Revenue Model
6.1.1 In-game Advertising Model
6.1.2 Subscription Model
6.1.3 Other Revenue Models
6.2 By Solutions
6.2.1 Web Based
6.2.1.1 Twitch
6.2.1.2 YouTube
6.2.1.3 Mixer
6.2.1.4 Facebook
6.2.1.5 Dailymotion
6.2.2 App Based
6.2.2.1 Xbox Game Streaming
6.2.2.2 Remotr
6.2.2.3 Steam Link
6.2.2.4 Rainway Inc
6.2.2.5 Others
6.3 By Geography***
6.3.1 North America
6.3.1.1 United States
6.3.1.2 Canada
6.3.2 Europe
6.3.2.1 Germany
6.3.2.2 United Kingdom
6.3.3 Asia-Pacific
6.3.3.1 China
6.3.3.2 Japan
6.3.3.3 India
6.3.3.4 South Korea
6.3.3.5 Australia and New Zealand
6.3.4 Latin America
6.3.5 Middle East and Africa
7 COMPETITIVE LANDSCAPE
7.1 Company Profiles*
7.1.1 Amazon.com Inc.
7.1.2 Huya Inc.
7.1.3 Wuhan Douyu Network Technology Co. Ltd
7.1.4 Facebook Gaming (Meta Platforms Inc.)
7.1.5 Youtube (Alphabet Inc.)
7.1.6 Afreecatv Co. Ltd
7.1.7 Nvidia Corporation
7.1.8 Apple Inc.
7.1.9 Parsec (Unity Software Inc.)
7.1.10 Sony Group Corporation
8 INVESTMENT ANALYSIS
9 MARKET OPPORTUNITIES AND FUTURE TRENDS
Content is provided by our partners and every effort is made to make Market Report details as clear as possible. If you are not sure the exact content you require is included in this study you can Contact us to double check. To do this you can:
Use the ‘? ASK A QUESTION’ below the license / prices and to the right of this box. This will come directly to our team who will work on dealing with your request as soon as possible.
Write to directly on support@scotts-international.com with details. Please include as much information as possible including the name of report or link so our staff will be able to work on you request.
Telephone us directly on 0048 603 394 346 and an experienced member of team will be on hand to answer.
With the vast majority of our partners we can obtain Sample Pages to support your decision. This is something we can arrange without revealing your personal details.
It is important to note that we will not be able to provide you the exact data or statistics such as Market Size and Forecasts. Sample pages usually confirm the layout or the Categories included in Charts and Graphs, excluding specific data.
To ask for Sample Pages by contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.
Whilst we try to make our online platform as easy to use as possible there is always the possibility that a better alternative has not been found in your search.
To avoid this possibility Contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346 and a Senior Team Member can review your requirements and send a list of possibilities with opinions and recommendations.
All prices are set by our partners and should be exactly the same as those listed on their own websites. We work on a Revenue share basis ensuring that you never pay more than what is offered elsewhere.
Should you find the price cheaper on another platform we recommend you to Contact us as we should be able to match this price. You can Contact us though through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.
As we work in close partnership with our Partners from time to time we can secure discounts and assist with negotiations, this is part of our personalised service to you.
Discounts can sometimes be arranged for speedily placed orders; multiple report purchases or Higher License purchases.
To check if a Discount is possible please Contact our experienced team through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.
Most Market Reports on our platform are listed in USD or EURO based on the wishes of our Partners. To avoid currency fluctuations and potential price differentiations we do not offer the possibility to change the currency online.
Should you wish to pay in a different currency to that advertised online we do accept payments in USD, EURO, GBP and PLN. The price will be calculated based on the relevant exchange rate taken from our National Bank.
To pay in a different above currency to that advertised online please Contact our team and a quotation will be sent within a couple of hours with payment details.
License options vary from Partner to Partner as is usually based on the number of Users that will benefitting from the report. It is very important that License ordered is not breached as this could have potential negative consequences for you individually or your employer.
If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.
The Global Site License is the most comprehensive license available. By selecting this license, the Market Report can be shared with other ‘Allowed Users’ and any other member of staff from the same organisation regardless of geographic location.
It is important to note that this may exclude Parent Companies or Subsidiaries.
If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.
The most common format is PDF, however in certain circumstances data may be present in Excel format or Online, especially in the case of Database or Directories. In addition, for certain higher license options a CD may also be provided.
If you have questions or need clarification about the specific formats we recommend you to Contact us and a detailed explanation will be provided.
Delivery is fulfilled by our partners directly. Once an order has been placed we inform the partner by sharing the delivery email details given in the order process.
Delivery is usually made within 24 hours of an order being placed, however it may take longer should your order be placed prior to the weekend or if otherwise specified on the Market Report details page. Additionally, if details have been not fully completed in the Order process a delay in delivery is possible.
If a delay in delivery is expected you will be informed about it immediately.
As most Market Reports are delivered in PDF format we almost never have to add additional Shipping Charges. If, however you are ordering a Higher License service or a specific delivery format (e.g. CD version) charges may apply.
If you are concerned about additional Shipping Charges we recommend you to Contact us to double check.
We work in Partnership with PayU to ensure payments are made securely in a fast and effortless way. PayU is the e-payments division of Naspers.
Naspers operates in over 133 International Markets and ranks 3rd Globally in terms of the number of e-commerce customers served.
For more information on PayU please visit: https://www.payu.pl/en/about-us
If you require an invoice prior to payment, this is possible. To ensure a speedy delivery of the Market Report we require all relevant company details and you agree to maximum payment terms of 30 days from receipt of order.
With our regular clients deliver of the Market Report can be made prior to receiving payment, however in some circumstances we may ask for payment to be received before arranging for the Market Report to be delivered.
We have specifically partnered with leading International companies to protect your privacy by using different technologies and processes to ensure security.
Everything submitted to Scotts International is encrypted via SSL (Secure Socket Layer) and all personal information provided to Scotts International is stored on computer systems with limited access in controlled environments.
We partner with PayU (https://www.payu.pl/en/about-us) to ensure all credit card payments are made securely in a fast and effortless way.
PayU offers 250+ various payment channels and eWallet services across 4 continents allowing buyers to pay electronically, whether on a computer or a mobile device.