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Global Video Game Live Streaming Market Research Report 2025

Global Video Game Live Streaming Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1721378

No of Pages : 96

Synopsis
The global Video Game Live Streaming market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Video Game Live Streaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Video Game Live Streaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Video Game Live Streaming in Age Below 20 is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Video Game Live Streaming include Netflix, Hulu, Amazon Instant Video, Playstation Vue, Sling Orange, Crackle, Funny or Die, Twitch and Vevo, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Video Game Live Streaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Video Game Live Streaming.
Report Scope
The Video Game Live Streaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Video Game Live Streaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Video Game Live Streaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Netflix
Hulu
Amazon Instant Video
Playstation Vue
Sling Orange
Crackle
Funny or Die
Twitch
Vevo
HBO Now
YouTube TV
IQIYI
Youku
Acorn TV
CBS All Access
DirectTV Now
FuboTV Premier
Bilibili
Segment by Type
Mobile Game
PC Game
Segment by Application
Age Below 20
Age Between 20-40
Age Higher Than 40
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Video Game Live Streaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Video Game Live Streaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Mobile Game
1.2.3 PC Game
1.3 Market by Application
1.3.1 Global Video Game Live Streaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Age Below 20
1.3.3 Age Between 20-40
1.3.4 Age Higher Than 40
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Video Game Live Streaming Market Perspective (2019-2030)
2.2 Video Game Live Streaming Growth Trends by Region
2.2.1 Global Video Game Live Streaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Video Game Live Streaming Historic Market Size by Region (2019-2024)
2.2.3 Video Game Live Streaming Forecasted Market Size by Region (2025-2030)
2.3 Video Game Live Streaming Market Dynamics
2.3.1 Video Game Live Streaming Industry Trends
2.3.2 Video Game Live Streaming Market Drivers
2.3.3 Video Game Live Streaming Market Challenges
2.3.4 Video Game Live Streaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Video Game Live Streaming Players by Revenue
3.1.1 Global Top Video Game Live Streaming Players by Revenue (2019-2024)
3.1.2 Global Video Game Live Streaming Revenue Market Share by Players (2019-2024)
3.2 Global Video Game Live Streaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Video Game Live Streaming Revenue
3.4 Global Video Game Live Streaming Market Concentration Ratio
3.4.1 Global Video Game Live Streaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Video Game Live Streaming Revenue in 2023
3.5 Video Game Live Streaming Key Players Head office and Area Served
3.6 Key Players Video Game Live Streaming Product Solution and Service
3.7 Date of Enter into Video Game Live Streaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Video Game Live Streaming Breakdown Data by Type
4.1 Global Video Game Live Streaming Historic Market Size by Type (2019-2024)
4.2 Global Video Game Live Streaming Forecasted Market Size by Type (2025-2030)
5 Video Game Live Streaming Breakdown Data by Application
5.1 Global Video Game Live Streaming Historic Market Size by Application (2019-2024)
5.2 Global Video Game Live Streaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Video Game Live Streaming Market Size (2019-2030)
6.2 North America Video Game Live Streaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Video Game Live Streaming Market Size by Country (2019-2024)
6.4 North America Video Game Live Streaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Video Game Live Streaming Market Size (2019-2030)
7.2 Europe Video Game Live Streaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Video Game Live Streaming Market Size by Country (2019-2024)
7.4 Europe Video Game Live Streaming Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Video Game Live Streaming Market Size (2019-2030)
8.2 Asia-Pacific Video Game Live Streaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Video Game Live Streaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Video Game Live Streaming Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Video Game Live Streaming Market Size (2019-2030)
9.2 Latin America Video Game Live Streaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Video Game Live Streaming Market Size by Country (2019-2024)
9.4 Latin America Video Game Live Streaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Video Game Live Streaming Market Size (2019-2030)
10.2 Middle East & Africa Video Game Live Streaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Video Game Live Streaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Video Game Live Streaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Netflix
11.1.1 Netflix Company Detail
11.1.2 Netflix Business Overview
11.1.3 Netflix Video Game Live Streaming Introduction
11.1.4 Netflix Revenue in Video Game Live Streaming Business (2019-2024)
11.1.5 Netflix Recent Development
11.2 Hulu
11.2.1 Hulu Company Detail
11.2.2 Hulu Business Overview
11.2.3 Hulu Video Game Live Streaming Introduction
11.2.4 Hulu Revenue in Video Game Live Streaming Business (2019-2024)
11.2.5 Hulu Recent Development
11.3 Amazon Instant Video
11.3.1 Amazon Instant Video Company Detail
11.3.2 Amazon Instant Video Business Overview
11.3.3 Amazon Instant Video Video Game Live Streaming Introduction
11.3.4 Amazon Instant Video Revenue in Video Game Live Streaming Business (2019-2024)
11.3.5 Amazon Instant Video Recent Development
11.4 Playstation Vue
11.4.1 Playstation Vue Company Detail
11.4.2 Playstation Vue Business Overview
11.4.3 Playstation Vue Video Game Live Streaming Introduction
11.4.4 Playstation Vue Revenue in Video Game Live Streaming Business (2019-2024)
11.4.5 Playstation Vue Recent Development
11.5 Sling Orange
11.5.1 Sling Orange Company Detail
11.5.2 Sling Orange Business Overview
11.5.3 Sling Orange Video Game Live Streaming Introduction
11.5.4 Sling Orange Revenue in Video Game Live Streaming Business (2019-2024)
11.5.5 Sling Orange Recent Development
11.6 Crackle
11.6.1 Crackle Company Detail
11.6.2 Crackle Business Overview
11.6.3 Crackle Video Game Live Streaming Introduction
11.6.4 Crackle Revenue in Video Game Live Streaming Business (2019-2024)
11.6.5 Crackle Recent Development
11.7 Funny or Die
11.7.1 Funny or Die Company Detail
11.7.2 Funny or Die Business Overview
11.7.3 Funny or Die Video Game Live Streaming Introduction
11.7.4 Funny or Die Revenue in Video Game Live Streaming Business (2019-2024)
11.7.5 Funny or Die Recent Development
11.8 Twitch
11.8.1 Twitch Company Detail
11.8.2 Twitch Business Overview
11.8.3 Twitch Video Game Live Streaming Introduction
11.8.4 Twitch Revenue in Video Game Live Streaming Business (2019-2024)
11.8.5 Twitch Recent Development
11.9 Vevo
11.9.1 Vevo Company Detail
11.9.2 Vevo Business Overview
11.9.3 Vevo Video Game Live Streaming Introduction
11.9.4 Vevo Revenue in Video Game Live Streaming Business (2019-2024)
11.9.5 Vevo Recent Development
11.10 HBO Now
11.10.1 HBO Now Company Detail
11.10.2 HBO Now Business Overview
11.10.3 HBO Now Video Game Live Streaming Introduction
11.10.4 HBO Now Revenue in Video Game Live Streaming Business (2019-2024)
11.10.5 HBO Now Recent Development
11.11 YouTube TV
11.11.1 YouTube TV Company Detail
11.11.2 YouTube TV Business Overview
11.11.3 YouTube TV Video Game Live Streaming Introduction
11.11.4 YouTube TV Revenue in Video Game Live Streaming Business (2019-2024)
11.11.5 YouTube TV Recent Development
11.12 IQIYI
11.12.1 IQIYI Company Detail
11.12.2 IQIYI Business Overview
11.12.3 IQIYI Video Game Live Streaming Introduction
11.12.4 IQIYI Revenue in Video Game Live Streaming Business (2019-2024)
11.12.5 IQIYI Recent Development
11.13 Youku
11.13.1 Youku Company Detail
11.13.2 Youku Business Overview
11.13.3 Youku Video Game Live Streaming Introduction
11.13.4 Youku Revenue in Video Game Live Streaming Business (2019-2024)
11.13.5 Youku Recent Development
11.14 Acorn TV
11.14.1 Acorn TV Company Detail
11.14.2 Acorn TV Business Overview
11.14.3 Acorn TV Video Game Live Streaming Introduction
11.14.4 Acorn TV Revenue in Video Game Live Streaming Business (2019-2024)
11.14.5 Acorn TV Recent Development
11.15 CBS All Access
11.15.1 CBS All Access Company Detail
11.15.2 CBS All Access Business Overview
11.15.3 CBS All Access Video Game Live Streaming Introduction
11.15.4 CBS All Access Revenue in Video Game Live Streaming Business (2019-2024)
11.15.5 CBS All Access Recent Development
11.16 DirectTV Now
11.16.1 DirectTV Now Company Detail
11.16.2 DirectTV Now Business Overview
11.16.3 DirectTV Now Video Game Live Streaming Introduction
11.16.4 DirectTV Now Revenue in Video Game Live Streaming Business (2019-2024)
11.16.5 DirectTV Now Recent Development
11.17 FuboTV Premier
11.17.1 FuboTV Premier Company Detail
11.17.2 FuboTV Premier Business Overview
11.17.3 FuboTV Premier Video Game Live Streaming Introduction
11.17.4 FuboTV Premier Revenue in Video Game Live Streaming Business (2019-2024)
11.17.5 FuboTV Premier Recent Development
11.18 Bilibili
11.18.1 Bilibili Company Detail
11.18.2 Bilibili Business Overview
11.18.3 Bilibili Video Game Live Streaming Introduction
11.18.4 Bilibili Revenue in Video Game Live Streaming Business (2019-2024)
11.18.5 Bilibili Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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