
Global Game Living Capture Card Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Description
Market Overview
According to DIResearch's in-depth investigation and research, the global Game Living Capture Card market size will reach 207.97 Million USD in 2025 and is projected to reach 381.89 Million USD by 2032, with a CAGR of 9.07% (2025-2032). Notably, the China Game Living Capture Card market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
A game living capture card is a hardware device used to capture video and audio output from a game console or PC and transfer it to a streaming platform such as Twitch or YouTube for live broadcast. This device allows players to share their gameplay, skills, and interactions over the Internet. Game live capture cards usually have different input and output interfaces, allowing connection to various gaming devices and providing high-quality video and audio capture. This enables players to create professional-level live content, interact with their audience, and even transform their gameplay into real-time entertainment. These devices are often used to create live game broadcasts, educational content, or other game-related online media. It is worth noting that the specific functions and features of game live capture cards may vary between different brands and models.
The major global manufacturers of Game Living Capture Card include Elgato (Corsair), AVerMedia, Blackmagic, Razer, EVGA, UGREEN, ezcap, Acasis, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Game Living Capture Card. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global Game Living Capture Card market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the Game Living Capture Card market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Game Living Capture Card industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of Game Living Capture Card Include:
Elgato (Corsair)
AVerMedia
Blackmagic
Razer
EVGA
UGREEN
ezcap
Acasis
Game Living Capture Card Product Segment Include:
USB Capture Card
PCI/PCIe Capture Card
Game Living Capture Card Product Application Include:
Online Sales
Offline Sales
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global Game Living Capture Card Industry PESTEL Analysis
Chapter 3: Global Game Living Capture Card Industry Porter's Five Forces Analysis
Chapter 4: Global Game Living Capture Card Major Regional Market Size (Sales, Revenue, Price) and Forecast Analysis
Chapter 5: Global Game Living Capture Card Competitive Analysis of Key Manufacturers (Sales, Revenue, Market Share, Price, Regional Distribution and Industry Concentration)
Chapter 6: Global Game Living Capture Card Sales, Revenue, Price and Forecast by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Sales, Revenue, Price and Gross Margin)
Chapter 8: Industrial Chain Analysis, Game Living Capture Card Different Application Market Analysis (Sales and Revenue), Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
According to DIResearch's in-depth investigation and research, the global Game Living Capture Card market size will reach 207.97 Million USD in 2025 and is projected to reach 381.89 Million USD by 2032, with a CAGR of 9.07% (2025-2032). Notably, the China Game Living Capture Card market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
A game living capture card is a hardware device used to capture video and audio output from a game console or PC and transfer it to a streaming platform such as Twitch or YouTube for live broadcast. This device allows players to share their gameplay, skills, and interactions over the Internet. Game live capture cards usually have different input and output interfaces, allowing connection to various gaming devices and providing high-quality video and audio capture. This enables players to create professional-level live content, interact with their audience, and even transform their gameplay into real-time entertainment. These devices are often used to create live game broadcasts, educational content, or other game-related online media. It is worth noting that the specific functions and features of game live capture cards may vary between different brands and models.
The major global manufacturers of Game Living Capture Card include Elgato (Corsair), AVerMedia, Blackmagic, Razer, EVGA, UGREEN, ezcap, Acasis, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Game Living Capture Card. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global Game Living Capture Card market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the Game Living Capture Card market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Game Living Capture Card industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of Game Living Capture Card Include:
Elgato (Corsair)
AVerMedia
Blackmagic
Razer
EVGA
UGREEN
ezcap
Acasis
Game Living Capture Card Product Segment Include:
USB Capture Card
PCI/PCIe Capture Card
Game Living Capture Card Product Application Include:
Online Sales
Offline Sales
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global Game Living Capture Card Industry PESTEL Analysis
Chapter 3: Global Game Living Capture Card Industry Porter's Five Forces Analysis
Chapter 4: Global Game Living Capture Card Major Regional Market Size (Sales, Revenue, Price) and Forecast Analysis
Chapter 5: Global Game Living Capture Card Competitive Analysis of Key Manufacturers (Sales, Revenue, Market Share, Price, Regional Distribution and Industry Concentration)
Chapter 6: Global Game Living Capture Card Sales, Revenue, Price and Forecast by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Sales, Revenue, Price and Gross Margin)
Chapter 8: Industrial Chain Analysis, Game Living Capture Card Different Application Market Analysis (Sales and Revenue), Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
Table of Contents
165 Pages
- 1 Game Living Capture Card Market Overview
- 1.1 Product Definition and Statistical Scope
- 1.2 Game Living Capture Card Product by Type
- 1.2.1 USB Capture Card
- 1.2.2 PCI/PCIe Capture Card
- 1.3 Game Living Capture Card Product by Application
- 1.3.1 Online Sales
- 1.3.2 Offline Sales
- 1.4 Global Game Living Capture Card Market Revenue and Sales Analysis
- 1.4.1 Global Game Living Capture Card Revenue Market Size Analysis (2020-2032)
- 1.4.2 Global Game Living Capture Card Sales Market Size Analysis (2020-2032)
- 1.4.3 Global Game Living Capture Card Market Sales Price Trend Analysis (2020-2032)
- 1.5 Game Living Capture Card Market Development Status and Trends
- 1.5.1 Game Living Capture Card Industry Development Status Analysis
- 1.5.2 Game Living Capture Card Industry Development Trends Analysis
- 2 Game Living Capture Card Market PESTEL Analysis
- 2.1 Political Factors Analysis
- 2.2 Economic Factors Analysis
- 2.3 Social Factors Analysis
- 2.4 Technological Factors Analysis
- 2.5 Environmental Factors Analysis
- 2.6 Legal Factors Analysis
- 3 Game Living Capture Card Market Porter's Five Forces Analysis
- 3.1 Competitive Rivalry
- 3.2 Threat of New Entrants
- 3.3 Bargaining Power of Suppliers
- 3.4 Bargaining Power of Buyers
- 3.5 Threat of Substitutes
- 4 Global Game Living Capture Card Market Analysis by Country
- 4.1 Global Game Living Capture Card Market Size Analysis by Country: 2024 VS 2025 VS 2032
- 4.1.1 Global Game Living Capture Card Revenue and Market Share by Country (2020-2025)
- 4.1.2 Global Game Living Capture Card Revenue and Market Share Forecast by Country (2026-2032)
- 4.2 Global Game Living Capture Card Sales Analysis by Country: 2024 VS 2025 VS 2032
- 4.2.1 Global Game Living Capture Card Sales and Market Share by Country (2020-2025)
- 4.2.2 Global Game Living Capture Card Sales and Market Share Forecast by Country (2026-2032)
- 4.3 United States Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.4 Germany Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.5 Japan Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.6 China Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.7 France Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.8 U.K. Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.9 South Korea Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.10 Canada Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.11 Italy Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.12 Russia Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.13 Mexico Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.14 Brazil Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.15 India Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.16 Vietnam Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.17 Thailand Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 4.18 South Africa Game Living Capture Card Market Sales, Revenue and Growth Rate (2020-2032)
- 5 Competition by Manufacturers
- 5.1 Global Game Living Capture Card Market Sales, Revenue and Sales Price by Key Manufacturers (2021-2025)
- 5.1.1 Global Game Living Capture Card Market Sales by Key Manufacturers (2021-2025)
- 5.1.2 Global Game Living Capture Card Market Revenue by Key Manufacturers (2021-2025)
- 5.1.3 Global Game Living Capture Card Average Sales Price by Manufacturers (2021-2025)
- 5.2 Game Living Capture Card Competitive Landscape Analysis and Market Dynamic
- 5.2.1 Game Living Capture Card Competitive Landscape Analysis
- 5.2.2 Global Key Manufacturers Headquarter and Key Area Sales
- 5.2.3 Market Dynamic
- 6 Game Living Capture Card Market Analysis by Type
- 6.1 Global Game Living Capture Card Market Revenue Analysis by Type
- 6.1.1 Global Game Living Capture Card Market Size Analysis by Type: 2024 & 2025 & 2032
- 6.1.2 Global Game Living Capture Card Revenue and Forecast Analysis by Type (2020-2032)
- 6.2 Global Game Living Capture Card Market Sales and Forecast Analysis by Type (2020-2032)
- 6.3 Global Game Living Capture Card Sales Price Trend Analysis by Type (2020-2032)
- 7 Key Companies Analysis
- 7.1 Elgato (Corsair)
- 7.1.1 Elgato (Corsair) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.1.2 Elgato (Corsair) Game Living Capture Card Product Portfolio
- 7.1.3 Elgato (Corsair) Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.2 AVerMedia
- 7.2.1 AVerMedia Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.2.2 AVerMedia Game Living Capture Card Product Portfolio
- 7.2.3 AVerMedia Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.3 Blackmagic
- 7.3.1 Blackmagic Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.3.2 Blackmagic Game Living Capture Card Product Portfolio
- 7.3.3 Blackmagic Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.4 Razer
- 7.4.1 Razer Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.4.2 Razer Game Living Capture Card Product Portfolio
- 7.4.3 Razer Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.5 EVGA
- 7.5.1 EVGA Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.5.2 EVGA Game Living Capture Card Product Portfolio
- 7.5.3 EVGA Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.6 UGREEN
- 7.6.1 UGREEN Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.6.2 UGREEN Game Living Capture Card Product Portfolio
- 7.6.3 UGREEN Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.7 ezcap
- 7.7.1 ezcap Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.7.2 ezcap Game Living Capture Card Product Portfolio
- 7.7.3 ezcap Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 7.8 Acasis
- 7.8.1 Acasis Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.8.2 Acasis Game Living Capture Card Product Portfolio
- 7.8.3 Acasis Game Living Capture Card Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2021-2025)
- 8 Industry Chain Analysis
- 8.1 Game Living Capture Card Industry Chain Analysis
- 8.2 Game Living Capture Card Industry Upstream Supply Analysis
- 8.2.1 Upstream Key Raw Material Supply Analysis
- 8.2.2 Raw Material Suppliers and Contact Information
- 8.3 Game Living Capture Card Product Downstream Application Analysis
- 8.3.1 Global Game Living Capture Card Revenue Market Size by Application: 2024 & 2025 & 2032
- 8.3.2 Global Game Living Capture Card Revenue and Forecast Analysis by Application (2020-2032)
- 8.3.3 Global Game Living Capture Card Sales and Forecast Analysis by Application (2020-2032)
- 8.4 Game Living Capture Card Typical Downstream Customers
- 8.5 Game Living Capture Card Sales Channel Analysis
- 9 Research Findings and Conclusion
- 10 Methodology and Data Source
- 10.1 Methodology/Research Approach
- 10.2 Research Scope
- 10.3 Benchmarks and Assumptions
- 10.4 Date Source
- 10.4.1 Primary Sources
- 10.4.2 Secondary Sources
- 10.5 Data Cross Validation
- 10.6 Disclaimer
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