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Global Video Game Streaming Services Market 2017-2021

Global Video Game Streaming Services Market 2017-2021

About Video Game Streaming Services

Video streaming is the process of sending/broadcasting video and audio content over the Internet, which is played immediately by the receiver without the content being saved on the hard drive of the receiver. Video game streaming includes sending the video and audio of live gameplays. Video game streaming service providers offer platforms to viewers where they can view video game streaming. The global video game streaming services market is a growing market, and there is an increase in the number of video game streaming service providers in the world. Major players in this field include Twitch, YouTube Gaming, and Mixer. Video game streaming requires the following hardware set up for its smooth functioning.

Technavio’s analysts forecast the global video game streaming services market to grow at a CAGR of 6.26% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global video game streaming services market for 2017-2021. To calculate the market size, the report considers the revenue generated from the subscription and advertisement services of the video game streaming services market.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Video Game Streaming Services Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Alphabet
  • Amazon
  • Microsoft
Other prominent vendors
  • Cavetube
  • Dailymotion
  • DeNA
  • Dingit.tv
  • DWANGO
  • Facebook
  • IBM
  • Infiniscene
  • Mobcrush
  • Panda TV
  • Smashcast
  • Valve
  • VaughnSoft
Market driver
  • Increasing growth of the HDR technology
  • For a full, detailed list, view our report
Market challenge
  • Growing competition in the market
  • For a full, detailed list, view our report
Market trend
  • Growth of video game streaming software for mobile devices
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?


Press Release

Technavio Announces the Publication of its Research Report – Global Video Game Streaming Services Market 2017-2021

Technavio recognizes the following companies as the key players in the global video game streaming services market: Alphabet, Amazon, and Microsoft

Other Prominent Vendors in the market are: Cavetube, Dailymotion, DeNA, Dingit, DWANGO, Facebook, IBM, Infiniscene, Mobcrush, Panda TV, Smashcast, Valve, and VaughnSoft.

Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Growth of video game streaming software for mobile devices. Many vendors have started providing video game streaming software for mobile devices such as smartphones and tablets. The increasing processing power of mobile devices is one of the most important reasons for this initiative. For instance, the latest flagship smartphone from Samsung, Galaxy S8, has a Snapdragon 835 chipset by Qualcomm with 4GB RAM. Snapdragon 835 consists of a central processing unit (CPU) with the 64-bit architecture and a highly advanced Adreno 540 graphics processing unit (GPU). It has a clock speed of 2.45 GHz, which is on par with many desktop computers.”

According to the report, one of the major drivers for this market is Increasing growth of the HDR technology. HDR is a technology for displaying a wider range of color tones with more emphasis on details. HDR is supported only by 4K ultra-high-definition (UHD) videos. Studios such as Warner Bros., Universal Pictures, and Lionsgate are planning to support the expanded Dolby Vision imaging technology on their disc releases. Videos with Dolby Vision are expected to produce more details and a wider color gamut than the present 4K UHD videos. Streaming sites such as Netflix provide videos with the Dolby Vision imaging technology.

Further, the report states that one of the major factors hindering the growth of this market is Growing competition in the market. The competition among the video game streaming service providers in this market is quite intense. The intensity of the competition is more in developing countries than the developed countries as the market in these countries is highly fragmented with the presence of both global and local players. For instance, the local players, such as Panda TV and Douyu TV, in China are posing a threat to the major players such as Twitch. This leads to tough competition among the vendors in these countries. Because of the intense competition, many video game streaming service providers have stopped their service, this impacts the market negatively.

Companies Mentioned

Alphabet, Amazon, and Microsoft

Other Prominent Vendors in the market are: Cavetube, Dailymotion, DeNA, Dingit, DWANGO, Facebook, IBM, Infiniscene, Mobcrush, Panda TV, Smashcast, Valve, and VaughnSoft.

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Table Prerequisites for video game streaming
  • Market landscape
    • Market overview
      • Table Global video game streaming services market overview
    • Market size and forecast
      • Table Global video game streaming services market 2016-2021 ($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by revenue generation
    • Market overview
      • Table Global video game streaming services market by revenue 2016 (% share ofrevenue)
      • Table Global video game streaming services market by revenue 2016-2021(% share ofrevenue)
    • Direct revenue
      • Table Global video game streaming services market by direct revenue 2016-2021 ($millions)
    • Indirect revenue
      • Table Global video game streaming services market by indirect revenue 2016-2021 ($millions)
  • Geographical segmentation
    • Overview
      • Table Global video game streaming services market by geography 2016 (% share ofrevenue)
      • Table Global video game streaming services market by geography 2016-2021(% share ofrevenue)
    • Americas
      • Table Video game streaming services market in the Americas 2016-2021 ($ millions)
    • EMEA
      • Table Video game streaming services market in EMEA 2016-2021 ($ millions)
    • APAC
      • Table Video game streaming services market in APAC 2016-2021 ($ millions)
  • Key leading countries
    • Table Key leading countries
    • US
      • Table Video game streaming services market in the US 2016-2021 ($ millions)
    • China
      • Table Video game streaming services market in China 2016-2021 ($ millions)
    • UK
      • Table Video game streaming services market in the UK 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Growth of video game streaming software for mobile devices
      • Table Major video game streaming software for mobile devices
    • Increasing use of VR streaming
    • Shift toward HTML5
      • Table Major operating systems and their stance on the adoption of Adobe Flash
  • Vendor landscape
    • Overview
      • Table Competitive differentiators for vendors
    • Other prominent vendors
      • Table Other prominent vendors in the global video game streaming services market
  • Key vendor analysis
    • Alphabet
      • Table Alphabet: Business segmentation by revenue 2016 ($ millions)
      • Table Alphabet: Geographical segmentation by revenue 2016 (% share)
    • Amazon
      • Table Amazon: Business segmentation by revenue 2016 (% share)
    • Microsoft
      • Table Microsoft: Geographical segmentation by revenue 2016 (% share)
      • Table Microsoft: Business segmentation by revenue 2016 ($ millions)
  • Appendix
    • List of abbreviations
  • Explore Technavio

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