Games Streaming Market Report 2026
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Published : February 2026

Pages : 175

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Games Streaming Market Report 2026

Global Outlook – By Solutions (Web Based, App Based), By Revenue Model (Advertisement Game Streaming, Subscription Game Streaming, Other Revenue Models), By Device Type (Smartphones, Tablets, Gaming Consoles, Personal Computers And Laptops, Smart Televisions, Head Mounted Displays), By Gamer Type (Casual Gamers, Avid Gamers, Hard Core Gamers Or Professional, Lifestyle Gamer) – Market Size, Trends, Strategies, and Forecast to 2035

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

Games Streaming Market Overview

• Games Streaming market size has reached to $11.74 billion in 2025

• Expected to grow to $21.24 billion in 2030 at a compound annual growth rate (CAGR) of 12.3%

• Growth Driver: The Increasing Popularity Of Esports Tournaments Fueling The Growth Of The Market Due To Rising Global Viewership

• Market Trend: Integration Of Game Streaming With Smart TV's Enhances Market Presence

North America was the largest region in 2025.

What Is Covered Under Games Streaming Market?

Game streaming refers to broadcasting live gameplay over the internet, typically in real-time, allowing viewers to watch and interact with the streamer. It is used to entertain audiences, share gameplay experiences, build communities, and even as a platform for educational content related to gaming.

The main types of solutions in games streaming include web-based and app-based. Web-based game streaming allows users to play games directly through a web browser, leveraging cloud technology to stream from remote servers, thus making high-quality gaming accessible on devices with lower processing power. The revenue models are categorized into advertisement game streaming, subscription game streaming, and others, while device types such as smartphones, tablets, gaming consoles, personal computers and laptops, smart televisions, and head-mounted displays. It is used by casual gamers, avid gamers, hard-core gamers, or professional lifestyle gamers.

Games Streaming market report bar graph

What Is The Games Streaming Market Size and Share 2026?

The games streaming market size has grown rapidly in recent years. It will grow from $11.74 billion in 2025 to $13.37 billion in 2026 at a compound annual growth rate (CAGR) of 13.8%. The growth in the historic period can be attributed to growing popularity of video gaming, expansion of high-speed internet infrastructure, increasing adoption of smartphones and gaming consoles, rise of content creator economy, development of streaming platforms.

What Is The Games Streaming Market Growth Forecast?

The games streaming market size is expected to see rapid growth in the next few years. It will grow to $21.24 billion in 2030 at a compound annual growth rate (CAGR) of 12.3%. The growth in the forecast period can be attributed to increasing demand for cloud gaming, advancements in ai-driven personalized content, growth of virtual reality and ar integrations, rising eSports viewership, expansion of subscription-based monetization models. Major trends in the forecast period include rise of multiplayer and community-driven streaming, expansion of mobile and cross-platform game streaming, growth of interactive viewer engagement and gamification, increasing adoption of esports streaming, emergence of cloud-based gaming subscription services.

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Global Games Streaming Market Segmentation

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

What Is The Driver Of The Games Streaming Market?

The increasing popularity of esports tournaments is expected to propel the growth of the game streaming market going forward. Esports tournaments are organized competitive events where professional or amateur players compete against each other in various video games, and they attract audiences worldwide. The rise in popularity of esports tournaments is due to expanding global participation in competitive gaming and growing fan engagement around major events. Game streaming supports esports tournaments by broadcasting competitions in real time to global audiences, increasing visibility, enhancing fan interaction, and extending the reach of competitive gaming content. For instance, in November 2024, according to the Greater London Authority (GLA), a UK-based government agency, in 2024–25, an expenditure of up to $20,050 USD (£15,000) has been approved to commission a report on esports in London. This funding is equally divided, with $10,025 USD (£7,500) allocated from the Culture, Creative Industries, and 24-Hour London budget, and $10,025 USD (£7,500) coming from the Major Sports Events budget. Therefore, the increasing popularity of esports tournaments is driving the growth of the game streaming market.

Key Players In The Global Games Streaming Market

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), NVIDIA Corporation, Advanced Micro Devices Inc., Nintendo Co Ltd., Electronic Arts Inc., Unity Technologies, 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.

Global Games Streaming Market Trends and Insights

Major companies operating in the game streaming market are focusing on integration with smart TVs and platforms, such as gaming hubs, to unite gamers through community, updates, and tech insights. A gaming hub improves game streaming by making it easier for streamers and viewers to connect, share content, and interact. For instance, in September 2023, Samsung Electronics Co. Ltd., a South Korea-based electronics company, and Blacknut, a France-based gaming platform, introduced an exciting Free Game Pilot initiative for players to explore games on the Samsung Gaming Hub. This point program allows Samsung Gaming Hub users in the United States to play various games for free on compatible Samsung Smart TVs powered by Blacknut. This service will be accessible for a limited time, providing access to eleven full games without requiring a sign-in or subscription. Players may access these games straight from the Samsung Gaming Hub using a suitable Bluetooth controller, avoiding downloading an app or creating an account.

Need data on a specific region in this market?

What Are Latest Mergers And Acquisitions In The Games Streaming Market?

In October 2023, Ubisoft Entertainment SA, a France-based provider of gaming products and cloud services, acquired cloud game streaming rights from Activision Blizzard for an undisclosed amount. The transaction comes after Microsoft finalized its acquisition of Activision Blizzard, excluding non-EEA cloud streaming rights, following approval from the CMA. Activision Blizzard, Inc. is a US-based video game holding company providing interactive gaming entertainment content and streaming services.

Regional Outlook

North America was the largest region in the games streaming market in 2025. The regions covered in this market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in this market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

What Defines the Games Streaming Market?

The games streaming market includes revenues earned by entities by providing services such as live broadcasting of gameplay, esports tournaments, subscription-based access to exclusive content, interactive viewer engagement, and content creation tools. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

How is Market Value Defined and Measured?

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

What Key Data and Analysis Are Included in the Games Streaming Market Report 2026?

The games streaming market research report is one of a series of new reports from The Business Research Company that provides market statistics, including industry global market size, regional shares, competitors with the market share, detailed market segments, market trends and opportunities, and any further data you may need to thrive in the games streaming industry. The market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future state of the industry.

Author : Abhilash Pyata

Games Streaming Market Report Forecast Analysis

Report AttributeDetails
Market Size Value In 2026 $13.37 billion
Revenue Forecast In 2035 $21.24 billion
Growth Rate CAGR of 12.3% from 2026 to 2035
Base Year For Estimation 2025
Actual Estimates/Historical Data 2020-2025
Forecast Period 2026 - 2030 - 2035
Market Representation Revenue in USD Billion and CAGR from 2026 to 2035
Segments Covered Solutions, Revenue Model, Device Type, Gamer Type
Regional Scope Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
Country Scope The countries covered in the report are Australia, Brazil, China, France, Germany, India, ...
Key Companies Profiled 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), NVIDIA Corporation, Advanced Micro Devices Inc., Nintendo Co Ltd., Electronic Arts Inc., Unity Technologies, 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.
Customization ScopeRequest for Customization
Pricing And Purchase OptionsExplore Purchase Options

Table Of Contents

1. Executive Summary

1.1. Key Market Insights (2020-2035)

1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots

1.3. Major Factors Driving the Market

1.4. Top Three Trends Shaping the Market

2. Games Streaming Market Characteristics

2.1. Market Definition & Scope

2.2. Market Segmentations

2.3. Overview of Key Products and Services

2.4. Global Games Streaming Market Attractiveness Scoring And Analysis

2.4.1. Overview of Market Attractiveness Framework

2.4.2. Quantitative Scoring Methodology

2.4.3. Factor-Wise Evaluation

Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment And Risk Profile Evaluation

2.4.4. Market Attractiveness Scoring and Interpretation

2.4.5. Strategic Implications and Recommendations

3. Games Streaming Market Supply Chain Analysis

3.1. Overview of the Supply Chain and Ecosystem

3.2. List Of Key Raw Materials, Resources & Suppliers

3.3. List Of Major Distributors and Channel Partners

3.4. List Of Major End Users

4. Global Games Streaming Market Trends And Strategies

4.1. Key Technologies & Future Trends

4.1.1 Digitalization, Cloud, Big Data & Cybersecurity

4.1.2 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences

4.1.3 Internet Of Things (Iot), Smart Infrastructure & Connected Ecosystems

4.1.4 Artificial Intelligence & Autonomous Intelligence

4.1.5 Autonomous Systems, Robotics & Smart Mobility

4.2. Major Trends

4.2.1 Rise Of Multiplayer And Community-Driven Streaming

4.2.2 Expansion Of Mobile And Cross-Platform Game Streaming

4.2.3 Growth Of Interactive Viewer Engagement And Gamification

4.2.4 Increasing Adoption Of Esports Streaming

4.2.5 Emergence Of Cloud-Based Gaming Subscription Services

5. Games Streaming Market Analysis Of End Use Industries

5.1 Casual Gamers

5.2 Avid Gamers

5.3 Professional / Hard Core Gamers

5.4 Game Developers & Publishers

5.5 Esports Organizations

6. Games Streaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, And Covid And Recovery On The Market

7. Global Games Streaming Strategic Analysis Framework, Current Market Size, Market Comparisons And Growth Rate Analysis

7.1. Global Games Streaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)

7.2. Global Games Streaming Market Size, Comparisons And Growth Rate Analysis

7.3. Global Games Streaming Historic Market Size and Growth, 2020 - 2025, Value ($ Billion)

7.4. Global Games Streaming Forecast Market Size and Growth, 2025 - 2030, 2035F, Value ($ Billion)

8. Global Games Streaming Total Addressable Market (TAM) Analysis for the Market

8.1. Definition and Scope of Total Addressable Market (TAM)

8.2. Methodology and Assumptions

8.3. Global Total Addressable Market (TAM) Estimation

8.4. TAM vs. Current Market Size Analysis

8.5. Strategic Insights and Growth Opportunities from TAM Analysis

9. Games Streaming Market Segmentation

9.1. Global Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Web Based, App Based

9.2. Global Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Advertisement Game Streaming, Subscription Game Streaming, Other Revenue Models

9.3. Global Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Smartphones, Tablets, Gaming Consoles, Personal Computers And Laptops, Smart Televisions, Head Mounted Displays

9.4. Global Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Casual Gamers, Avid Gamers, Hard Core Gamers Or Professional, Lifestyle Gamer

9.5. Global Games Streaming Market, Sub-Segmentation Of Web Based, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Browser-Based Game Streaming, Cloud Gaming Platforms Accessible Via Web

9.6. Global Games Streaming Market, Sub-Segmentation Of App Based, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Mobile Game Streaming Apps, Pc And Console Game Streaming Apps

10. Games Streaming Market Regional And Country Analysis

10.1. Global Games Streaming Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

10.2. Global Games Streaming Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

11. Asia-Pacific Games Streaming Market

11.1. Asia-Pacific Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

11.2. Asia-Pacific Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

12. China Games Streaming Market

12.1. China Games Streaming Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

12.2. China Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

13. India Games Streaming Market

13.1. India Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

14. Japan Games Streaming Market

14.1. Japan Games Streaming Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

14.2. Japan Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

15. Australia Games Streaming Market

15.1. Australia Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

16. Indonesia Games Streaming Market

16.1. Indonesia Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

17. South Korea Games Streaming Market

17.1. South Korea Games Streaming Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

17.2. South Korea Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

18. Taiwan Games Streaming Market

18.1. Taiwan Games Streaming Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

18.2. Taiwan Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

19. South East Asia Games Streaming Market

19.1. South East Asia Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

19.2. South East Asia Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

20. Western Europe Games Streaming Market

20.1. Western Europe Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

20.2. Western Europe Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

21. UK Games Streaming Market

21.1. UK Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

22. Germany Games Streaming Market

22.1. Germany Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

23. France Games Streaming Market

23.1. France Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

24. Italy Games Streaming Market

24.1. Italy Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

25. Spain Games Streaming Market

25.1. Spain Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

26. Eastern Europe Games Streaming Market

26.1. Eastern Europe Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

26.2. Eastern Europe Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

27. Russia Games Streaming Market

27.1. Russia Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

28. North America Games Streaming Market

28.1. North America Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

28.2. North America Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

29. USA Games Streaming Market

29.1. USA Games Streaming Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

29.2. USA Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

30. Canada Games Streaming Market

30.1. Canada Games Streaming Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

30.2. Canada Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

31. South America Games Streaming Market

31.1. South America Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

31.2. South America Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

32. Brazil Games Streaming Market

32.1. Brazil Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

33. Middle East Games Streaming Market

33.1. Middle East Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

33.2. Middle East Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

34. Africa Games Streaming Market

34.1. Africa Games Streaming Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

34.2. Africa Games Streaming Market, Segmentation By Solutions, Segmentation By Revenue Model, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

35. Games Streaming Market Regulatory and Investment Landscape

36. Games Streaming Market Competitive Landscape And Company Profiles

36.1. Games Streaming Market Competitive Landscape And Market Share 2024

36.1.1. Top 10 Companies (Ranked by revenue/share)

36.2. Games Streaming Market - Company Scoring Matrix

36.2.1. Market Revenues

36.2.2. Product Innovation Score

36.2.3. Brand Recognition

36.3. Games Streaming Market Company Profiles

36.3.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis

36.3.2. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis

36.3.3. Samsung Electronics Co Ltd. Overview, Products and Services, Strategy and Financial Analysis

36.3.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis

36.3.5. AT&T Inc. Overview, Products and Services, Strategy and Financial Analysis

37. Games Streaming Market Other Major And Innovative Companies

Meta Platforms Inc., Amazon Web Services Inc., Sony Corporation, Intel Corporation, International Business Machines Corporation (IBM), NVIDIA Corporation, Advanced Micro Devices Inc., Nintendo Co Ltd., Electronic Arts Inc., Unity Technologies, Douyu Network Technology Co Ltd., Broadmedia Corporation, Genvid Holdings Inc., Sliver VR Technologies Inc., AfreecaTV Corp

38. Global Games Streaming Market Competitive Benchmarking And Dashboard

39. Key Mergers And Acquisitions In The Games Streaming Market

40. Games Streaming Market High Potential Countries, Segments and Strategies

40.1 Games Streaming Market In 2030 - Countries Offering Most New Opportunities

40.2 Games Streaming Market In 2030 - Segments Offering Most New Opportunities

40.3 Games Streaming Market In 2030 - Growth Strategies

40.3.1 Market Trend Based Strategies

40.3.2 Competitor Strategies

41. Appendix

41.1. Abbreviations

41.2. Currencies

41.3. Historic And Forecast Inflation Rates

41.4. Research Inquiries

41.5. The Business Research Company

41.6. Copyright And Disclaimer

List Of Tables

    Table 1: Global Games Streaming Market, Overview Of Key Products - Product Examples
  • Table 2: Global Games Streaming Market Attractiveness, Factor-Wise Evaluation
  • Table 3: Global Games Streaming Market, Supply Chain Analysis
  • Table 4: Global Games Streaming Market, Major Raw Material Providers
  • Table 5: Global Games Streaming Market, Major Resource Providers
  • Table 6: Global Games Streaming Market, Major Manufacturers (Suppliers)
  • Table 7: Global Games Streaming Market, Major Distributors And Channel Partners
  • Table 8: Global Games Streaming Market, Key Technologies & Future Trends
  • Table 9: Global Games Streaming Market, Major Trends
  • Table 10: Global Games Streaming Market, Major End Users
  • Table 11: Global Games Streaming Market, PESTEL (Political, Economic, Social, Technology, Environmental and Legal) Analysis
  • Table 12: Global Games Streaming Historic Market Growth, 2020-2025, $ Billion
  • Table 13: Global Games Streaming Forecast Market Growth, 2025-2030F, 2035F, $ Billion
  • Table 14: Global Games Streaming Market - TAM, US$ Billion, 2025
  • Table 15: Global Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 16: Global Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 17: Global Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 18: Global Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 19: Global Games Streaming Market, Sub-Segmentation Of Web Based, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 20: Global Games Streaming Market, Sub-Segmentation Of App Based, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 21: Global Games Streaming Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 22: Global Games Streaming Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 23: Asia-Pacific, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 24: Asia-Pacific, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 25: Asia-Pacific, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 26: China, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 27: China, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 28: China, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 29: India, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 30: India, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 31: India, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 32: Japan, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 33: Japan, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 34: Japan, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 35: Australia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 36: Australia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 37: Australia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 38: Indonesia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 39: Indonesia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 40: Indonesia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 41: South Korea, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 42: South Korea, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 43: South Korea, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 44: Taiwan, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 45: Taiwan, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 46: Taiwan, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 47: South East Asia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 48: South East Asia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 49: South East Asia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 50: Western Europe, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 51: Western Europe, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 52: Western Europe, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 53: UK, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 54: UK, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 55: UK, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 56: Germany, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 57: Germany, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 58: Germany, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 59: France, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 60: France, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 61: France, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 62: Italy, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 63: Italy, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 64: Italy, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 65: Spain, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 66: Spain, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 67: Spain, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 68: Eastern Europe, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 69: Eastern Europe, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 70: Eastern Europe, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 71: Russia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 72: Russia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 73: Russia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 74: North America, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 75: North America, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 76: North America, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 77: USA, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 78: USA, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 79: USA, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 80: Canada, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 81: Canada, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 82: Canada, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 83: South America, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 84: South America, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 85: South America, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 86: Brazil, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 87: Brazil, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 88: Brazil, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 89: Middle East, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 90: Middle East, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 91: Middle East, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 92: Africa, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 93: Africa, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 94: Africa, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 95: Global Games Streaming Key Competitor Estimated Market Shares, 2024, Percentage (%)
  • Table 96: Global Games Streaming Market - Company Scoring Matrix
  • Table 97: Apple Inc. Financial Performance
  • Table 98: Alphabet Inc. Financial Performance
  • Table 99: Samsung Electronics Co Ltd. Financial Performance
  • Table 100: Microsoft Corporation Financial Performance
  • Table 101: AT&T Inc. Financial Performance
  • Table 102: Global Games Streaming Market, Competitive Benchmarking (In USD Billions)
  • Table 103: Global Games Streaming Market, Competitive Dashboard
  • Table 104: Global Games Streaming Market Size Gain ($ Billion), 2025 – 2030 By Country
  • Table 105: Global, Games Streaming Market Size Gain ($ Billion), Segmentation By Solutions, 2025 – 2030
  • Table 106: Global, Games Streaming Market Size Gain ($ Billion), Segmentation By Revenue Model, 2025 – 2030
  • Table 107: Global, Games Streaming Market Size Gain ($ Billion), Segmentation By Device Type, 2025 – 2030

List Of Figures

    Figure 1: Global Games Streaming Market, Overview Of Key Products - Product Examples
  • Figure 2: Global Games Streaming Market Attractiveness, Factor-Wise Evaluation
  • Figure 3: Global Games Streaming Market, Supply Chain Analysis
  • Figure 4: Global Games Streaming Market, Major Raw Material Providers
  • Figure 5: Global Games Streaming Market, Major Resource Providers
  • Figure 6: Global Games Streaming Market, Major Manufacturers (Suppliers)
  • Figure 7: Global Games Streaming Market, Major Distributors And Channel Partners
  • Figure 8: Global Games Streaming Market, Key Technologies & Future Trends
  • Figure 9: Global Games Streaming Market, Major Trends
  • Figure 10: Global Games Streaming Market, Major End Users
  • Figure 11: Global Games Streaming Market, PESTEL (Political, Economic, Social, Technology, Environmental and Legal) Analysis
  • Figure 12: Global Games Streaming Historic Market Growth, 2020-2025, $ Billion
  • Figure 13: Global Games Streaming Forecast Market Growth, 2025-2030F, 2035F, $ Billion
  • Figure 14: Global Games Streaming Market - TAM, US$ Billion, 2025
  • Figure 15: Global Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 16: Global Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 17: Global Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 18: Global Games Streaming Market, Segmentation By Gamer Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 19: Global Games Streaming Market, Sub-Segmentation Of Web Based, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 20: Global Games Streaming Market, Sub-Segmentation Of App Based, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 21: Global Games Streaming Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 22: Global Games Streaming Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 23: Asia-Pacific, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 24: Asia-Pacific, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 25: Asia-Pacific, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 26: China, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 27: China, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 28: China, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 29: India, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 30: India, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 31: India, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 32: Japan, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 33: Japan, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 34: Japan, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 35: Australia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 36: Australia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 37: Australia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 38: Indonesia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 39: Indonesia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 40: Indonesia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 41: South Korea, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 42: South Korea, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 43: South Korea, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 44: Taiwan, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 45: Taiwan, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 46: Taiwan, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 47: South East Asia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 48: South East Asia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 49: South East Asia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 50: Western Europe, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 51: Western Europe, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 52: Western Europe, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 53: UK, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 54: UK, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 55: UK, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 56: Germany, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 57: Germany, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 58: Germany, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 59: France, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 60: France, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 61: France, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 62: Italy, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 63: Italy, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 64: Italy, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 65: Spain, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 66: Spain, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 67: Spain, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 68: Eastern Europe, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 69: Eastern Europe, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 70: Eastern Europe, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 71: Russia, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 72: Russia, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 73: Russia, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 74: North America, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 75: North America, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 76: North America, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 77: USA, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 78: USA, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 79: USA, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 80: Canada, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 81: Canada, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 82: Canada, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 83: South America, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 84: South America, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 85: South America, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 86: Brazil, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 87: Brazil, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 88: Brazil, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 89: Middle East, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 90: Middle East, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 91: Middle East, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 92: Africa, Games Streaming Market, Segmentation By Solutions, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 93: Africa, Games Streaming Market, Segmentation By Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 94: Africa, Games Streaming Market, Segmentation By Device Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 95: Global Games Streaming Key Competitor Estimated Market Shares, 2024, Percentage (%)
  • Figure 96: Global Games Streaming Market - Company Scoring Matrix
  • Figure 97: Apple Inc. Financial Performance
  • Figure 98: Alphabet Inc. Financial Performance
  • Figure 99: Samsung Electronics Co Ltd. Financial Performance
  • Figure 100: Microsoft Corporation Financial Performance
  • Figure 101: AT&T Inc. Financial Performance
  • Figure 102: Global Games Streaming Market, Competitive Benchmarking (In USD Billions)
  • Figure 103: Global Games Streaming Market, Competitive Dashboard
  • Figure 104: Global Games Streaming Market Size Gain ($ Billion), 2025 – 2030 By Country
  • Figure 105: Global, Games Streaming Market Size Gain ($ Billion), Segmentation By Solutions, 2025 – 2030
  • Figure 106: Global, Games Streaming Market Size Gain ($ Billion), Segmentation By Revenue Model, 2025 – 2030
  • Figure 107: Global, Games Streaming Market Size Gain ($ Billion), Segmentation By Device Type, 2025 – 2030

Frequently Asked Questions

The Games Streaming market was valued at $11.74 billion in 2025, increased to $13.37 billion in 2026, and is projected to reach $21.24 billion by 2030.

The global Games Streaming market is expected to grow at a CAGR of 12.3% from 2026 to 2035 to reach $21.24 billion by 2035.

Some Key Players in the Games Streaming market Include, 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), NVIDIA Corporation, Advanced Micro Devices Inc., Nintendo Co Ltd., Electronic Arts Inc., Unity Technologies, 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. .

Major trend in this market includes: Integration Of Game Streaming With Smart TV's Enhances Market Presence. For further insights on this market. request a sample here

North America was the largest region in the games streaming market in 2025. The regions covered in the games streaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

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