Report

Global Game Streaming Market Size study & Forecast, by Revenue Model (In-Game Advertising Model, Subscription Model and Other Revenue Models ) by Solution (Web Based and Applications Based), and Regional Analysis, 2022-2029

  • Publish Date: Jan,2023
  • Report ID: 3-12-1283
  • Page : 200
  • Report Type : PDF (Email)
Table of Contents
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Game Streaming Market, by Region, 2019-2029 (USD Billion)
1.2.2. Game Streaming Market, by Revenue Model, 2019-2029 (USD Billion)
1.2.3. Game Streaming Market, by Solution, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Game Streaming Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Game Streaming Market Dynamics
3.1. Game Streaming Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Increased adoption of video streaming apps
3.1.1.2. Rising adoption of smart phones
3.1.2. Market Challenges
3.1.2.1. High Cost of Game Streaming Market
3.1.3. Market Opportunities
3.1.3.1. Rising Internet penetration
3.1.3.2. Technological Advancement
Chapter 4. Global Game Streaming Market Industry Analysis
4.1. Porter's 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter's 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Investment Adoption Model
4.5. Analyst Recommendation & Conclusion
4.6. Top investment opportunity
4.7. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Game Streaming Market, by Revenue Model
6.1. Market Snapshot
6.2. Global Game Streaming Market by Revenue Model , Performance - Potential Analysis
6.3. Global Game Streaming Market Estimates & Forecasts by Revenue Model 2019-2029 (USD Billion)
6.4. Game Streaming Market, Sub Segment Analysis
6.4.1. In-Game Advertising Model
6.4.2. Subscription Model
6.4.3. Other Revenue Models
Chapter 7. Global Game Streaming Market, by Solution
7.1. Market Snapshot
7.2. Global Game Streaming Market by Solution, Performance - Potential Analysis
7.3. Global Game Streaming Market Estimates & Forecasts by Solution 2019-2029 (USD Billion)
7.4. Game Streaming Market, Sub Segment Analysis
7.4.1. Web Based
7.4.2. Applications Based
Chapter 8. Global Game Streaming Market, Regional Analysis
8.1. Game Streaming Market, Regional Market Snapshot
8.2. North America Game Streaming Market
8.2.1. U.S. Game Streaming Market
8.2.1.1. Revenue Model breakdown estimates & forecasts, 2019-2029
8.2.1.2. Solution breakdown estimates & forecasts, 2019-2029
8.2.2. Canada Game Streaming Market
8.3. Europe Game Streaming Market Snapshot
8.3.1. U.K. Game Streaming Market
8.3.2. Germany Game Streaming Market
8.3.3. France Game Streaming Market
8.3.4. Spain Game Streaming Market
8.3.5. Italy Game Streaming Market
8.3.6. Rest of Europe Game Streaming Market
8.4. Asia-Pacific Game Streaming Market Snapshot
8.4.1. China Game Streaming Market
8.4.2. India Game Streaming Market
8.4.3. Japan Game Streaming Market
8.4.4. Australia Game Streaming Market
8.4.5. South Korea Game Streaming Market
8.4.6. Rest of Asia Pacific Game Streaming Market
8.5. Latin America Game Streaming Market Snapshot
8.5.1. Brazil Game Streaming Market
8.5.2. Mexico Game Streaming Market
8.6. Rest of The World Game Streaming Market
Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Amazon.com Inc.
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Douyu TV (Tencent Holdings Limited)
9.2.3. Facebook Gaming
9.2.4. YouTube Gaming (Alphabet Inc.'s)
9.2.5. Mixer (Microsoft Corporation)
9.2.6. AfreecaTV Co Ltd
9.2.7. Nvidia Corporation
9.2.8. Apple Inc.
9.2.9. Parsec Cloud Inc.
9.2.10. YY Live
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption