市場調查報告書

遊戲串流市場 - 成長,趨勢,預測

Game Streaming Market - Growth, Trends, and Forecast (2020 - 2025)

出版商 Mordor Intelligence LLP 商品編碼 922512
出版日期 內容資訊 英文 134 Pages
商品交期: 2-3個工作天內
價格
遊戲串流市場 - 成長,趨勢,預測 Game Streaming Market - Growth, Trends, and Forecast (2020 - 2025)
出版日期: 2020年01月01日內容資訊: 英文 134 Pages
簡介

本報告提供遊戲串流的世界市場調查,提供市場概要,各類型,各地區的市場趨勢,市場規模的變化與預測,市場促進·阻礙因素以及市場機會分析,競爭情形,主要企業的簡介等全面性資訊。

目錄

第1章 簡介

  • 調查成果
  • 調查的前提條件
  • 調查範圍

第2章 調查方法

第3章 摘要整理

第4章 市場動態

  • 市場概況
  • 市場成長要素與法規概要
  • 成長要素
  • 阻礙因素
  • 價值鏈/供應鏈分析
  • 波特的五力分析
    • 新加入廠商的威脅
    • 消費者談判力
    • 供應商談判力
    • 替代產品的威脅
    • 產業內的競爭

第5章 市場概況

  • 各硬體設備
    • 行動
    • PC,筆記型電腦,電視
  • 各種類
    • 冒險/角色扮演類遊戲
    • 社群遊戲
    • 策略
    • 模擬
    • 其他
  • 前十名 非e運動遊戲
  • 前十名 eSports型遊戲
  • 活動日曆

第6章 市場區隔

  • 各收益模式
    • 遊戲中的廣告
    • 訂閱
    • 其他
  • 各解決方案
    • 網站型
    • 應用程式型
  • 各地區
    • 北美
    • 歐洲
    • 中國
    • 中國以外亞太地區
    • 其他

第7章 競爭情形

  • 企業簡介
    • Amazon.com, Inc
    • Douyu TV (Tencent Holdings Limited)
    • Facebook Gaming
    • YouTube Gaming (Alphabet Inc's)
    • Mixer ( Microsoft Corporation)
    • AfreecaTV
    • Nvidia Corporation
    • Apple
    • Parsec Cloud, Inc
    • YY Live
    • Sony Coporation
    • Smashcast.tv

第8章 投資分析

第9章 市場機會及未來的趨勢

目錄
Product Code: 67202

Market Overview

The game streaming market is expected to register a CAGR of 9% during the forecast period 2020 - 2025.

  • As per the World Economic Forum, the eSports viewers spent 17.9 million hours watching their gaming heroes on different channels such as YouTube's gaming channel or on Twitch in the first quarter of 2018. The eSports market is still in its initial stage, and with the growing viewership and increasing popularity, it is anticipated that it will offer strong potential to capitalize on the game streaming market in the future.
  • Further, mobile game streaming is a recent phenomenon that is expected to flourish in the market exponentially. As per Streamlabs, there were approximately 479 thousand active mobile streamers on Streamlabs in June 2019, which was an increase from 150 thousand active mobile streamers in June 2018, globally. Thus, with the increasing penetration of smartphones and rising mobile streamers, it is expected that it would drive the market in the future.
  • However, the high cost of content creation and lack of awareness is restraining the market growth in the future.

Scope of the Report

The game streaming market involves streaming video game content via the internet that includes live gameplay or pre-recorded gameplays. This report gives a detailed analysis of different revenue model, and also emphasize on different platforms such as web-based and app-based platforms. The game streaming market is segmented on the basis of different regions such as North America, Europe, Asia-Pacific, and the Rest of the World.

Key Market Trends

Subscription Services Model is Expected to Register Significant Revenue

  • Major companies rely on a fixed revenue from monthly subscriptions than other revenue models. Further, the subscription model provides much data to the game developers, such as most used weapon choices, in-game choices, and game modes. Games such as Counter-Strike and Dota 2 gives more emphasis on the in-game data generated.
  • The most significant platforms for the live streaming of games are Twitch and Youtube. According to a new report from StreamElements, Twitch viewers live-streamed a total of 2.72+ billion hours in Q2 or 72.2% of all live hours watched compared with 735.54+ million hours on YouTube Live or 19.5% in Q2 of 2019.
  • Further, Twitch's most robust monetization tool is the subscription feature like Netflix and seeing the benefits associated with the subscription model, in 2018, YouTube also opened its sponsorships model, in exchange for exclusive perks such as ad-free streaming, chat features, special emotes, badges and access to archived and private streams.
  • This growth is further supported by the rise in the digital payment user base. For instance, in September 2018, Mastercard signed a multi-year partnership with Riot Games. This deal made Mastercard the exclusive global payment services partner for the game's global esports events. Further, Mastercard also worked with banking partners to offer unique League of Legends co-branded products in selected markets.
  • All the above factors are expected to provide a positive outlook on the growth of subscription-based monetization tools.

China is Expected to Dominate the Market

  • China is anticipated to hold a significant market share in the gaming streaming market owing to the popularity of the esports among the youth and supportive government support for the growth of the entire gaming industry.
  • China's most prominent platforms, such as YY Live ( Huya ), and Douyu, make money from user donations to streamers, and in fact, Huya has exceeded 100 million monthly active users (MAU) by December 2018 and also started competing with Twitch in terms of MAU. With the increasing viewership, it is expected that it will have a positive outlook on the market.
  • The rapid growth of game streaming in China has attracted a rush of investment, led by China's sports giant Tencent Holdings Limited. Tencent Holdings Limited is planning for expanding tournaments for hugely popular games like "League of Legends" and "Honor of Kings" in China, which is going to attract global players and viewers.
  • Moreover, China is the capital of the esports industry, and the increasing number of esports tournaments in the region would lead to the rise of the game streaming market in China.

Competitive Landscape

The game streaming market is at its initial stage, and thus, the market is a little competitive in nature. Although seeing the popularity of the eSports leagues, companies are entering into the market to gain competitive advantage and expand their geographical presence. Product launches, high expense on research and development, partnerships and acquisitions, etc. are the prime growth strategies adopted by these companies to sustain in the competition. Key players in this market are Amazon.com, Inc, Douyu TV (Tencent Holdings Limited), and YouTube Gaming (Alphabet Inc's). Few recent developments are:

  • September 2019 - Logitech International S.A. agreed to acquire Streamlabs, which makes the live streaming app Streamlabs OBS, for approximately USD 89 million in cash. This acquisition would enhance the Logitech product portfolio.
  • August 2019 - Twitch launched Twitch Studio, which was designed to help new streamers get streaming as soon as possible. Currently, the platform overwhelmingly plays host to video game streams, though it's expanding into other domains of live entertainment, like sports and music.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • Report customization as per the client's requirements
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Introduction to Market Drivers and Restraints
  • 4.3 Market Drivers
    • 4.3.1 Growing Popularity of Esports and Broadcasting of Esports Events
    • 4.3.2 Growth of Video Game Streaming Software for Mobile Devices
  • 4.4 Market Restraints
    • 4.4.1 High Cost of Content Creation
  • 4.5 Value Chain / Supply Chain Analysis
  • 4.6 Industry Attractiveness - Porter's Five Force Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry

5 GAME STREAMING MARKET LANDSCAPE

  • 5.1 By Hardware
    • 5.1.1 Mobile
    • 5.1.2 PCs, Laptops and TV
  • 5.2 By Genre
    • 5.2.1 Adventure/Role Playing Games
    • 5.2.2 Puzzles
    • 5.2.3 Social Games
    • 5.2.4 Strategy
    • 5.2.5 Simulation
    • 5.2.6 Others
  • 5.3 Top 10 Non-eSports Games Based On Platforms
  • 5.4 Top 10 eSports Based Games Based On Platforms
  • 5.5 Upcoming Events Calendars of ESports Games Worldwide

6 MARKET SEGMENTATION

  • 6.1 By Revenue Model
    • 6.1.1 In-Game Advertising Model
    • 6.1.2 Subscription Model
    • 6.1.3 Others
  • 6.2 By Solutions
    • 6.2.1 Web Based
      • 6.2.1.1 Twitch
      • 6.2.1.2 YouTube
      • 6.2.1.3 Mixer
      • 6.2.1.4 Facebook
      • 6.2.1.5 Dailymotion
    • 6.2.2 App Based
      • 6.2.2.1 Xbox Game Streaming
      • 6.2.2.2 Remotr
      • 6.2.2.3 Steam Link
      • 6.2.2.4 Rainway Inc
      • 6.2.2.5 Others
  • 6.3 Geography
    • 6.3.1 North America
      • 6.3.1.1 United States
      • 6.3.1.2 Canada
      • 6.3.1.3 Rest of North America
    • 6.3.2 Europe
      • 6.3.2.1 Germany
      • 6.3.2.2 United Kingdom
      • 6.3.2.3 Rest of Europe
    • 6.3.3 China
    • 6.3.4 Asia-Pacific excluding China
      • 6.3.4.1 Japan
      • 6.3.4.2 India
      • 6.3.4.3 South Korea
      • 6.3.4.4 Rest of Asia-Pacific
    • 6.3.5 Rest Of World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Amazon.com, Inc
    • 7.1.2 Douyu TV (Tencent Holdings Limited)
    • 7.1.3 Facebook Gaming
    • 7.1.4 YouTube Gaming (Alphabet Inc's)
    • 7.1.5 Mixer ( Microsoft Corporation)
    • 7.1.6 AfreecaTV
    • 7.1.7 Nvidia Corporation
    • 7.1.8 Apple
    • 7.1.9 Parsec Cloud, Inc
    • 7.1.10 YY Live
    • 7.1.11 Sony Coporation
    • 7.1.12 Smashcast.tv

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS