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Global Video Game Live Streaming Market Size, Status and Forecast 2019-2025

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Video Game Live Streaming Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Video Game Live Streaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Mobile Game
    • 1.4.3 PC Game
  • 1.5 Market by Application
    • 1.5.1 Global Video Game Live Streaming Market Share by Application: 2020 VS 2026
    • 1.5.2 Age Below 20
    • 1.5.3 Age Between 20-40
    • 1.5.4 Age Higher Than 40
  • 1.6 Coronavirus Disease 2019 (Covid-19): Video Game Live Streaming Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Video Game Live Streaming Industry
      • 1.6.1.1 Video Game Live Streaming Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Video Game Live Streaming Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Video Game Live Streaming Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Video Game Live Streaming Market Perspective (2015-2026)
  • 2.2 Video Game Live Streaming Growth Trends by Regions
    • 2.2.1 Video Game Live Streaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Video Game Live Streaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 Video Game Live Streaming Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Video Game Live Streaming Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Video Game Live Streaming Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Video Game Live Streaming Players by Market Size
    • 3.1.1 Global Top Video Game Live Streaming Players by Revenue (2015-2020)
    • 3.1.2 Global Video Game Live Streaming Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Video Game Live Streaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Video Game Live Streaming Market Concentration Ratio
    • 3.2.1 Global Video Game Live Streaming Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Video Game Live Streaming Revenue in 2019
  • 3.3 Video Game Live Streaming Key Players Head office and Area Served
  • 3.4 Key Players Video Game Live Streaming Product Solution and Service
  • 3.5 Date of Enter into Video Game Live Streaming Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Video Game Live Streaming Historic Market Size by Type (2015-2020)
  • 4.2 Global Video Game Live Streaming Forecasted Market Size by Type (2021-2026)

5 Video Game Live Streaming Breakdown Data by Application (2015-2026)

  • 5.1 Global Video Game Live Streaming Market Size by Application (2015-2020)
  • 5.2 Global Video Game Live Streaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Video Game Live Streaming Market Size (2015-2020)
  • 6.2 Video Game Live Streaming Key Players in North America (2019-2020)
  • 6.3 North America Video Game Live Streaming Market Size by Type (2015-2020)
  • 6.4 North America Video Game Live Streaming Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Video Game Live Streaming Market Size (2015-2020)
  • 7.2 Video Game Live Streaming Key Players in Europe (2019-2020)
  • 7.3 Europe Video Game Live Streaming Market Size by Type (2015-2020)
  • 7.4 Europe Video Game Live Streaming Market Size by Application (2015-2020)

8 China

  • 8.1 China Video Game Live Streaming Market Size (2015-2020)
  • 8.2 Video Game Live Streaming Key Players in China (2019-2020)
  • 8.3 China Video Game Live Streaming Market Size by Type (2015-2020)
  • 8.4 China Video Game Live Streaming Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Video Game Live Streaming Market Size (2015-2020)
  • 9.2 Video Game Live Streaming Key Players in Japan (2019-2020)
  • 9.3 Japan Video Game Live Streaming Market Size by Type (2015-2020)
  • 9.4 Japan Video Game Live Streaming Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Video Game Live Streaming Market Size (2015-2020)
  • 10.2 Video Game Live Streaming Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Video Game Live Streaming Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Video Game Live Streaming Market Size by Application (2015-2020)

11 India

  • 11.1 India Video Game Live Streaming Market Size (2015-2020)
  • 11.2 Video Game Live Streaming Key Players in India (2019-2020)
  • 11.3 India Video Game Live Streaming Market Size by Type (2015-2020)
  • 11.4 India Video Game Live Streaming Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Video Game Live Streaming Market Size (2015-2020)
  • 12.2 Video Game Live Streaming Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Video Game Live Streaming Market Size by Type (2015-2020)
  • 12.4 Central & South America Video Game Live Streaming Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Netflix
    • 13.1.1 Netflix Company Details
    • 13.1.2 Netflix Business Overview and Its Total Revenue
    • 13.1.3 Netflix Video Game Live Streaming Introduction
    • 13.1.4 Netflix Revenue in Video Game Live Streaming Business (2015-2020))
    • 13.1.5 Netflix Recent Development
  • 13.2 Hulu
    • 13.2.1 Hulu Company Details
    • 13.2.2 Hulu Business Overview and Its Total Revenue
    • 13.2.3 Hulu Video Game Live Streaming Introduction
    • 13.2.4 Hulu Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.2.5 Hulu Recent Development
  • 13.3 Amazon Instant Video
    • 13.3.1 Amazon Instant Video Company Details
    • 13.3.2 Amazon Instant Video Business Overview and Its Total Revenue
    • 13.3.3 Amazon Instant Video Video Game Live Streaming Introduction
    • 13.3.4 Amazon Instant Video Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.3.5 Amazon Instant Video Recent Development
  • 13.4 Playstation Vue
    • 13.4.1 Playstation Vue Company Details
    • 13.4.2 Playstation Vue Business Overview and Its Total Revenue
    • 13.4.3 Playstation Vue Video Game Live Streaming Introduction
    • 13.4.4 Playstation Vue Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.4.5 Playstation Vue Recent Development
  • 13.5 Sling Orange
    • 13.5.1 Sling Orange Company Details
    • 13.5.2 Sling Orange Business Overview and Its Total Revenue
    • 13.5.3 Sling Orange Video Game Live Streaming Introduction
    • 13.5.4 Sling Orange Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.5.5 Sling Orange Recent Development
  • 13.6 Crackle
    • 13.6.1 Crackle Company Details
    • 13.6.2 Crackle Business Overview and Its Total Revenue
    • 13.6.3 Crackle Video Game Live Streaming Introduction
    • 13.6.4 Crackle Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.6.5 Crackle Recent Development
  • 13.7 Funny or Die
    • 13.7.1 Funny or Die Company Details
    • 13.7.2 Funny or Die Business Overview and Its Total Revenue
    • 13.7.3 Funny or Die Video Game Live Streaming Introduction
    • 13.7.4 Funny or Die Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.7.5 Funny or Die Recent Development
  • 13.8 Twitch
    • 13.8.1 Twitch Company Details
    • 13.8.2 Twitch Business Overview and Its Total Revenue
    • 13.8.3 Twitch Video Game Live Streaming Introduction
    • 13.8.4 Twitch Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.8.5 Twitch Recent Development
  • 13.9 Vevo
    • 13.9.1 Vevo Company Details
    • 13.9.2 Vevo Business Overview and Its Total Revenue
    • 13.9.3 Vevo Video Game Live Streaming Introduction
    • 13.9.4 Vevo Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.9.5 Vevo Recent Development
  • 13.10 HBO Now
    • 13.10.1 HBO Now Company Details
    • 13.10.2 HBO Now Business Overview and Its Total Revenue
    • 13.10.3 HBO Now Video Game Live Streaming Introduction
    • 13.10.4 HBO Now Revenue in Video Game Live Streaming Business (2015-2020)
    • 13.10.5 HBO Now Recent Development
  • 13.11 YouTube TV
    • 10.11.1 YouTube TV Company Details
    • 10.11.2 YouTube TV Business Overview and Its Total Revenue
    • 10.11.3 YouTube TV Video Game Live Streaming Introduction
    • 10.11.4 YouTube TV Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.11.5 YouTube TV Recent Development
  • 13.12 IQIYI
    • 10.12.1 IQIYI Company Details
    • 10.12.2 IQIYI Business Overview and Its Total Revenue
    • 10.12.3 IQIYI Video Game Live Streaming Introduction
    • 10.12.4 IQIYI Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.12.5 IQIYI Recent Development
  • 13.13 Youku
    • 10.13.1 Youku Company Details
    • 10.13.2 Youku Business Overview and Its Total Revenue
    • 10.13.3 Youku Video Game Live Streaming Introduction
    • 10.13.4 Youku Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.13.5 Youku Recent Development
  • 13.14 Acorn TV
    • 10.14.1 Acorn TV Company Details
    • 10.14.2 Acorn TV Business Overview and Its Total Revenue
    • 10.14.3 Acorn TV Video Game Live Streaming Introduction
    • 10.14.4 Acorn TV Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.14.5 Acorn TV Recent Development
  • 13.15 CBS All Access
    • 10.15.1 CBS All Access Company Details
    • 10.15.2 CBS All Access Business Overview and Its Total Revenue
    • 10.15.3 CBS All Access Video Game Live Streaming Introduction
    • 10.15.4 CBS All Access Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.15.5 CBS All Access Recent Development
  • 13.16 DirectTV Now
    • 10.16.1 DirectTV Now Company Details
    • 10.16.2 DirectTV Now Business Overview and Its Total Revenue
    • 10.16.3 DirectTV Now Video Game Live Streaming Introduction
    • 10.16.4 DirectTV Now Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.16.5 DirectTV Now Recent Development
  • 13.17 FuboTV Premier
    • 10.17.1 FuboTV Premier Company Details
    • 10.17.2 FuboTV Premier Business Overview and Its Total Revenue
    • 10.17.3 FuboTV Premier Video Game Live Streaming Introduction
    • 10.17.4 FuboTV Premier Revenue in Video Game Live Streaming Business (2015-2020)
    • 10.17.5 FuboTV Premier Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    This report focuses on the global Video Game Live Streaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Video Game Live Streaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

    The key players covered in this study
    Netflix
    Hulu
    Amazon Instant Video
    Playstation Vue
    Sling Orange
    Crackle
    Funny or Die
    Twitch
    Vevo
    HBO Now
    YouTube TV
    IQIYI
    Youku
    Acorn TV
    CBS All Access
    DirectTV Now
    FuboTV Premier

    Market segment by Type, the product can be split into
    Mobile Game
    PC Game
    Market segment by Application, split into
    Age Below 20
    Age Between 20-40
    Age Higher Than 40

    Market segment by Regions/Countries, this report covers
    North America
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:
    To analyze global Video Game Live Streaming status, future forecast, growth opportunity, key market and key players.
    To present the Video Game Live Streaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by type, market and key regions.

    In this study, the years considered to estimate the market size of Video Game Live Streaming are as follows:
    History Year: 2015-2019
    Base Year: 2019
    Estimated Year: 2020
    Forecast Year 2020 to 2026
    For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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