Global Video Game Live Streaming
Market Report
2025
The global Video Game Live Streaming Market size will be USD XX million in 2024. Rising popularity of smart phones is expected to boost sales to USD XX million by 2031, with a Compound Annual Growth Rate (CAGR) of 10.80% from 2024 to 2031.
The base year for the calculation is 2024. The historical will be 2021 to 2024. The year 2025 will be estimated one while the forecasted data will be from year 2025 to 2033. When we deliver the report that time we updated report data till the purchase date.
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According to Cognitive Market Research, the global Video Game Live Streaming Market size will be USD XX million in 2024. It will expand at a compound annual growth rate (CAGR) of 10.80% from 2024 to 2031.
2021 | 2025 | 2033 | CAGR | |
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Global Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.8% |
North America Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9% |
United States Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 8.8% |
Canada Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9.8% |
Mexico Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9.5% |
Europe Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9.3% |
United Kingdom Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.1% |
France Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 8.5% |
Germany Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9.5% |
Italy Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 8.7% |
Russia Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 8.3% |
Spain Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 8.4% |
Rest of Europe Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 8% |
Asia Pacific Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 12.8% |
China Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 12.3% |
Japan Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 11.3% |
India Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 14.6% |
South Korea Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 11.9% |
Australia Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 12.5% |
Rest of APAC Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 12.6% |
South America Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.2% |
Brazil Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.8% |
Argentina Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 11.1% |
Colombia Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10% |
Peru Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.4% |
Chile Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.5% |
Rest of South America Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9.3% |
Middle East Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.5% |
Egypt Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10.8% |
Turkey Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 10% |
Rest of Middle East Video Game Live Streaming Market Sales Revenue | 121212 | 121212 | 121212 | 9.5% |
Base Year | 2024 |
Historical Data Time Period | 2021-2024 |
Forecast Period | 2025-2033 |
Market Split by Platform |
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Market Split by Revenue model |
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Market Split by Streaming Type |
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Market Split by End-use |
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Market Split by Age group |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Market Drivers:
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Market Restrains:
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Market Trends:
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Report scope is customizable as we have a huge database of Video Game Live Streaming industry. We can deliver an exclusive report Edition/Consultation as per your data requirements. Request for your Free Sample Pages.
Video Game Live Streaming Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
Video game live streaming is the practice of broadcasting gameplay in real-time over the internet, allowing viewers to watch and interact with streamers as they play. Platforms like Twitch, YouTube Gaming, and Facebook Gaming enable gamers to showcase their skills, share strategies, and build communities around their favorite games. Streamers often engage with their audience through live chats, responding to comments and questions, which enhances the viewing experience. Live streaming can also include commentary, tutorials, and collaborations with other gamers. It has become a significant part of gaming culture, providing entertainment and opportunities for content creators to monetize their streams through subscriptions, donations, and sponsorships. Overall, it fosters a vibrant community centered around gaming. Game streaming providers are realizing that the mobile gaming industry is being driven by the increasing popularity of smartphones and the capabilities of portable devices.
In January 2024, AfreecaTV revealed the beta version of SOOP, their live-streaming platform. The company's goal was to establish a vibrant and welcoming environment where users, streamers, and partners could freely interact and contribute to the streaming community. This announcement was a part of that vision. (Source: https://streamhatchet.com/blog/soop-afreecatvs-new-live-streaming-platform-fully-explained/)
The increasing penetration of smartphones is a significant driver of the video game live streaming market, as mobile devices enable more people to access gaming and streaming platforms easily. With smartphones becoming more powerful, users can enjoy high-quality gaming experiences on the go, leading to a surge in mobile gaming popularity. This shift has also paved the way for a new wave of mobile streamers, who use their devices to broadcast gameplay, connect with audiences, and build communities. Platforms like Twitch and YouTube have adapted to this trend, optimizing their services for mobile users, which enhances accessibility and convenience. As more gamers turn to mobile platforms, the potential for live streaming expands, attracting a diverse audience and fostering engagement. This growth in mobile streaming not only enriches the overall market but also encourages innovation in content creation and monetization strategies. The market as a whole benefits from the expansion of mobile streaming, which also spurs creativity in content production and revenue-generating tactics.
The market for live streaming video games is primarily driven by rising popularity and viewership. As gaming becomes more popular, viewers are lured to live streams for skill development, enjoyment, and community involvement. With a wide variety of content ranging from professional esports tournaments to recreational playtime, platforms such as Twitch and YouTube Gaming have announced record-breaking audience numbers. This trend has been further accelerated by the emergence of social media and influencer culture, since players frequently advertise their streams on several platforms, drawing in bigger viewers. The pandemic also increased interest in online gaming groups, which resulted in long-term audience engagement. In addition to increasing ad revenue, this growing viewership opens doors for sponsorships and partnerships, which propels market expansion.
The market for live streaming video games is severely hampered by the high expenses of content production. The cost of high-quality gear, such professional microphones, high-resolution cameras, and powerful computers, can be unaffordable for aspiring streamers. Budgets may also be strained by purchases of gaming licenses, streaming software, and advertising. This cost barrier can discourage new competitors, reducing the variety of content and inventiveness. Furthermore, in order to sustain constant video generation and excellent production quality, well-known streamers frequently need continuous sponsorship. These expenses may also limit the market's potential to grow and innovate in the live streaming space, which could affect audience engagement and profitability overall.
As individuals resorted to gaming as a form of amusement during lockdowns, the COVID-19 epidemic greatly increased the market for live streaming video games. Platforms such as Twitch and YouTube Gaming experienced a surge in viewership and the emergence of new content creators while social connections decreased. Increased advertising revenue and increased brand interest in sponsorship opportunities were the results of this spike in audience engagement. The pandemic also made gaming more of a social pastime, with many gamers broadcasting to interact with followers and friends. Consequently, the market for live streaming grew quickly, securing its position in the larger entertainment sector even after the epidemic peaked.
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In the Video Game Live Streaming Market's competitive landscape, numerous key competitors are driving innovation and growth. These companies are using a variety of strategic strategies to reach a wider audience. These strategies consist of product launches, partnerships, mergers & acquisitions, collaborations, and expansions. Market rivalry is encouraging technological and design innovations to create Video Game Live Streaming that fulfill both consumer wants and sustainability goals, keeping the market dynamic and competitive.
In January 2024, Support for esports teams and organizations has been announced by the Esports World Cup Foundation, the entity behind the 2024 Esports World Cup in Saudi Arabia. In order for the teams to compete at the Esports World Cup, the program aims to finance their development of various squads. (Source: https://esportsinsider.com/2024/02/esports-world-cup-club-program) In August 2023, the Ultimate KovvaK's challenge, which will help players improve their aim while providing a limited-time Steam discount, has been revealed by GeForce NOW. By using its GPUs and cutting-edge software, the company's gaming platforms provide players with better graphics quality, enhancing their gaming experiences. GeForce Experience is one of these products; it is a gaming app designed to optimize PC users' settings for certain apps, enabling players to easily record and share their games. (Source: https://www.reddit.com/r/GeForceNOW/comments/15nwfuz/i_did_the_ultimate_kovaaks_challenge_thing_for_a/?rdt=65008) In June 2024, TwitchCon Europe was held for the first time at Rotterdam Ahoy, attracting thousands of broadcasters, viewers, and brands. Over the course of a weekend-long festival, this event provided a special chance for the Twitch community to get together in person to celebrate creativity, competitive gaming, and building relationships. (Source: https://blog.twitch.tv/en/2024/06/29/everything-we-announced-at-twitchcon-rotterdam/)
Top Companies Market Share in Video Game Live Streaming Industry: (In no particular order of Rank)
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According to Cognitive Market Research, North America currently dominates the Video Game Live Streaming market, and the region is expected to have significant growth during the projected period. Creating vibrant communities around their channels is a top priority for streamers in North America. This include setting up Discord servers for conversations, coordinating community events, and chatting with viewers.
Asia-Pacific is expected to make significant gains during the projected period, with the greatest compound annual growth rate (CAGR). The rise of cloud gaming services like Google Stadia could act as a further catalyst for game streaming. These services allow users to play demanding games without needing powerful hardware, potentially expanding the audience for streamed content.
The current report Scope analyzes Video Game Live Streaming Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
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According to Cognitive Market Research, the global Video Game Live Streaming Market size was estimated at USD XX Million, out of which North America held the major market share of more than 40% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.0% from 2024 to 2031.
According to Cognitive Market Research, the global Video Game Live Streaming Market size was estimated at USD XX Million, out of which Europe held the market share of more than 30% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.3% from 2024 to 2031.
According to Cognitive Market Research, the global Video Game Live Streaming Market size was estimated at USD XX Million, out of which Asia Pacific held the market share of around 23% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 12.8% from 2024 to 2031.
According to Cognitive Market Research, the global Video Game Live Streaming Market size was estimated at USD XX Million, out of which the Latin America held the market share of around 5% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.2% from 2024 to 2031.
According to Cognitive Market Research, the global Video Game Live Streaming Market size was estimated at USD XX Million, out of which the Middle East and Africa held the major market share of around 2% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.5% from 2024 to 2031..
Global Video Game Live Streaming Market Report 2025 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing Video Game Live Streaming Industry growth. Video Game Live Streaming market has been segmented with the help of its Platform, Revenue model Streaming Type, and others. Video Game Live Streaming market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
According to Cognitive Market Research, PC gaming are likely to dominate the Video Game Live Streaming Market over the forecast period. Popular PC games like League of Legends, Counter-Strike: Global Offensive, Dota 2, and others are essential to the e-sports sector. Streaming services increase interest and engagement by allowing viewers to observe elite competitive play. With sponsorships, advertising, and item sales, e-sports has grown to be a sizable industry that benefits streamers and players alike.
The mobile games is the fastest-growing segment in the Video Game Live Streaming Market.By holding live e-sports events and competitions, mobile game streaming services are profiting from this trend. In the ecosystem of mobile game e-sports, this expansion has resulted in higher sponsorships, advertising, and prize pools. Additionally, in-stream advertisements and viewer donations are two new monetization options being investigated by mobile game streamers.
The above Chart is for representative purposes and does not depict actual sale statistics. Access/Request the quantitative data to understand the trends and dominating segment of Video Game Live Streaming Industry. Request a Free Sample PDF!
According to Cognitive Market Research, the advertisement segment holds the largest share of the market. Streamers are looking into new revenue streams outside of standard advertising. These choices include unique content offerings, tier-based membership schemes, and paid subscriptions. In order to sell viewers personalized items, streamers may also collaborate with brands.
In the Video Game Live Streaming Market, the subsciptions has been expanding at a rapid pace. Subscription-based business models have been adopted by major game streaming services like NVIDIA's GeForce Now, which provide access to a library of games in exchange for a regular price. Due to the fact that it offers an affordable alternative to buying individual games, this strategy has become more and more popular among gamers.
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According to Cognitive Market Research, The Competitive eSports Streaming segment holds the largest market share. The sector is growing because it draws sizable crowds, showcases elite athletes, and brings in a sizable sum of money via sponsorships, advertising, and viewer interaction..
In the Video Game Live Streaming Market, the rapidly growing sector is the Casual Gaming Streaming category. With streamers engaging in a range of games for amusement and social contact, the casual gaming streaming market serves a wide audience.
According to Cognitive Market Research, the professional gamers segment dominates the market. Skilled gamers that broadcast their games to demonstrate their prowess, interact with fans, and make money from sponsorships, subscriptions, and contributions make up the professional gamers end-user category.
Hobbyist Gamers is projected to be the fastest-growing segment in the Video Game Live Streaming Market. Casual gamers who stream for enjoyment and community interaction are included in the hobbyist gamers end-user group. They emphasize social interaction and entertainment, frequently establishing relationships with viewers while sharing their gaming experiences.
According to Cognitive Market Research, the 18–34 Years segment dominates the market. This demographic, which encompasses Gen Z and Millennials, is particularly enthusiastic about gaming and social media, rendering them the primary target audience for live streaming content.
35–49 Years is projected to be the fastest-growing segment in the Video Game Live Streaming Market. This age group is becoming more involved in live broadcasting and gaming as a means of social interaction and entertainment. Their expanding awareness of technology and their preference for interactive content are contributing factors to the rapid growth of this demographic.
Research associate at Cognitive Market Research
Swasti Dharmadhikari, an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
Swasti an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
In her current role, Swasti manages research for service and software category, leading initiatives to uncover market opportunities and enhance competitive positioning. Her strong analytical skills and ability to provide clear, impactful findings have been crucial to her team’s success. With an expertise in market research analysis, She is adept at dissecting complex problems, extracting meaningful insights, and translating them into actionable recommendations, Swasti remains an invaluable asset in the dynamic landscape of market research.
Conclusion
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
Disclaimer:
Platform | PC, Consoles, Mobile Devices |
Revenue model | Advertisement, Subscriptions, Donations and Sponsorships, Merchandise Sales, Pay-per-View |
Streaming Type | Competitive eSports Streaming, Casual Gaming Streaming |
End-use | Professional Gamers, Hobbyist Gamers |
Age group | Below 18 Years, 18–34 Years, 35–49 Years, Above 50 Years |
List of Competitors | AfreecaTV Corp., Akamai Technologies Inc., Amazon.com Inc., Apple Inc., Bigo Technology, BoomTV Inc., Douyu Network Technology Co. Ltd., Genvid Holdings Inc., GosuGamers, Hatch Entertainment Oy, Meta Platforms Inc., Mobcrush Streaming Inc., Netflix Inc. |
This chapter will help you gain GLOBAL Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review Global Video Game Live Streaming Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
This chapter will help you gain North America Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review North America Video Game Live Streaming Market Split by various segments and Country Split.
Chapter 2 North America Market Analysis
This chapter will help you gain Europe Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review Europe Video Game Live Streaming Market Split by various segments and Country Split.
Chapter 3 Europe Market Analysis
This chapter will help you gain Asia Pacific Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review Asia Pacific Video Game Live Streaming Market Split by various segments and Country Split.
Chapter 4 Asia Pacific Market Analysis
This chapter will help you gain South America Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review South America Video Game Live Streaming Market Split by various segments and Country Split.
Chapter 5 South America Market Analysis
This chapter will help you gain Middle East Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review Middle East Video Game Live Streaming Market Split by various segments and Country Split.
Chapter 6 Middle East Market Analysis
This chapter will help you gain Middle East Market Analysis of Video Game Live Streaming. Further deep in this chapter, you will be able to review Middle East Video Game Live Streaming Market Split by various segments and Country Split.
Chapter 7 Africa Market Analysis
This chapter provides an in-depth analysis of the market share among key competitors of Video Game Live Streaming. The analysis highlights each competitor's position in the market, growth trends, and financial performance, offering insights into competitive dynamics, and emerging players.
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
This chapter would comprehensively cover market drivers, trends, restraints, opportunities, and various in-depth analyses like industrial chain, PESTEL, Porter’s Five Forces, and ESG, among others. It would also include product life cycle, technological advancements, and patent insights.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Platform Analysis 2019 -2031, will provide market size split by Platform. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Platform Analysis 2021 - 2033
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Chapter 11 Market Split by Revenue model Analysis 2021 - 2033
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Chapter 12 Market Split by Streaming Type Analysis 2021 - 2033
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Chapter 13 Market Split by End-use Analysis 2021 - 2033
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Chapter 14 Market Split by Age group Analysis 2021 - 2033
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Video Game Live Streaming market
Chapter 15 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Chapter 16 Research Methodology and Sources
Why PC have a significant impact on Video Game Live Streaming market? |
What are the key factors affecting the PC and Consoles of Video Game Live Streaming Market? |
What is the CAGR/Growth Rate of Advertisement during the forecast period? |
By type, which segment accounted for largest share of the global Video Game Live Streaming Market? |
Which region is expected to dominate the global Video Game Live Streaming Market within the forecast period? |
Segmentation Level Customization |
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Global level Data Customization |
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Region level Data Customization |
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Country level Data Customization |
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Company Level |
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Additional Data Analysis |
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Additional Qualitative Data |
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Additional Quantitative Data |
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Service Level Customization |
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Report Format Alteration |
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