Global Video Game Streaming Services Supply, Demand and Key Producers, 2026-2032

June 2026 | 135 pages | ID: GB545C39FDDBEN
GlobalInfoResearch

US$ 4,480.00

E-mail Delivery (PDF)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
The global Video Game Streaming Services market size is expected to reach $ 26811 million by 2032, rising at a market growth of 24.0% CAGR during the forecast period (2026-2032).

Cloud gaming services are interactive digital entertainment services in which the game workload is executed on remote servers, edge GPU nodes or virtualized cloud PCs, while real-time video output is encoded and streamed to end-user devices and player inputs are transmitted back to the cloud environment. The scope of this report focuses on consumer cloud gaming subscriptions, bring-your-own-library game streaming, cloud PC services positioned for gaming, white-label cloud gaming platforms, and B2B2C services delivered through telecom operators, smart TVs and digital entertainment platforms. The core value proposition is to reduce dependence on local gaming hardware, shorten download and installation friction, extend premium game access to televisions, PCs, mobile devices, tablets and set-top boxes, and monetize through monthly subscriptions, bundled memberships, usage-based cloud PC fees, platform licensing and operator revenue sharing.

Typical pricing ranges from free or ad-supported access to approximately US$5?25 per month for mainstream subscriptions, with higher effective pricing for performance-tier cloud PC services.

Based on our research, the essence of cloud gaming services is not the simple ?video streaming? of games, but the re-architecture of game execution, rendering, encoding, network delivery, input feedback, licensing and distribution into a cloud-delivered interactive service model. Under a narrow and professional scope, the market should include consumer cloud gaming services, bring-your-own-library game streaming, gaming-oriented cloud PCs, white-label cloud gaming technology platforms and B2B2C telecom or smart-TV deployments. It should not include game live-streaming platforms, ordinary game stores or remote-play tools that rely on the user?s own local console or PC. This distinction is critical because the economics, technical barriers and supplier landscape of cloud gaming are fundamentally different from those of video content streaming or game broadcasting.

From a supply perspective, the global market is structurally fragmented but strategically concentrated. Microsoft, NVIDIA, Sony and Amazon occupy the top layer because they control major assets in game subscriptions, GPU infrastructure, console ecosystems or cloud platforms. Europe has developed a meaningful independent supplier base, represented by Boosteroid, Blacknut, Shadow, Antstream and Netgem/Gamestream, while Japan and Taiwan-related capabilities are visible through Sony, Ubitus and Broadmedia. China has a distinct structure, combining large ecosystem players such as Tencent, NetEase and China Mobile?s Migu with cloud PC-oriented services such as Shunwang, Haima Cloud and Dalong Cloud PC. Therefore, a revenue-only ranking would understate the importance of white-label technology providers, telecom-led distribution models and regional cloud PC specialists.

From the demand side, cloud gaming growth is being driven less by a direct and immediate replacement of consoles, and more by a broader set of access-expansion use cases. These include low-spec PC users, smart-TV gaming without a console, mobile instant play, 5G operator bundles, retro game preservation, family entertainment, and high-performance cloud PCs for gamers who do not want to purchase expensive hardware. Smart-TV gateways are becoming increasingly important, as Samsung and LG aggregate multiple cloud gaming services into their television interfaces. However, these companies should normally be treated as distribution or discovery platforms rather than core cloud gaming service providers, unless they operate the actual gaming workload, licensing and monetization layer.

From a policy and industry dynamics perspective, cloud gaming is increasingly shaped by app-store rules, content licensing and merger-control remedies. Apple?s global policy change allowing a single app to stream a full game catalog reduces friction for mobile distribution, while the UK CMA?s treatment of Activision cloud streaming rights shows that regulators now view cloud gaming as a market with potential independent competitive significance. At the same time, the shutdown of Stadia, restructuring of Luna, emergence of Netflix TV games and consolidation of white-label assets show that the sector is still in a phase of business-model validation. Over the medium term, winners are likely to be those that combine premium content rights, scalable GPU capacity, low-latency network coverage, multi-device access and disciplined unit economics.

This report studies the global Video Game Streaming Services demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Video Game Streaming Services, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of Video Game Streaming Services that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Video Game Streaming Services total market, 2021-2032, (USD Million)
Global Video Game Streaming Services total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: Video Game Streaming Services total market, key domestic companies, and share, (USD Million)
Global Video Game Streaming Services revenue by player, revenue and market share 2021-2026, (USD Million)
Global Video Game Streaming Services total market by Service Model, CAGR, 2021-2032, (USD Million)
Global Video Game Streaming Services total market by Application, CAGR, 2021-2032, (USD Million)

This report profiles major players in the global Video Game Streaming Services market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Microsoft Corporation, NVIDIA Corporation, Sony Group Corporation, Amazon.com, Inc., Tencent Holdings Limited, Migu, NetEase, Inc., Boosteroid, Blacknut SAS, Ubitus K.K., etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world Video Game Streaming Services market

Detailed Segmentation:

Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Service Model, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.

Global Video Game Streaming Services Market, By Region:
  • United States
  • China
  • Europe
  • Japan
  • South Korea
  • ASEAN
  • India
  • Rest of World
Global Video Game Streaming Services Market, Segmentation by Service Model:
  • Subscription Game Library
  • Bring-Your-Own-Library Streaming
  • Cloud PC for Gaming
  • White-label / B2B2C Platform
Global Video Game Streaming Services Market, Segmentation by Content Access Model:
  • Platform-owned Subscription Catalog
  • Licensed Third-party Catalog
  • User-owned Store Library
  • Single-title Cloud Version
Global Video Game Streaming Services Market, Segmentation by Access Device:
  • Smart TV / Set-top Box
  • PC / Browser
  • Mobile / Tablet
  • Handheld / Other Devices
Global Video Game Streaming Services Market, Segmentation by Cloud Infrastructure Route:
  • Centralized GPU Cloud
  • Edge GPU Deployment
  • Virtualized Cloud PC
  • Hybrid Partner Network
Global Video Game Streaming Services Market, Segmentation by Application:
  • Living-room Console Replacement
  • Low-spec PC Access
  • Mobile Instant Play
  • Telecom / Pay-TV Bundle
  • Other
Companies Profiled:
  • Microsoft Corporation
  • NVIDIA Corporation
  • Sony Group Corporation
  • Amazon.com, Inc.
  • Tencent Holdings Limited
  • Migu
  • NetEase, Inc.
  • Boosteroid
  • Blacknut SAS
  • Ubitus K.K.
  • Shadow SAS
  • Antstream Ltd.
  • Netgem S.A.
  • Netflix, Inc.
  • OnMobile Global
  • CareGame
  • Zhejiang Shunwang Technologies
  • Anhui Yanmo Technology
  • Shanghai Dalong Information Technology
  • Broadmedia Corporation
Key Questions Answered
1. How big is the global Video Game Streaming Services market?
2. What is the demand of the global Video Game Streaming Services market?
3. What is the year over year growth of the global Video Game Streaming Services market?
4. What is the total value of the global Video Game Streaming Services market?
5. Who are the Major Players in the global Video Game Streaming Services market?
6. What are the growth factors driving the market demand?
1 SUPPLY SUMMARY

1.1 Video Game Streaming Services Introduction
1.2 World Video Game Streaming Services Market Size & Forecast (2021 & 2025 & 2032)
1.3 World Video Game Streaming Services Total Market by Region (by Headquarter Location)
1.3.1 World Video Game Streaming Services Market Size by Region (2021-2032), (by Headquarter Location)
1.3.2 United States Based Company Video Game Streaming Services Revenue (2021-2032)
1.3.3 China Based Company Video Game Streaming Services Revenue (2021-2032)
1.3.4 Europe Based Company Video Game Streaming Services Revenue (2021-2032)
1.3.5 Japan Based Company Video Game Streaming Services Revenue (2021-2032)
1.3.6 South Korea Based Company Video Game Streaming Services Revenue (2021-2032)
1.3.7 ASEAN Based Company Video Game Streaming Services Revenue (2021-2032)
1.3.8 India Based Company Video Game Streaming Services Revenue (2021-2032)
1.4 Market Drivers, Restraints and Trends
1.4.1 Video Game Streaming Services Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Major Market Trends

2 DEMAND SUMMARY

2.1 World Video Game Streaming Services Consumption Value (2021-2032)
2.2 World Video Game Streaming Services Consumption Value by Region
2.2.1 World Video Game Streaming Services Consumption Value by Region (2021-2026)
2.2.2 World Video Game Streaming Services Consumption Value Forecast by Region (2027-2032)
2.3 United States Video Game Streaming Services Consumption Value (2021-2032)
2.4 China Video Game Streaming Services Consumption Value (2021-2032)
2.5 Europe Video Game Streaming Services Consumption Value (2021-2032)
2.6 Japan Video Game Streaming Services Consumption Value (2021-2032)
2.7 South Korea Video Game Streaming Services Consumption Value (2021-2032)
2.8 ASEAN Video Game Streaming Services Consumption Value (2021-2032)
2.9 India Video Game Streaming Services Consumption Value (2021-2032)

3 WORLD VIDEO GAME STREAMING SERVICES COMPANIES COMPETITIVE ANALYSIS

3.1 World Video Game Streaming Services Revenue by Player (2021-2026)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Video Game Streaming Services Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Video Game Streaming Services in 2025
3.2.3 Global Concentration Ratios (CR8) for Video Game Streaming Services in 2025
3.3 Video Game Streaming Services Company Evaluation Quadrant
3.4 Video Game Streaming Services Market: Overall Company Footprint Analysis
3.4.1 Video Game Streaming Services Market: Region Footprint
3.4.2 Video Game Streaming Services Market: Company Product Type Footprint
3.4.3 Video Game Streaming Services Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers & Acquisitions Activity

4 UNITED STATES VS CHINA VS REST OF WORLD (BY HEADQUARTER LOCATION)

4.1 United States VS China: Video Game Streaming Services Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Video Game Streaming Services Revenue Comparison (2021 & 2025 & 2032) (by Headquarter Location)
4.1.2 United States VS China: Video Game Streaming Services Revenue Market Share Comparison (2021 & 2025 & 2032)
4.2 United States Based Companies VS China Based Companies: Video Game Streaming Services Consumption Value Comparison
4.2.1 United States VS China: Video Game Streaming Services Consumption Value Comparison (2021 & 2025 & 2032)
4.2.2 United States VS China: Video Game Streaming Services Consumption Value Market Share Comparison (2021 & 2025 & 2032)
4.3 United States Based Video Game Streaming Services Companies and Market Share, 2021-2026
4.3.1 United States Based Video Game Streaming Services Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Video Game Streaming Services Revenue, (2021-2026)
4.4 China Based Companies Video Game Streaming Services Revenue and Market Share, 2021-2026
4.4.1 China Based Video Game Streaming Services Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Video Game Streaming Services Revenue, (2021-2026)
4.5 Rest of World Based Video Game Streaming Services Companies and Market Share, 2021-2026
4.5.1 Rest of World Based Video Game Streaming Services Companies, Headquarters (Province, Country)
4.5.2 Rest of World Based Companies Video Game Streaming Services Revenue (2021-2026)

5 MARKET ANALYSIS BY SERVICE MODEL

5.1 World Video Game Streaming Services Market Size Overview by Service Model: 2021 VS 2025 VS 2032
5.2 Segment Introduction by Service Model
5.2.1 Subscription Game Library
5.2.2 Bring-Your-Own-Library Streaming
5.2.3 Cloud PC for Gaming
5.2.4 White-label / B2B2C Platform
5.3 Market Segment by Service Model
5.3.1 World Video Game Streaming Services Market Size by Service Model (2021-2026)
5.3.2 World Video Game Streaming Services Market Size by Service Model (2027-2032)
5.3.3 World Video Game Streaming Services Market Size Market Share by Service Model (2027-2032)

6 MARKET ANALYSIS BY CONTENT ACCESS MODEL

6.1 World Video Game Streaming Services Market Size Overview by Content Access Model: 2021 VS 2025 VS 2032
6.2 Segment Introduction by Content Access Model
6.2.1 Platform-owned Subscription Catalog
6.2.2 Licensed Third-party Catalog
6.2.3 User-owned Store Library
6.2.4 Single-title Cloud Version
6.3 Market Segment by Content Access Model
6.3.1 World Video Game Streaming Services Market Size by Content Access Model (2021-2026)
6.3.2 World Video Game Streaming Services Market Size by Content Access Model (2027-2032)
6.3.3 World Video Game Streaming Services Market Size Market Share by Content Access Model (2027-2032)

7 MARKET ANALYSIS BY ACCESS DEVICE

7.1 World Video Game Streaming Services Market Size Overview by Access Device: 2021 VS 2025 VS 2032
7.2 Segment Introduction by Access Device
7.2.1 Smart TV / Set-top Box
7.2.2 PC / Browser
7.2.3 Mobile / Tablet
7.2.4 Handheld / Other Devices
7.3 Market Segment by Access Device
7.3.1 World Video Game Streaming Services Market Size by Access Device (2021-2026)
7.3.2 World Video Game Streaming Services Market Size by Access Device (2027-2032)
7.3.3 World Video Game Streaming Services Market Size Market Share by Access Device (2027-2032)

8 MARKET ANALYSIS BY CLOUD INFRASTRUCTURE ROUTE

8.1 World Video Game Streaming Services Market Size Overview by Cloud Infrastructure Route: 2021 VS 2025 VS 2032
8.2 Segment Introduction by Cloud Infrastructure Route
8.2.1 Centralized GPU Cloud
8.2.2 Edge GPU Deployment
8.2.3 Virtualized Cloud PC
8.2.4 Hybrid Partner Network
8.3 Market Segment by Cloud Infrastructure Route
8.3.1 World Video Game Streaming Services Market Size by Cloud Infrastructure Route (2021-2026)
8.3.2 World Video Game Streaming Services Market Size by Cloud Infrastructure Route (2027-2032)
8.3.3 World Video Game Streaming Services Market Size Market Share by Cloud Infrastructure Route (2027-2032)

9 MARKET ANALYSIS BY APPLICATION

9.1 World Video Game Streaming Services Market Size Overview by Application: 2021 VS 2025 VS 2032
9.2 Segment Introduction by Application
9.2.1 Living-room Console Replacement
9.2.2 Low-spec PC Access
9.2.3 Mobile Instant Play
9.2.4 Telecom / Pay-TV Bundle
9.2.5 Other
9.3 Market Segment by Application
9.3.1 World Video Game Streaming Services Market Size by Application (2021-2026)
9.3.2 World Video Game Streaming Services Market Size by Application (2027-2032)
9.3.3 World Video Game Streaming Services Market Size Market Share by Application (2021-2032)

10 COMPANY PROFILES

10.1 Microsoft Corporation
10.1.1 Microsoft Corporation Details
10.1.2 Microsoft Corporation Major Business
10.1.3 Microsoft Corporation Video Game Streaming Services Product and Services
10.1.4 Microsoft Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.1.5 Microsoft Corporation Recent Developments/Updates
10.1.6 Microsoft Corporation Competitive Strengths & Weaknesses
10.2 NVIDIA Corporation
10.2.1 NVIDIA Corporation Details
10.2.2 NVIDIA Corporation Major Business
10.2.3 NVIDIA Corporation Video Game Streaming Services Product and Services
10.2.4 NVIDIA Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.2.5 NVIDIA Corporation Recent Developments/Updates
10.2.6 NVIDIA Corporation Competitive Strengths & Weaknesses
10.3 Sony Group Corporation
10.3.1 Sony Group Corporation Details
10.3.2 Sony Group Corporation Major Business
10.3.3 Sony Group Corporation Video Game Streaming Services Product and Services
10.3.4 Sony Group Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.3.5 Sony Group Corporation Recent Developments/Updates
10.3.6 Sony Group Corporation Competitive Strengths & Weaknesses
10.4 Amazon.com, Inc.
10.4.1 Amazon.com, Inc. Details
10.4.2 Amazon.com, Inc. Major Business
10.4.3 Amazon.com, Inc. Video Game Streaming Services Product and Services
10.4.4 Amazon.com, Inc. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.4.5 Amazon.com, Inc. Recent Developments/Updates
10.4.6 Amazon.com, Inc. Competitive Strengths & Weaknesses
10.5 Tencent Holdings Limited
10.5.1 Tencent Holdings Limited Details
10.5.2 Tencent Holdings Limited Major Business
10.5.3 Tencent Holdings Limited Video Game Streaming Services Product and Services
10.5.4 Tencent Holdings Limited Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.5.5 Tencent Holdings Limited Recent Developments/Updates
10.5.6 Tencent Holdings Limited Competitive Strengths & Weaknesses
10.6 Migu
10.6.1 Migu Details
10.6.2 Migu Major Business
10.6.3 Migu Video Game Streaming Services Product and Services
10.6.4 Migu Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.6.5 Migu Recent Developments/Updates
10.6.6 Migu Competitive Strengths & Weaknesses
10.7 NetEase, Inc.
10.7.1 NetEase, Inc. Details
10.7.2 NetEase, Inc. Major Business
10.7.3 NetEase, Inc. Video Game Streaming Services Product and Services
10.7.4 NetEase, Inc. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.7.5 NetEase, Inc. Recent Developments/Updates
10.7.6 NetEase, Inc. Competitive Strengths & Weaknesses
10.8 Boosteroid
10.8.1 Boosteroid Details
10.8.2 Boosteroid Major Business
10.8.3 Boosteroid Video Game Streaming Services Product and Services
10.8.4 Boosteroid Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.8.5 Boosteroid Recent Developments/Updates
10.8.6 Boosteroid Competitive Strengths & Weaknesses
10.9 Blacknut SAS
10.9.1 Blacknut SAS Details
10.9.2 Blacknut SAS Major Business
10.9.3 Blacknut SAS Video Game Streaming Services Product and Services
10.9.4 Blacknut SAS Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.9.5 Blacknut SAS Recent Developments/Updates
10.9.6 Blacknut SAS Competitive Strengths & Weaknesses
10.10 Ubitus K.K.
10.10.1 Ubitus K.K. Details
10.10.2 Ubitus K.K. Major Business
10.10.3 Ubitus K.K. Video Game Streaming Services Product and Services
10.10.4 Ubitus K.K. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.10.5 Ubitus K.K. Recent Developments/Updates
10.10.6 Ubitus K.K. Competitive Strengths & Weaknesses
10.11 Shadow SAS
10.11.1 Shadow SAS Details
10.11.2 Shadow SAS Major Business
10.11.3 Shadow SAS Video Game Streaming Services Product and Services
10.11.4 Shadow SAS Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.11.5 Shadow SAS Recent Developments/Updates
10.11.6 Shadow SAS Competitive Strengths & Weaknesses
10.12 Antstream Ltd.
10.12.1 Antstream Ltd. Details
10.12.2 Antstream Ltd. Major Business
10.12.3 Antstream Ltd. Video Game Streaming Services Product and Services
10.12.4 Antstream Ltd. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.12.5 Antstream Ltd. Recent Developments/Updates
10.12.6 Antstream Ltd. Competitive Strengths & Weaknesses
10.13 Netgem S.A.
10.13.1 Netgem S.A. Details
10.13.2 Netgem S.A. Major Business
10.13.3 Netgem S.A. Video Game Streaming Services Product and Services
10.13.4 Netgem S.A. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.13.5 Netgem S.A. Recent Developments/Updates
10.13.6 Netgem S.A. Competitive Strengths & Weaknesses
10.14 Netflix, Inc.
10.14.1 Netflix, Inc. Details
10.14.2 Netflix, Inc. Major Business
10.14.3 Netflix, Inc. Video Game Streaming Services Product and Services
10.14.4 Netflix, Inc. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.14.5 Netflix, Inc. Recent Developments/Updates
10.14.6 Netflix, Inc. Competitive Strengths & Weaknesses
10.15 OnMobile Global
10.15.1 OnMobile Global Details
10.15.2 OnMobile Global Major Business
10.15.3 OnMobile Global Video Game Streaming Services Product and Services
10.15.4 OnMobile Global Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.15.5 OnMobile Global Recent Developments/Updates
10.15.6 OnMobile Global Competitive Strengths & Weaknesses
10.16 CareGame
10.16.1 CareGame Details
10.16.2 CareGame Major Business
10.16.3 CareGame Video Game Streaming Services Product and Services
10.16.4 CareGame Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.16.5 CareGame Recent Developments/Updates
10.16.6 CareGame Competitive Strengths & Weaknesses
10.17 Zhejiang Shunwang Technologies
10.17.1 Zhejiang Shunwang Technologies Details
10.17.2 Zhejiang Shunwang Technologies Major Business
10.17.3 Zhejiang Shunwang Technologies Video Game Streaming Services Product and Services
10.17.4 Zhejiang Shunwang Technologies Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.17.5 Zhejiang Shunwang Technologies Recent Developments/Updates
10.17.6 Zhejiang Shunwang Technologies Competitive Strengths & Weaknesses
10.18 Anhui Yanmo Technology
10.18.1 Anhui Yanmo Technology Details
10.18.2 Anhui Yanmo Technology Major Business
10.18.3 Anhui Yanmo Technology Video Game Streaming Services Product and Services
10.18.4 Anhui Yanmo Technology Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.18.5 Anhui Yanmo Technology Recent Developments/Updates
10.18.6 Anhui Yanmo Technology Competitive Strengths & Weaknesses
10.19 Shanghai Dalong Information Technology
10.19.1 Shanghai Dalong Information Technology Details
10.19.2 Shanghai Dalong Information Technology Major Business
10.19.3 Shanghai Dalong Information Technology Video Game Streaming Services Product and Services
10.19.4 Shanghai Dalong Information Technology Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.19.5 Shanghai Dalong Information Technology Recent Developments/Updates
10.19.6 Shanghai Dalong Information Technology Competitive Strengths & Weaknesses
10.20 Broadmedia Corporation
10.20.1 Broadmedia Corporation Details
10.20.2 Broadmedia Corporation Major Business
10.20.3 Broadmedia Corporation Video Game Streaming Services Product and Services
10.20.4 Broadmedia Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026)
10.20.5 Broadmedia Corporation Recent Developments/Updates
10.20.6 Broadmedia Corporation Competitive Strengths & Weaknesses

11 INDUSTRY CHAIN ANALYSIS

11.1 Video Game Streaming Services Industry Chain
11.2 Video Game Streaming Services Upstream Analysis
11.3 Video Game Streaming Services Midstream Analysis
11.4 Video Game Streaming Services Downstream Analysis

12 RESEARCH FINDINGS AND CONCLUSION

13 APPENDIX

13.1 Methodology
13.2 Research Process and Data Source
13.3 Disclaimer


LIST OF TABLES

Table 1. World Video Game Streaming Services Revenue by Region (2021, 2025 and 2032) & (USD Million), (by Headquarter Location)
Table 2. World Video Game Streaming Services Revenue by Region (2021-2026) & (USD Million), (by Headquarter Location)
Table 3. World Video Game Streaming Services Revenue by Region (2027-2032) & (USD Million), (by Headquarter Location)
Table 4. World Video Game Streaming Services Revenue Market Share by Region (2021-2026), (by Headquarter Location)
Table 5. World Video Game Streaming Services Revenue Market Share by Region (2027-2032), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Video Game Streaming Services Consumption Value Growth Rate Forecast by Region (2021 & 2025 & 2032) & (USD Million)
Table 8. World Video Game Streaming Services Consumption Value by Region (2021-2026) & (USD Million)
Table 9. World Video Game Streaming Services Consumption Value Forecast by Region (2027-2032) & (USD Million)
Table 10. World Video Game Streaming Services Revenue by Player (2021-2026) & (USD Million)
Table 11. Revenue Market Share of Key Video Game Streaming Services Players in 2025
Table 12. World Video Game Streaming Services Industry Rank of Major Player, Based on Revenue in 2025
Table 13. Global Video Game Streaming Services Company Evaluation Quadrant
Table 14. Head Office of Key Video Game Streaming Services Players
Table 15. Video Game Streaming Services Market: Company Product Type Footprint
Table 16. Video Game Streaming Services Market: Company Product Application Footprint
Table 17. Video Game Streaming Services Mergers & Acquisitions Activity
Table 18. United States VS China Video Game Streaming Services Revenue Comparison, (2021 & 2025 & 2032) & (USD Million)
Table 19. United States VS China Video Game Streaming Services Consumption Value Comparison, (2021 & 2025 & 2032) & (USD Million)
Table 20. United States Based Video Game Streaming Services Companies, Headquarters (States, Country)
Table 21. United States Based Companies Video Game Streaming Services Revenue, (2021-2026) & (USD Million)
Table 22. United States Based Companies Video Game Streaming Services Revenue Market Share (2021-2026)
Table 23. China Based Video Game Streaming Services Companies, Headquarters (Province, Country)
Table 24. China Based Companies Video Game Streaming Services Revenue, (2021-2026) & (USD Million)
Table 25. China Based Companies Video Game Streaming Services Revenue Market Share (2021-2026)
Table 26. Rest of World Based Video Game Streaming Services Companies, Headquarters (Province, Country)
Table 27. Rest of World Based Companies Video Game Streaming Services Revenue (2021-2026) & (USD Million)
Table 28. Rest of World Based Companies Video Game Streaming Services Revenue Market Share (2021-2026)
Table 29. World Video Game Streaming Services Market Size by Service Model, (USD Million), 2021 & 2025 & 2032
Table 30. World Video Game Streaming Services Market Size Value by Service Model (2021-2026) & (USD Million)
Table 31. World Video Game Streaming Services Market Size by Service Model (2027-2032) & (USD Million)
Table 32. World Video Game Streaming Services Market Size by Content Access Model, (USD Million), 2021 & 2025 & 2032
Table 33. World Video Game Streaming Services Market Size Value by Content Access Model (2021-2026) & (USD Million)
Table 34. World Video Game Streaming Services Market Size by Content Access Model (2027-2032) & (USD Million)
Table 35. World Video Game Streaming Services Market Size by Access Device, (USD Million), 2021 & 2025 & 2032
Table 36. World Video Game Streaming Services Market Size Value by Access Device (2021-2026) & (USD Million)
Table 37. World Video Game Streaming Services Market Size by Access Device (2027-2032) & (USD Million)
Table 38. World Video Game Streaming Services Market Size by Cloud Infrastructure Route, (USD Million), 2021 & 2025 & 2032
Table 39. World Video Game Streaming Services Market Size Value by Cloud Infrastructure Route (2021-2026) & (USD Million)
Table 40. World Video Game Streaming Services Market Size by Cloud Infrastructure Route (2027-2032) & (USD Million)
Table 41. World Video Game Streaming Services Market Size by Application, (USD Million), 2021 & 2025 & 2032
Table 42. World Video Game Streaming Services Market Size by Application (2021-2026) & (USD Million)
Table 43. World Video Game Streaming Services Market Size by Application (2027-2032) & (USD Million)
Table 44. Microsoft Corporation Basic Information, Manufacturing Base and Competitors
Table 45. Microsoft Corporation Major Business
Table 46. Microsoft Corporation Video Game Streaming Services Product and Services
Table 47. Microsoft Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 48. Microsoft Corporation Recent Developments/Updates
Table 49. Microsoft Corporation Competitive Strengths & Weaknesses
Table 50. NVIDIA Corporation Basic Information, Manufacturing Base and Competitors
Table 51. NVIDIA Corporation Major Business
Table 52. NVIDIA Corporation Video Game Streaming Services Product and Services
Table 53. NVIDIA Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 54. NVIDIA Corporation Recent Developments/Updates
Table 55. NVIDIA Corporation Competitive Strengths & Weaknesses
Table 56. Sony Group Corporation Basic Information, Manufacturing Base and Competitors
Table 57. Sony Group Corporation Major Business
Table 58. Sony Group Corporation Video Game Streaming Services Product and Services
Table 59. Sony Group Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 60. Sony Group Corporation Recent Developments/Updates
Table 61. Sony Group Corporation Competitive Strengths & Weaknesses
Table 62. Amazon.com, Inc. Basic Information, Manufacturing Base and Competitors
Table 63. Amazon.com, Inc. Major Business
Table 64. Amazon.com, Inc. Video Game Streaming Services Product and Services
Table 65. Amazon.com, Inc. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 66. Amazon.com, Inc. Recent Developments/Updates
Table 67. Amazon.com, Inc. Competitive Strengths & Weaknesses
Table 68. Tencent Holdings Limited Basic Information, Manufacturing Base and Competitors
Table 69. Tencent Holdings Limited Major Business
Table 70. Tencent Holdings Limited Video Game Streaming Services Product and Services
Table 71. Tencent Holdings Limited Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 72. Tencent Holdings Limited Recent Developments/Updates
Table 73. Tencent Holdings Limited Competitive Strengths & Weaknesses
Table 74. Migu Basic Information, Manufacturing Base and Competitors
Table 75. Migu Major Business
Table 76. Migu Video Game Streaming Services Product and Services
Table 77. Migu Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 78. Migu Recent Developments/Updates
Table 79. Migu Competitive Strengths & Weaknesses
Table 80. NetEase, Inc. Basic Information, Manufacturing Base and Competitors
Table 81. NetEase, Inc. Major Business
Table 82. NetEase, Inc. Video Game Streaming Services Product and Services
Table 83. NetEase, Inc. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 84. NetEase, Inc. Recent Developments/Updates
Table 85. NetEase, Inc. Competitive Strengths & Weaknesses
Table 86. Boosteroid Basic Information, Manufacturing Base and Competitors
Table 87. Boosteroid Major Business
Table 88. Boosteroid Video Game Streaming Services Product and Services
Table 89. Boosteroid Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 90. Boosteroid Recent Developments/Updates
Table 91. Boosteroid Competitive Strengths & Weaknesses
Table 92. Blacknut SAS Basic Information, Manufacturing Base and Competitors
Table 93. Blacknut SAS Major Business
Table 94. Blacknut SAS Video Game Streaming Services Product and Services
Table 95. Blacknut SAS Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 96. Blacknut SAS Recent Developments/Updates
Table 97. Blacknut SAS Competitive Strengths & Weaknesses
Table 98. Ubitus K.K. Basic Information, Manufacturing Base and Competitors
Table 99. Ubitus K.K. Major Business
Table 100. Ubitus K.K. Video Game Streaming Services Product and Services
Table 101. Ubitus K.K. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 102. Ubitus K.K. Recent Developments/Updates
Table 103. Ubitus K.K. Competitive Strengths & Weaknesses
Table 104. Shadow SAS Basic Information, Manufacturing Base and Competitors
Table 105. Shadow SAS Major Business
Table 106. Shadow SAS Video Game Streaming Services Product and Services
Table 107. Shadow SAS Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 108. Shadow SAS Recent Developments/Updates
Table 109. Shadow SAS Competitive Strengths & Weaknesses
Table 110. Antstream Ltd. Basic Information, Manufacturing Base and Competitors
Table 111. Antstream Ltd. Major Business
Table 112. Antstream Ltd. Video Game Streaming Services Product and Services
Table 113. Antstream Ltd. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 114. Antstream Ltd. Recent Developments/Updates
Table 115. Antstream Ltd. Competitive Strengths & Weaknesses
Table 116. Netgem S.A. Basic Information, Manufacturing Base and Competitors
Table 117. Netgem S.A. Major Business
Table 118. Netgem S.A. Video Game Streaming Services Product and Services
Table 119. Netgem S.A. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 120. Netgem S.A. Recent Developments/Updates
Table 121. Netgem S.A. Competitive Strengths & Weaknesses
Table 122. Netflix, Inc. Basic Information, Manufacturing Base and Competitors
Table 123. Netflix, Inc. Major Business
Table 124. Netflix, Inc. Video Game Streaming Services Product and Services
Table 125. Netflix, Inc. Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 126. Netflix, Inc. Recent Developments/Updates
Table 127. Netflix, Inc. Competitive Strengths & Weaknesses
Table 128. OnMobile Global Basic Information, Manufacturing Base and Competitors
Table 129. OnMobile Global Major Business
Table 130. OnMobile Global Video Game Streaming Services Product and Services
Table 131. OnMobile Global Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 132. OnMobile Global Recent Developments/Updates
Table 133. OnMobile Global Competitive Strengths & Weaknesses
Table 134. CareGame Basic Information, Manufacturing Base and Competitors
Table 135. CareGame Major Business
Table 136. CareGame Video Game Streaming Services Product and Services
Table 137. CareGame Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 138. CareGame Recent Developments/Updates
Table 139. CareGame Competitive Strengths & Weaknesses
Table 140. Zhejiang Shunwang Technologies Basic Information, Manufacturing Base and Competitors
Table 141. Zhejiang Shunwang Technologies Major Business
Table 142. Zhejiang Shunwang Technologies Video Game Streaming Services Product and Services
Table 143. Zhejiang Shunwang Technologies Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 144. Zhejiang Shunwang Technologies Recent Developments/Updates
Table 145. Zhejiang Shunwang Technologies Competitive Strengths & Weaknesses
Table 146. Anhui Yanmo Technology Basic Information, Manufacturing Base and Competitors
Table 147. Anhui Yanmo Technology Major Business
Table 148. Anhui Yanmo Technology Video Game Streaming Services Product and Services
Table 149. Anhui Yanmo Technology Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 150. Anhui Yanmo Technology Recent Developments/Updates
Table 151. Anhui Yanmo Technology Competitive Strengths & Weaknesses
Table 152. Shanghai Dalong Information Technology Basic Information, Manufacturing Base and Competitors
Table 153. Shanghai Dalong Information Technology Major Business
Table 154. Shanghai Dalong Information Technology Video Game Streaming Services Product and Services
Table 155. Shanghai Dalong Information Technology Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 156. Shanghai Dalong Information Technology Recent Developments/Updates
Table 157. Shanghai Dalong Information Technology Competitive Strengths & Weaknesses
Table 158. Broadmedia Corporation Basic Information, Manufacturing Base and Competitors
Table 159. Broadmedia Corporation Major Business
Table 160. Broadmedia Corporation Video Game Streaming Services Product and Services
Table 161. Broadmedia Corporation Video Game Streaming Services Revenue, Gross Margin and Market Share (2021-2026) & (USD Million)
Table 162. Broadmedia Corporation Recent Developments/Updates
Table 163. Broadmedia Corporation Competitive Strengths & Weaknesses
Table 164. Global Key Players of Video Game Streaming Services Upstream (Raw Materials)
Table 165. Global Video Game Streaming Services Typical Customers

LIST OF FIGURES

Figure 1. Video Game Streaming Services Picture
Figure 2. World Video Game Streaming Services Total Revenue: 2021 & 2025 & 2032, (USD Million)
Figure 3. World Video Game Streaming Services Total Revenue (2021-2032) & (USD Million)
Figure 4. World Video Game Streaming Services Revenue by Region (2021, 2025 and 2032) & (USD Million), (by Headquarter Location)
Figure 5. World Video Game Streaming Services Revenue Market Share by Region (2021-2032), (by Headquarter Location)
Figure 6. United States Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 7. China Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 8. Europe Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 9. Japan Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 10. South Korea Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 11. ASEAN Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 12. India Based Company Video Game Streaming Services Revenue (2021-2032) & (USD Million)
Figure 13. Video Game Streaming Services Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 16. World Video Game Streaming Services Consumption Value Market Share by Region (2021-2032)
Figure 17. United States Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 18. China Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 19. Europe Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 20. Japan Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 21. South Korea Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 22. ASEAN Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 23. India Video Game Streaming Services Consumption Value (2021-2032) & (USD Million)
Figure 24. Producer Shipments of Video Game Streaming Services by Player Revenue ($MM) and Market Share (%): 2025
Figure 25. Global Four-firm Concentration Ratios (CR4) for Video Game Streaming Services Markets in 2025
Figure 26. Global Four-firm Concentration Ratios (CR8) for Video Game Streaming Services Markets in 2025
Figure 27. United States VS China: Video Game Streaming Services Revenue Market Share Comparison (2021 & 2025 & 2032)
Figure 28. United States VS China: Video Game Streaming Services Consumption Value Market Share Comparison (2021 & 2025 & 2032)
Figure 29. World Video Game Streaming Services Market Size by Service Model, (USD Million), 2021 & 2025 & 2032
Figure 30. World Video Game Streaming Services Market Size Market Share by Service Model in 2025
Figure 31. Subscription Game Library
Figure 32. Bring-Your-Own-Library Streaming
Figure 33. Cloud PC for Gaming
Figure 34. White-label / B2B2C Platform
Figure 35. World Video Game Streaming Services Market Size Market Share by Service Model (2021-2032)
Figure 36. World Video Game Streaming Services Market Size by Content Access Model, (USD Million), 2021 & 2025 & 2032
Figure 37. World Video Game Streaming Services Market Size Market Share by Content Access Model in 2025
Figure 38. Platform-owned Subscription Catalog
Figure 39. Licensed Third-party Catalog
Figure 40. User-owned Store Library
Figure 41. Single-title Cloud Version
Figure 42. World Video Game Streaming Services Market Size Market Share by Content Access Model (2021-2032)
Figure 43. World Video Game Streaming Services Market Size by Access Device, (USD Million), 2021 & 2025 & 2032
Figure 44. World Video Game Streaming Services Market Size Market Share by Access Device in 2025
Figure 45. Smart TV / Set-top Box
Figure 46. PC / Browser
Figure 47. Mobile /Tablet
Figure 48. Handheld / Other Devices
Figure 49. World Video Game Streaming Services Market Size Market Share by Access Device (2021-2032)
Figure 50. World Video Game Streaming Services Market Size by Cloud Infrastructure Route, (USD Million), 2021 & 2025 & 2032
Figure 51. World Video Game Streaming Services Market Size Market Share by Cloud Infrastructure Route in 2025
Figure 52. Centralized GPU Cloud
Figure 53. Edge GPU Deployment
Figure 54. Virtualized Cloud PC
Figure 55. Hybrid Partner Network
Figure 56. World Video Game Streaming Services Market Size Market Share by Cloud Infrastructure Route (2021-2032)
Figure 57. World Video Game Streaming Services Market Size by Application, (USD Million), 2021 & 2025 & 2032
Figure 58. World Video Game Streaming Services Market Size Market Share by Application in 2025
Figure 59. Living-room Console Replacement
Figure 60. Low-spec PC Access
Figure 61. Mobile Instant Play
Figure 62. Telecom / Pay-TV Bundle
Figure 63. Other
Figure 64. World Video Game Streaming Services Market Size Market Share by Application (2021-2032)
Figure 65. Video Game Streaming Services Industrial Chain
Figure 66. Methodology
Figure 67. Research Process and Data Source


More Publications