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Video Game Live Streaming-Global Market Status and Trend Report 2013-2023

August 2019 | 142 pages | ID: VA2A70998D0EN
MIReports Co., Limited

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Report Summary

Video Game Live Streaming-Global Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Video Game Live Streaming industry, standing on the readers’ perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Worldwide and Regional Market Size of Video Game Live Streaming 2013-2017, and development forecast 2018-2023
Main manufacturers/suppliers of Video Game Live Streaming worldwide, with company and product introduction, position in the Video Game Live Streaming market
Market status and development trend of Video Game Live Streaming by types and applications
Cost and profit status of Video Game Live Streaming, and marketing status
Market growth drivers and challenges

The report segments the global Video Game Live Streaming market as:

Global Video Game Live Streaming Market: Regional Segment Analysis (Regional Production Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):
North America
Europe
China
Japan
Rest APAC
Latin America

Global Video Game Live Streaming Market: Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):
Mobile Game
PC Game

Global Video Game Live Streaming Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)
Age Below 20
Age Between 20-40
Age Higher Than 40

Global Video Game Live Streaming Market: Manufacturers Segment Analysis (Company and Product introduction, Video Game Live Streaming Sales Volume, Revenue, Price and Gross Margin):
Funny or Die
Twitch
Playstation Vue
Hulu
Netflix
Amazon Instant Video
HBO Now
Crackle
Sling Orange
Vevo
CBS All Access
YouTube TV
DirectTV Now
Acorn TV
IQIYI
FuboTV Premier
Youku

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.
CHAPTER 1 OVERVIEW OF VIDEO GAME LIVE STREAMING

1.1 Definition of Video Game Live Streaming in This Report
1.2 Commercial Types of Video Game Live Streaming
  1.2.1 Mobile Game
  1.2.2 PC Game
1.3 Downstream Application of Video Game Live Streaming
  1.3.1 Age Below
  1.3.2 Age Between 20-40
  1.3.3 Age Higher Than
1.4 Development History of Video Game Live Streaming
1.5 Market Status and Trend of Video Game Live Streaming 2013-2023
  1.5.1 Global Video Game Live Streaming Market Status and Trend 2013-2023
  1.5.2 Regional Video Game Live Streaming Market Status and Trend 2013-2023

CHAPTER 2 GLOBAL MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Development of Video Game Live Streaming 2013-2017
2.2 Production Market of Video Game Live Streaming by Regions
  2.2.1 Production Volume of Video Game Live Streaming by Regions
  2.2.2 Production Value of Video Game Live Streaming by Regions
2.3 Demand Market of Video Game Live Streaming by Regions
2.4 Production and Demand Status of Video Game Live Streaming by Regions
  2.4.1 Production and Demand Status of Video Game Live Streaming by Regions 2013-2017
  2.4.2 Import and Export Status of Video Game Live Streaming by Regions 2013-2017

CHAPTER 3 GLOBAL MARKET STATUS AND FORECAST BY TYPES

3.1 Production Volume of Video Game Live Streaming by Types
3.2 Production Value of Video Game Live Streaming by Types
3.3 Market Forecast of Video Game Live Streaming by Types

CHAPTER 4 GLOBAL MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Video Game Live Streaming by Downstream Industry
4.2 Market Forecast of Video Game Live Streaming by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIDEO GAME LIVE STREAMING

5.1 Global Economy Situation and Trend Overview
5.2 Video Game Live Streaming Downstream Industry Situation and Trend Overview

CHAPTER 6 VIDEO GAME LIVE STREAMING MARKET COMPETITION STATUS BY MAJOR MANUFACTURERS

6.1 Production Volume of Video Game Live Streaming by Major Manufacturers
6.2 Production Value of Video Game Live Streaming by Major Manufacturers
6.3 Basic Information of Video Game Live Streaming by Major Manufacturers
  6.3.1 Headquarters Location and Established Time of Video Game Live Streaming Major Manufacturer
  6.3.2 Employees and Revenue Level of Video Game Live Streaming Major Manufacturer
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 VIDEO GAME LIVE STREAMING MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Funny or Die
  7.1.1 Company profile
  7.1.2 Representative Video Game Live Streaming Product
  7.1.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Funny or Die
7.2 Twitch
  7.2.1 Company profile
  7.2.2 Representative Video Game Live Streaming Product
  7.2.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Twitch
7.3 Playstation Vue
  7.3.1 Company profile
  7.3.2 Representative Video Game Live Streaming Product
  7.3.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Playstation Vue
7.4 Hulu
  7.4.1 Company profile
  7.4.2 Representative Video Game Live Streaming Product
  7.4.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Hulu
7.5 Netflix
  7.5.1 Company profile
  7.5.2 Representative Video Game Live Streaming Product
  7.5.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Netflix
7.6 Amazon Instant Video
  7.6.1 Company profile
  7.6.2 Representative Video Game Live Streaming Product
  7.6.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Amazon Instant Video
7.7 HBO Now
  7.7.1 Company profile
  7.7.2 Representative Video Game Live Streaming Product
  7.7.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of HBO Now
7.8 Crackle
  7.8.1 Company profile
  7.8.2 Representative Video Game Live Streaming Product
  7.8.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Crackle
7.9 Sling Orange
  7.9.1 Company profile
  7.9.2 Representative Video Game Live Streaming Product
  7.9.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Sling Orange
7.10 Vevo
  7.10.1 Company profile
  7.10.2 Representative Video Game Live Streaming Product
  7.10.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Vevo
7.11 CBS All Access
  7.11.1 Company profile
  7.11.2 Representative Video Game Live Streaming Product
  7.11.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of CBS All Access
7.12 YouTube TV
  7.12.1 Company profile
  7.12.2 Representative Video Game Live Streaming Product
  7.12.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of YouTube TV
7.13 DirectTV Now
  7.13.1 Company profile
  7.13.2 Representative Video Game Live Streaming Product
  7.13.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of DirectTV Now
7.14 Acorn TV
  7.14.1 Company profile
  7.14.2 Representative Video Game Live Streaming Product
  7.14.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of Acorn TV
7.15 IQIYI
  7.15.1 Company profile
  7.15.2 Representative Video Game Live Streaming Product
  7.15.3 Video Game Live Streaming Sales, Revenue, Price and Gross Margin of IQIYI
7.16 FuboTV Premier
7.17 Youku

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF VIDEO GAME LIVE STREAMING

8.1 Industry Chain of Video Game Live Streaming
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF VIDEO GAME LIVE STREAMING

9.1 Cost Structure Analysis of Video Game Live Streaming
9.2 Raw Materials Cost Analysis of Video Game Live Streaming
9.3 Labor Cost Analysis of Video Game Live Streaming
9.4 Manufacturing Expenses Analysis of Video Game Live Streaming

CHAPTER 10 MARKETING STATUS ANALYSIS OF VIDEO GAME LIVE STREAMING

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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