Overview of the global video game streaming services market
Technavio’s market research report identifies that the rising popularity of high dynamic range (HDR) technology will be one of the primary growth drivers for the global video game streaming services market till 2021. HDR technology gives more emphasis on details and displays a wider range of color tones. Only 4K ultra-high-definition (UHD) videos support HDR. However, with the use of dolby vision imaging technology, videos produce more details and a wider color gamut than the present 4K UHD videos. For instance, Netflix uses dolby vision imaging technology to provide video streaming services to their customers. Such technological advancements are positively influencing the gaming industry. The Xbox One S supports HDR playback and 4K resolution for games. This makes games more colorful and attractive as observed in Forza Horizon 3 and Gears of War 4. Technavio’s market research analysts predict that this market will grow at a CAGR of more than 6% by 2021.
The rising shift towards HTML5 is one of the key trends that will gain traction in the video game streaming services market during the forecast period. Adobe Flash had 23 loopholes. It can be exploited by hackers because it has severe security issues. This encouraged innovators to come up with HTML5. Yahoo and YouTube have also shifted towards HTML5 because it is an open-source tool, more secure, lightweight, and faster than Adobe Flash.
Competitive landscape and key vendors
The video game streaming services market comprises of only a few vendors who dominate the market. The increasing number of technological innovations and integration projects will strengthen the competitive landscape of the market. Small players are facing the risk of technological obsolescence because they are not able to be on par with the technological capabilities of the big software vendors.
Some of the key vendors in this market are -
Alphabet
Amazon
Microsoft
Other prominent vendors in the market include Cavetube, Dailymotion, DeNA, Dingit, DWANGO, Facebook, IBM, Infiniscene, Mobcrush, Panda TV, Smashcast, Valve, and VaughnSoft.
Segmentation by revenue generation and analysis of the video game streaming services market
Direct revenue
Indirect revenue
The indirect revenue segment accounted for the majority market share during 2016 because various video streaming service vendors such as Twitch insert advertisements between videos to generate their revenue. The segment will continue to grow for the next four years because such companies generate ad revenue from both the non-gaming brands and gaming brands.
Segmentation by geography and analysis of the video game streaming services market
Americas
APAC
EMEA
The increasing number of viewers in the US is boosting the demand for video game streaming services in the Americas. The major players in the video game streaming services market in the Americas include YouTube Gaming and Twitch. The increasing number of game consoles and the rise in the sales volume of mobile devices will boost the market’s growth in the region until the end of 2021.
Key questions answered in the report include
What will the market size and the growth rate be in 2021?
What are the key factors driving the global video game streaming services market?
What are the key market trends impacting the growth of the global video game streaming services market?
What are the challenges to market growth?
Who are the key vendors in the global video game streaming services market?
What are the market opportunities and threats faced by the vendors in the global video game streaming services market?
What are the trending factors influencing the market shares of the Americas, APAC, and EMEA?
What are the key outcomes of the five forces analysis of the global video game streaming services market?
Technavio also offers customization on reports based on specific client requirement.
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market landscape
Market overview
Market size and forecast
Five forces analysis
PART 06: Market segmentation by revenue generation
Market overview
Direct revenue
Indirect revenue
PART 07: Geographical segmentation
Overview
Americas
EMEA
APAC
PART 08: Key leading countries
US
China
UK
PART 09: Decision framework
PART 10: Drivers and challenges
Market drivers
Market challenges
PART 11: Market trends
Growth of video game streaming software for mobile devices
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