Game Streaming Market Size and Share

Game Streaming Market Summary
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Game Streaming Market Analysis by Mordor Intelligence

The Game Streaming Market size reached USD 8.40 billion in 2025 and is forecast to climb to USD 13.85 billion by 2030, reflecting a CAGR of 10.52% over 2025-2030. Robust network upgrades, the maturation of cloud infrastructure, and the shift toward subscription-based gaming services combine to accelerate adoption, while 5G coverage is expanding the addressable audience for mobile-first experiences. Platform consolidation is intensifying as incumbent services face competition from specialist challengers, creator monetization tools are expanding revenue opportunities, and regulatory scrutiny around loot-box mechanics is forcing greater transparency. Cloud-only devices are maturing rapidly, pure-cloud platforms are gaining scale, and Asia-Pacific continues to account for the largest regional game streaming market share, even as the Middle East and Africa record the fastest growth.

Key Report Takeaways

  • By hardware, mobile devices led with 55.0% of the game streaming market share in 2024, while hand-held and cloud-only devices are advancing at a 29% CAGR through 2030. 
  • By content genre, shooter and battle royale formats commanded 28.0% of the game streaming market size in 2024, whereas sandbox and creative genres are projected to expand at an 18% CAGR over 2025-2030. 
  • By revenue model, in-game advertising held 47% of the game streaming market size in 2024, and subscription models are expected to grow at a 14% CAGR to 2030. 
  • By platform type, web-based services accounted for 61.0% of the game streaming market share in 2024, yet pure-cloud services are scaling at a 27% CAGR through 2030. 
  • By geography, Asia-Pacific captured 44% of the game streaming market size in 2024, while the Middle East and Africa region is forecast to progress at a 15% CAGR from 2025-2030.

Segment Analysis

By Hardware: Mobile Dominance Drives Cloud Transition

Mobile hardware accounted for 55.0% of the game streaming market in 2024, a share reinforced by global smartphone saturation and lower entry costs. Hand-held and cloud-only devices are tracking a 29% CAGR through 2030, reflecting consumer desire for console-quality play on portable screens. The game streaming market size for hand-held PCs surpassed 6 million cumulative units, with Valve’s Steam Deck holding the lead in unit sales. Early adopters generate 10-20% of playtime for top Steam titles, confirming strong engagement per device. PCs, laptops, and smart TVs remain critical for high-resolution streams and competitive esports, yet their growth lags that of lightweight, cloud-centric form factors. Cloud-only dongles and VR headsets now access NVIDIA GeForce NOW, signaling that future success will depend on connectivity and seamless UI rather than raw silicon.

Consumer willingness to pay for mobile broadband upgrades and all-you-can-eat data bundles supports ongoing migration to cloud-optimized hand-helds. Hardware makers differentiate on battery life, thermals, and haptic feedback, but platform loyalty leans toward ecosystems offering unified libraries, cross-save, and synchronized friends lists. As latency falls below the perceptible threshold for most casual genres, value proposition shifts from device horsepower to content availability and subscription perks. This dynamic incentivizes cross-platform libraries that let users start a session on mobile and finish on a living-room TV without hardware barriers, a trend likely to sustain double-digit growth in portable cloud devices within the overall game streaming market.

Game Streaming Market: Market Share by Hardware
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By Content Genre: Shooter Dominance Meets Creative Innovation

Shooter and battle royale titles retained 28.0% of the 2024 game streaming market size, fueled by competitive formats, regular seasonal updates, and large-scale esports circuits. However, sandbox and creative experiences are advancing at an 18% CAGR, propelled by user-generated worlds that encourage participatory entertainment. Elden Ring’s RPG expansion drew 127 million watched hours and proved the staying power of narrative-rich content. Roblox registered 15.5 billion hours played in Q4 2023 and 240 brand activations, highlighting monetization potential in player-built environments.

Long-form narrative games sustain viewer engagement over extended streams, offering creators episodic content arcs that build loyalty. Strategy, simulation, and puzzle genres maintain smaller but dedicated followings attracted to analytical gameplay and educational value. Sports and racing streams synchronize with real-world event calendars, generating periodic spikes around major tournaments. The growing preference for interactive and co-creative formats is shifting monetization toward branded partnerships, in-world events, and virtual merchandise.

By Revenue Model: Advertising Leads Subscription Growth

Advertising contributed 47% of the 2024 game streaming market size, leveraging interactive ad units and AI-generated replays that integrate sponsor messages without disrupting immersion. Subscription services, currently smaller, are climbing at a 14% CAGR as platforms seek stable cash flows and users opt for ad-free experiences bundled with exclusive perks. AI targeting increases CPMs, and brand safety filters aid compliance with emerging disclosure rules. Donations, virtual gifting, and merchandise remain vital supplements, particularly in Asia-Pacific where tipping cultures prevail.

Pay-per-view passes monetize marquee esports finals and exclusive DLC reveals, but scalability is limited outside premium events. Hybrid revenue stacks combining ad-supported free tiers with premium subscriptions provide flexibility across income levels and geographic markets. The success of subscription libraries ties directly to content cadence, as churn accelerates when exclusive releases slow. Seamless wallet integrations across devices reduce friction and strengthen retention.

Game Streaming Market: Market Share by Revenue Model
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By Streaming Platform Type: Web Platforms Face Cloud Disruption

Web-based portals held 61.0% of the 2024 game streaming market share, benefiting from ingrained user habits and low onboarding friction. Pure-cloud services, however, are expanding at a 27% CAGR and threaten to displace traditional hosts by offering infrastructure-as-a-service models to third-party studios. Amazon GameLift Streams enables developers to reach any WebRTC-compatible device without proprietary tooling, democratizing entry and compressing margins for incumbent gatekeepers.

Mobile apps capture smartphone-first audiences in high-growth regions, while smart-TV and console-integrated apps blur the line between linear content and interactive play. Kick, a newcomer, recorded triple-digit growth by courting underserved languages, signaling that audience fragmentation rewards niche community focus. Long-term success will hinge on latency optimization, rights management, and scalable creator revenue splits.

Geography Analysis

Asia-Pacific’s 44% share of 2024 revenue underscores the region’s vast user base, entrenched gaming culture, and advanced connectivity infrastructure. China’s live-commerce ecosystem, worth USD 694.5 billion in 2023 and projected to top USD 1.1 trillion by 2026, offers a blueprint for integrating shopping links into game streams, while Japan’s USD 179 billion mobile app spend reinforces consumer willingness to pay for premium experiences. South Korea’s leadership in 5G yields superior real-world latency scores that translate directly into higher engagement metrics on local platforms.

The Middle East and Africa post the fastest growth at a 15% CAGR through 2030, fueled by sovereign investment funds and telecom operators building esports arenas, studios, and regional servers. Saudi Arabia’s USD 38 billion allocation to gaming and the UAE’s USD 1 billion earmark for esports infrastructure underscore top-down policy support. Localized Arabic-language platforms like Stream Shreek meet cultural preferences in commentary style and community features, accelerating market penetration.

North America remains a revenue powerhouse due to high ARPU and entrenched creator ecosystems, but growth is moderating as core demographics near saturation. Regulatory enforcement is tightening: the Federal Trade Commission levied a USD 20 million penalty on HoYoverse for COPPA infractions, highlighting rising compliance costs. Europe offers regulatory stability under GDPR but imposes strict data-handling rules that elevate barriers for smaller entrants. South America shows upside as broadband infrastructure improves, with Brazil leading adoption; yet macroeconomic volatility and currency swings add risk premiums for investors.

Game Streaming Market CAGR (%), Growth Rate by Region
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Competitive Landscape

Top Companies in Game Streaming Market

The game streaming industry exhibits moderate fragmentation, with no single entity exceeding one-third of total hours watched. Twitch remains the largest platform but experienced a 6.9% decline in Q1 2025 viewership, while challenger Kick expanded 112%. Technology differentiation increasingly centers on AI-assisted content discovery, auto-translation, and creator revenue dashboards. Strategic alliances, such as Amazon’s developer-facing GameLift Streams, aim to lock in ecosystem participants through toolchain dependencies.

Vertical integration is gaining momentum: hardware makers embed cloud services to capture downstream subscription revenue, and content studios acquire middleware providers to streamline direct-to-consumer distribution. Global gaming M&A hit USD 23.2 billion across 665 deals in 2024, evidencing sustained consolidation. Regulatory regimes emphasize transparency in advertising and loot-box mechanics, favoring incumbents with robust compliance infrastructure. Specialized platforms targeting under-served languages, genres, or geographies capture loyal micro-communities that resist generic mass-market appeals.

Game Streaming Industry Leaders

  1. Meta Platforms, Inc.

  2. Amazon.com, Inc.

  3. Sony Group Corporation

  4. NVIDIA Corporation

  5. Microsoft Corporation

  6. *Disclaimer: Major Players sorted in no particular order
Game Streaming Market Concentration
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Recent Industry Developments

  • April 2025: Amazon unveiled GameLift Streams, enabling developers to broadcast directly to any WebRTC device, reducing infrastructure overhead.
  • March 2025: GameSquare partnered with eFuse to integrate advanced audience analytics for multi-platform creators.
  • January 2025: Stream Shreek launched services across MENA, prioritizing Arabic-language content and regional esports coverage .
  • December 2024: Xbox and LG integrated Xbox Cloud Gaming into webOS 24+ smart TVs, bypassing the need for external consoles.

Table of Contents for Game Streaming Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Esports viewership surge and rising prize pools
    • 4.2.2 5G-enabled mobile streaming expansion
    • 4.2.3 Growth of subscription game libraries (Game Pass, PS Plus)
    • 4.2.4 Native streaming on smart-TV OS and consoles
    • 4.2.5 AI live-caption/translation unlocking cross-language reach
    • 4.2.6 Multi-stream distribution tools boosting creator earnings
  • 4.3 Market Restraints
    • 4.3.1 Escalating AAA content production budgets
    • 4.3.2 Bandwidth and data-cap limitations in emerging markets
    • 4.3.3 Platform bidding wars for exclusive creators inflating CAC
    • 4.3.4 Tightening ad-disclosure and loot-box regulations on streams
  • 4.4 Value / Supply-Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter's Five Forces Analysis
    • 4.7.1 Threat of New Entrants
    • 4.7.2 Bargaining Power of Buyers/Consumers
    • 4.7.3 Bargaining Power of Suppliers
    • 4.7.4 Threat of Substitute Products
    • 4.7.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Hardware
    • 5.1.1 Mobile Devices
    • 5.1.2 PCs, Laptops and TVs
    • 5.1.3 Game Consoles
    • 5.1.4 Hand-held / Cloud-only Devices
  • 5.2 By Content Genre
    • 5.2.1 Shooter and Battle Royale
    • 5.2.2 Adventure and RPG
    • 5.2.3 Strategy
    • 5.2.4 Simulation
    • 5.2.5 Puzzle and Casual
    • 5.2.6 Sports and Racing
    • 5.2.7 Sandbox / Creative
  • 5.3 By Revenue Model
    • 5.3.1 In-Game Advertising
    • 5.3.2 Subscription
    • 5.3.3 Donations and Virtual Gifts
    • 5.3.4 Pay-Per-View / Event Passes
    • 5.3.5 Merchandise and Affiliate Sales
  • 5.4 By Streaming Platform Type
    • 5.4.1 Web-based Platforms
    • 5.4.2 Mobile Apps
    • 5.4.3 Console-Integrated Streaming
    • 5.4.4 Smart-TV / OTT Apps
    • 5.4.5 Pure-Cloud Gaming Services
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 United Kingdom
    • 5.5.3.2 Germany
    • 5.5.3.3 France
    • 5.5.3.4 Russia
    • 5.5.3.5 Rest of Europe
    • 5.5.4 Asia Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 India
    • 5.5.4.4 South Korea
    • 5.5.4.5 Australia and New Zealand
    • 5.5.4.6 Rest of Asia Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 GCC
    • 5.5.5.2 South Africa
    • 5.5.5.3 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global-level Overview, Market-level Overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Amazon.com, Inc.
    • 6.4.2 Alphabet Inc.
    • 6.4.3 Meta Platforms, Inc.
    • 6.4.4 Huya Inc.
    • 6.4.5 DouYu International Holdings Ltd.
    • 6.4.6 AfreecaTV Co., Ltd.
    • 6.4.7 Microsoft Corporation
    • 6.4.8 Sony Group Corporation
    • 6.4.9 NVIDIA Corporation
    • 6.4.10 Apple Inc.
    • 6.4.11 Unity Software Inc.
    • 6.4.12 Tencent Holdings Limited
    • 6.4.13 Valve Corporation
    • 6.4.14 ByteDance Ltd.
    • 6.4.15 Kick Streaming Pty Ltd.
    • 6.4.16 BIGO Technology Pte. Ltd.
    • 6.4.17 Sea Limited
    • 6.4.18 Kuaishou Technology
    • 6.4.19 GameSquare Holdings Inc.
    • 6.4.20 NetEase, Inc.
    • 6.4.21 Electronic Arts Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
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Global Game Streaming Market Report Scope

The game streaming market is defined by the revenue for game streaming solutions, such as web-based and app-based, worldwide.

The game streaming market is segmented by revenue model (in-game advertising model, subscription model, and other revenue models), solutions (web-based [Twitch, YouTube, Facebook, and Dailymotion] and application-based [Xbox Streaming, Remotr, Steam Link, and Rainway Inc]), and geography (North America (the United States and Canada), Europe (Germany, the United Kingdom, and Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, and Rest of Asia-Pacific), Latin America, and Middle East and Africa). The market size and forecasts are provided in terms of value (USD) for all the above segments.

By Hardware
Mobile Devices
PCs, Laptops and TVs
Game Consoles
Hand-held / Cloud-only Devices
By Content Genre
Shooter and Battle Royale
Adventure and RPG
Strategy
Simulation
Puzzle and Casual
Sports and Racing
Sandbox / Creative
By Revenue Model
In-Game Advertising
Subscription
Donations and Virtual Gifts
Pay-Per-View / Event Passes
Merchandise and Affiliate Sales
By Streaming Platform Type
Web-based Platforms
Mobile Apps
Console-Integrated Streaming
Smart-TV / OTT Apps
Pure-Cloud Gaming Services
By Geography
North America United States
Canada
South America Brazil
Argentina
Rest of South America
Europe United Kingdom
Germany
France
Russia
Rest of Europe
Asia Pacific China
Japan
India
South Korea
Australia and New Zealand
Rest of Asia Pacific
Middle East and Africa GCC
South Africa
Rest of Middle East and Africa
By Hardware Mobile Devices
PCs, Laptops and TVs
Game Consoles
Hand-held / Cloud-only Devices
By Content Genre Shooter and Battle Royale
Adventure and RPG
Strategy
Simulation
Puzzle and Casual
Sports and Racing
Sandbox / Creative
By Revenue Model In-Game Advertising
Subscription
Donations and Virtual Gifts
Pay-Per-View / Event Passes
Merchandise and Affiliate Sales
By Streaming Platform Type Web-based Platforms
Mobile Apps
Console-Integrated Streaming
Smart-TV / OTT Apps
Pure-Cloud Gaming Services
By Geography North America United States
Canada
South America Brazil
Argentina
Rest of South America
Europe United Kingdom
Germany
France
Russia
Rest of Europe
Asia Pacific China
Japan
India
South Korea
Australia and New Zealand
Rest of Asia Pacific
Middle East and Africa GCC
South Africa
Rest of Middle East and Africa
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Key Questions Answered in the Report

How large is the game streaming market in 2025?

The game streaming market size reached USD 8.40 billion in 2025.

What is the projected CAGR for game streaming from 2025 to 2030?

The market is forecast to expand at a 10.52% CAGR over the period.

Which hardware segment is growing fastest?

Hand-held and cloud-only devices are progressing at a 29% CAGR through 2030.

Which revenue model currently dominates?

In-game advertising held 47% of 2024 revenue, leading all models.

Which region will record the highest growth to 2030?

The Middle East and Africa is forecast to post the fastest regional CAGR at 15%.

What is driving the rise of pure-cloud game streaming platforms?

Network latency reductions, developer toolkits like GameLift Streams, and device-agnostic access underpin a 27% CAGR for pure-cloud services.

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