Selected research
Industry Research
Video Game Streaming Services Industry Research Report 2026
Market perspective
The global Video Game Streaming Services market was valued at US$ million in 2025 and is projected to reach US$ million by 2032, implying a CAGR of % over 2026–2032.
North America: the Video Game Streaming Services market is projected to increase from US$ million in 2026 to US$ million by 2032, reflecting a CAGR of % over 2026–2032. Europe: the Video Game Streaming Services market is projected to rise from US$ million in 2026 to US$ million by 2032, registering a CAGR of % over 2026–2032. Asia Pacific: the Video Game Streaming Services market is expected to grow from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026–2032. Leading global service providers of Video Game Streaming Services include Microsoft Corporation, NVIDIA Corporation, Sony Group Corporation, Amazon.com, Inc., Tencent Holdings Limited, Migu, NetEase, Inc., Boosteroid and Blacknut SAS, among others; in 2025, the top three vendors together accounted for approximately % of global revenue.
Report Scope
Read the full market overview
This report quantifies the global Video Game Streaming Services market in terms of revenue (US$ million) and, where applicable, service volume (k units), using 2024 as the base year and providing annual historical and forecast data for 2021–2032.
It standardizes definitions of service Types and end-use Applications, harmonizes provider attribution, and delivers comparable time series by company, Type, Application, and region or country, including indicative price bands (US$/k units) and concentration ratios (CR5/CR10). Outputs are intended to support service design, budgeting, capacity planning, and benchmarking for providers, platforms, channel partners, and investors; the report also reviews technology shifts and notable service innovations relevant to Video Game Streaming Services.
Key Companies & Market Share Insights
This section profiles leading service providers with 2021–2025 results and a 2026–2032 outlook—covering revenue, market share, price bands, service portfolio and client mix, regional and channel mix, and key developments (M&A, network expansion, certifications). It also provides global revenue, average price, and—where applicable—volume metrics by provider, and calculates CR5/CR10 and rank changes to support comparative benchmarking.
Video Game Streaming Services Market by Company
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
Video Game Streaming Services Segment by Type
Subscription Game Library
Bring-Your-Own-Library Streaming
Cloud PC for Gaming
White-label / B2B2C Platform
Video Game Streaming Services Segment by Application
Living-room Console Replacement
Low-spec PC Access
Mobile Instant Play
Telecom / Pay-TV Bundle
Other
Video Game Streaming Services Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Spain
Russia
Netherlands
Nordic Countries
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Saudi Arabia
Israel
United Arab Emirates
Turkey
Iran
Egypt
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Video Game Streaming Services market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Video Game Streaming Services and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Video Game Streaming Services.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 6: Detailed analysis of Video Game Streaming Services companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, South America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions of the report.
More report detail
Tables and figures
Scope & coverage.
Types
- Subscription Game Library
- Bring-Your-Own-Library Streaming
- Cloud PC for Gaming
- White-label / B2B2C Platform
Applications
- Living-room Console Replacement
- Low-spec PC Access
- Mobile Instant Play
- Telecom / Pay-TV Bundle
- Other
Companies covered
- 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
Inside the report.
1 Preface
- 1.1 Scope of Report
- 1.2 Reasons for Doing This Study
- 1.3 Research Methodology
- 1.4 Research Process
- 1.5 Data Source
- 1.5.1 Secondary Sources
- 1.5.2 Primary Sources
2 Market Overview
- 2.1 Product Definition
- 2.2 Video Game Streaming Services by Type
- 2.2.1 Market Value Comparison by Type (2021 VS 2025 VS 2032)
- 2.2.2 Subscription Game Library
- 2.2.3 Bring-Your-Own-Library Streaming
- 2.2.4 Cloud PC for Gaming
- 2.2.5 White-label / B2B2C Platform
- 2.3 Video Game Streaming Services by Application
- 2.3.1 Market Value Comparison by Application (2021 VS 2025 VS 2032)
- 2.3.2 Living-room Console Replacement
- 2.3.3 Low-spec PC Access
- 2.3.4 Mobile Instant Play
- 2.3.5 Telecom / Pay-TV Bundle
- 2.3.6 Other
- 2.4 Assumptions and Limitations
3 Video Game Streaming Services Breakdown Data by Type
- 3.1 Global Video Game Streaming Services Historic Market Size by Type (2021-2026)
- 3.2 Global Video Game Streaming Services Forecasted Market Size by Type (2027-2032)
4 Video Game Streaming Services Breakdown Data by Application
- 4.1 Global Video Game Streaming Services Historic Market Size by Application (2021-2026)
- 4.2 Global Video Game Streaming Services Forecasted Market Size by Application (2027-2032)
5 Global Growth Trends
- 5.1 Global Video Game Streaming Services Market Perspective (2021-2032)
- 5.2 Global Video Game Streaming Services Growth Trends by Region
- 5.2.1 Global Video Game Streaming Services Market Size by Region: 2021 VS 2025 VS 2032
- 5.2.2 Video Game Streaming Services Historic Market Size by Region (2021-2026)
- 5.2.3 Video Game Streaming Services Forecasted Market Size by Region (2027-2032)
- 5.3 Video Game Streaming Services Market Dynamics
- 5.3.1 Video Game Streaming Services Industry Trends
- 5.3.2 Video Game Streaming Services Market Drivers
- 5.3.3 Video Game Streaming Services Market Challenges
- 5.3.4 Video Game Streaming Services Market Restraints
6 Market Competitive Landscape by Players
- 6.1 Global Top Video Game Streaming Services Players by Revenue
- 6.1.1 Global Top Video Game Streaming Services Players by Revenue (2021-2026)
- 6.1.2 Global Video Game Streaming Services Revenue Market Share by Players (2021-2026)
- 6.2 Global Video Game Streaming Services Industry Players Ranking, 2023 VS 2024 VS 2025
- 6.3 Global Key Players of Video Game Streaming Services Head Office and Area Served
- 6.4 Global Video Game Streaming Services Players, Product Type & Application
- 6.5 Global Video Game Streaming Services Manufacturers Established Date
- 6.6 Global Video Game Streaming Services Market CR5 and HHI
- 6.7 Global Players Mergers & Acquisition
7 North America
- 7.1 North America Video Game Streaming Services Market Size (2021-2032)
- 7.2 North America Video Game Streaming Services Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 7.3 North America Video Game Streaming Services Market Size by Country (2021-2026)
- 7.4 North America Video Game Streaming Services Market Size by Country (2027-2032)
- 7.5 United States
- 7.5 United States
- 7.6 Canada
- 7.7 Mexico
8 Europe
- 8.1 Europe Video Game Streaming Services Market Size (2021-2032)
- 8.2 Europe Video Game Streaming Services Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 8.3 Europe Video Game Streaming Services Market Size by Country (2021-2026)
- 8.4 Europe Video Game Streaming Services Market Size by Country (2027-2032)
- 8.5 Germany
- 8.6 France
- 8.7 U.K.
- 8.8 Italy
- 8.9 Spain
- 8.10 Russia
- 8.11 Netherlands
- 8.12 Nordic Countries
9 Asia-Pacific
- 9.1 Asia-Pacific Video Game Streaming Services Market Size (2021-2032)
- 9.2 Asia-Pacific Video Game Streaming Services Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 9.3 Asia-Pacific Video Game Streaming Services Market Size by Country (2021-2026)
- 9.4 Asia-Pacific Video Game Streaming Services Market Size by Country (2027-2032)
- 9.5 China
- 9.6 Japan
- 9.7 South Korea
- 9.8 India
- 9.9 Australia
- 9.10 China Taiwan
- 9.11 Southeast Asia
10 South America
- 10.1 South America Video Game Streaming Services Market Size (2021-2032)
- 10.2 South America Video Game Streaming Services Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 10.3 South America Video Game Streaming Services Market Size by Country (2021-2026)
- 10.4 South America Video Game Streaming Services Market Size by Country (2027-2032)
- 10.5 Brazil
- 10.6 Argentina
- 10.7 Chile
- 10.8 Colombia
- 10.9 Peru
11 Middle East & Africa
- 11.1 Middle East & Africa Video Game Streaming Services Market Size (2021-2032)
- 11.2 Middle East & Africa Video Game Streaming Services Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 11.3 Middle East & Africa Video Game Streaming Services Market Size by Country (2021-2026)
- 11.4 Middle East & Africa Video Game Streaming Services Market Size by Country (2027-2032)
- 11.5 Saudi Arabia
- 11.6 Israel
- 11.7 United Arab Emirates
- 11.8 Turkey
- 11.9 Iran
- 11.10 Egypt
12 Players Profiled
- 12.1 Microsoft Corporation
- 12.1.1 Microsoft Corporation Company Information
- 12.1.2 Microsoft Corporation Business Overview
- 12.1.3 Microsoft Corporation Revenue in Video Game Streaming Services Business (2021-2026)
- 12.1.4 Microsoft Corporation Video Game Streaming Services Product Portfolio
- 12.1.5 Microsoft Corporation Recent Developments
- 12.2 NVIDIA Corporation
- 12.2.1 NVIDIA Corporation Company Information
- 12.2.2 NVIDIA Corporation Business Overview
- 12.2.3 NVIDIA Corporation Revenue in Video Game Streaming Services Business (2021-2026)
- 12.2.4 NVIDIA Corporation Video Game Streaming Services Product Portfolio
- 12.2.5 NVIDIA Corporation Recent Developments
- 12.3 Sony Group Corporation
- 12.3.1 Sony Group Corporation Company Information
- 12.3.2 Sony Group Corporation Business Overview
- 12.3.3 Sony Group Corporation Revenue in Video Game Streaming Services Business (2021-2026)
- 12.3.4 Sony Group Corporation Video Game Streaming Services Product Portfolio
- 12.3.5 Sony Group Corporation Recent Developments
- 12.4 Amazon.com, Inc.
- 12.4.1 Amazon.com, Inc. Company Information
- 12.4.2 Amazon.com, Inc. Business Overview
- 12.4.3 Amazon.com, Inc. Revenue in Video Game Streaming Services Business (2021-2026)
- 12.4.4 Amazon.com, Inc. Video Game Streaming Services Product Portfolio
- 12.4.5 Amazon.com, Inc. Recent Developments
- 12.5 Tencent Holdings Limited
- 12.5.1 Tencent Holdings Limited Company Information
- 12.5.2 Tencent Holdings Limited Business Overview
- 12.5.3 Tencent Holdings Limited Revenue in Video Game Streaming Services Business (2021-2026)
- 12.5.4 Tencent Holdings Limited Video Game Streaming Services Product Portfolio
- 12.5.5 Tencent Holdings Limited Recent Developments
- 12.6 Migu
- 12.6.1 Migu Company Information
- 12.6.2 Migu Business Overview
- 12.6.3 Migu Revenue in Video Game Streaming Services Business (2021-2026)
- 12.6.4 Migu Video Game Streaming Services Product Portfolio
- 12.6.5 Migu Recent Developments
- 12.7 NetEase, Inc.
- 12.7.1 NetEase, Inc. Company Information
- 12.7.2 NetEase, Inc. Business Overview
- 12.7.3 NetEase, Inc. Revenue in Video Game Streaming Services Business (2021-2026)
- 12.7.4 NetEase, Inc. Video Game Streaming Services Product Portfolio
- 12.7.5 NetEase, Inc. Recent Developments
- 12.8 Boosteroid
- 12.8.1 Boosteroid Company Information
- 12.8.2 Boosteroid Business Overview
- 12.8.3 Boosteroid Revenue in Video Game Streaming Services Business (2021-2026)
- 12.8.4 Boosteroid Video Game Streaming Services Product Portfolio
- 12.8.5 Boosteroid Recent Developments
- 12.9 Blacknut SAS
- 12.9.1 Blacknut SAS Company Information
- 12.9.2 Blacknut SAS Business Overview
- 12.9.3 Blacknut SAS Revenue in Video Game Streaming Services Business (2021-2026)
- 12.9.4 Blacknut SAS Video Game Streaming Services Product Portfolio
- 12.9.5 Blacknut SAS Recent Developments
- 12.10 Ubitus K.K.
- 12.10.1 Ubitus K.K. Company Information
- 12.10.2 Ubitus K.K. Business Overview
- 12.10.3 Ubitus K.K. Revenue in Video Game Streaming Services Business (2021-2026)
- 12.10.4 Ubitus K.K. Video Game Streaming Services Product Portfolio
- 12.10.5 Ubitus K.K. Recent Developments
- 12.11 Shadow SAS
- 12.11.1 Shadow SAS Company Information
- 12.11.2 Shadow SAS Business Overview
- 12.11.3 Shadow SAS Revenue in Video Game Streaming Services Business (2021-2026)
- 12.11.4 Shadow SAS Video Game Streaming Services Product Portfolio
- 12.11.5 Shadow SAS Recent Developments
- 12.12 Antstream Ltd.
- 12.12.1 Antstream Ltd. Company Information
- 12.12.2 Antstream Ltd. Business Overview
- 12.12.3 Antstream Ltd. Revenue in Video Game Streaming Services Business (2021-2026)
- 12.12.4 Antstream Ltd. Video Game Streaming Services Product Portfolio
- 12.12.5 Antstream Ltd. Recent Developments
- 12.13 Netgem S.A.
- 12.13.1 Netgem S.A. Company Information
- 12.13.2 Netgem S.A. Business Overview
- 12.13.3 Netgem S.A. Revenue in Video Game Streaming Services Business (2021-2026)
- 12.13.4 Netgem S.A. Video Game Streaming Services Product Portfolio
- 12.13.5 Netgem S.A. Recent Developments
- 12.14 Netflix, Inc.
- 12.14.1 Netflix, Inc. Company Information
- 12.14.2 Netflix, Inc. Business Overview
- 12.14.3 Netflix, Inc. Revenue in Video Game Streaming Services Business (2021-2026)
- 12.14.4 Netflix, Inc. Video Game Streaming Services Product Portfolio
- 12.14.5 Netflix, Inc. Recent Developments
- 12.15 OnMobile Global
- 12.15.1 OnMobile Global Company Information
- 12.15.2 OnMobile Global Business Overview
- 12.15.3 OnMobile Global Revenue in Video Game Streaming Services Business (2021-2026)
- 12.15.4 OnMobile Global Video Game Streaming Services Product Portfolio
- 12.15.5 OnMobile Global Recent Developments
- 12.16 CareGame
- 12.16.1 CareGame Company Information
- 12.16.2 CareGame Business Overview
- 12.16.3 CareGame Revenue in Video Game Streaming Services Business (2021-2026)
- 12.16.4 CareGame Video Game Streaming Services Product Portfolio
- 12.16.5 CareGame Recent Developments
- 12.17 Zhejiang Shunwang Technologies
- 12.17.1 Zhejiang Shunwang Technologies Company Information
- 12.17.2 Zhejiang Shunwang Technologies Business Overview
- 12.17.3 Zhejiang Shunwang Technologies Revenue in Video Game Streaming Services Business (2021-2026)
- 12.17.4 Zhejiang Shunwang Technologies Video Game Streaming Services Product Portfolio
- 12.17.5 Zhejiang Shunwang Technologies Recent Developments
- 12.18 Anhui Yanmo Technology
- 12.18.1 Anhui Yanmo Technology Company Information
- 12.18.2 Anhui Yanmo Technology Business Overview
- 12.18.3 Anhui Yanmo Technology Revenue in Video Game Streaming Services Business (2021-2026)
- 12.18.4 Anhui Yanmo Technology Video Game Streaming Services Product Portfolio
- 12.18.5 Anhui Yanmo Technology Recent Developments
- 12.19 Shanghai Dalong Information Technology
- 12.19.1 Shanghai Dalong Information Technology Company Information
- 12.19.2 Shanghai Dalong Information Technology Business Overview
- 12.19.3 Shanghai Dalong Information Technology Revenue in Video Game Streaming Services Business (2021-2026)
- 12.19.4 Shanghai Dalong Information Technology Video Game Streaming Services Product Portfolio
- 12.19.5 Shanghai Dalong Information Technology Recent Developments
- 12.20 Broadmedia Corporation
- 12.20.1 Broadmedia Corporation Company Information
- 12.20.2 Broadmedia Corporation Business Overview
- 12.20.3 Broadmedia Corporation Revenue in Video Game Streaming Services Business (2021-2026)
- 12.20.4 Broadmedia Corporation Video Game Streaming Services Product Portfolio
- 12.20.5 Broadmedia Corporation Recent Developments
13 Report Conclusion
14 Disclaimer
GET THE RESEARCH
Choose your license.
Choose who needs access.
All options are for this report and research series.
PDF by email within 3–5 working days after payment confirmation.
Talk to an analyst