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Pulished Date February, 2020
ID: 9435
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Global Cloud Gaming Market Research Report - Segmentation By Type (File Streaming, Video Streaming), By Device (Consoles, PCs & Laptops, Smartphones & Tablets, Connected Television), By Business Model (Business-to-Consumer [B2C], Business-to-Business [B2B]) - Industry Analysis Report, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2020– 2025

Pulished: February, 2020
ID: 9435
Pages: 150

Cloud Gaming Market Size & Growth Analysis (2020 - 2025) 

The global cloud gaming market was estimated at $ 506 million in 2019 and is expected to reach $ 3,107 million by 2025, expanding at a startling compound annual growth rate of 59.0%.

The advent of 5G technology ushered in the connectivity landscape and brought about a fundamental change in the gaming sector. Various countries are investing in 5G technology to achieve broader microeconomic benefits. Countries such as China, the United States, South Korea and Japan have made significant progress in strengthening the 5G infrastructure in the country. 5G technology is a new generation of wireless technology that can enable faster data transmission speeds. Since cloud gaming technology requires high transmission speeds of over 10 Mbps, the deployment of 5G infrastructure is a crucial factor, allowing the companies to launch their platforms in the region. 5G technology also effectively addresses various latency issues, providing users with seamless gaming experience, promoting the use of cloud gaming platforms.

Market growth and trends:

Cloud games allow remote access to interactive cloud games and relay the video stream to the user over the Internet. This will enable devices with lower computing power to run a variety of next-generation, high-quality games. Pioneers in the gaming industry, such as Sony and Microsoft, have had widespread success in the market. Rising prices for game consoles and other hardware specifications increased investment in 5G technology, and simultaneous access to many games at affordable prices are the main factors complementing the growth of the market.

With the growing adoption of smartphones worldwide, many companies are introducing cloud games for 5G compatible smartphones. According to the latest Cisco report "Visual Networking Index (VNI)", India could have 800 million smartphone users by 2022. Hatch released smartphone games, initially released in Finland (November 2018) and is now spreading to other European countries. It has also partnered with DOCOMO to offer games on smartphones in Japan. 

Market Drivers and Restraints:

The main growth factors taken into account are the commercialization of 5G, the increase in the number of players and the resurgence of immersive and competitive games on mobile devices. An increase in the number of Internet users is also anticipated to spur the growth of the global cloud gaming market during the forecast period. With a significant decrease in the game access time and a reduction in the cost of purchasing games, cloud servers are very popular with game manufacturing companies. The increasing popularity of social media platforms, eSports promotion and free game modes are considered dominant enhancers in the cloud gaming market.

However, despite the increasing buzz and profitability of the cloud gaming market, it has not increased on a large scale in several regions. This could be because of the shortage of necessary funds among the masses of these regions, as well as their distant existence. These are some of the main factors that may slow down the growth of the global cloud gaming market.

Market Segmentation:

Global Cloud Gaming Market - By Type

The market for cloud file streaming games will grow at an annual rate of over 25% over the expected timeline. The file streaming approach is generally applied by significant players in their product offerings, such as PlayStation Now and Xbox Game Pass, due to the presence of their compatible game consoles. The use of file streaming allows businesses to provide a seamless gaming experience to their users despite slower internet speeds. In addition, it enables users to personalize their game library and record their progress and instantly access their profiles. The mandatory need for specialized game consoles restricts their uptake among cloud game providers, offering their services via smartphones, PCs and laptops.

Global Cloud Gaming Market - By Device

The console segment held more than 60% of the global cloud gaming market thanks to the extensive and robust distribution network of major players such as Sony and Microsoft. These large players mainly use their cloud gaming platforms to generate recurring revenue streams through their existing gaming clientele. The high price involved to buy each new game intrinsically limits its use by middle-class buyers. The introduction of cloud gaming platforms has provided console manufacturers with a lucrative opportunity to monetize their vast library of existing gaming content and expand the capabilities of their products.

Global Cloud Gaming Market - By Economic Model

The B2B cloud gaming market is assumed to show a CAGR of more than 40% over the outlook period. Cloud gaming platforms are focusing on partnering with Internet service providers and telecommunications companies to expand the distribution network for their services further. Also, decoder manufacturers and telecommunications operators are showing interest in monetizing their investments in fiber. With the increasing implementation of 5G services, especially in countries like South Korea, the United States and the MEA region, telecommunications providers are concentrating on forming exclusive contracts with cloud gaming platforms to increase their service offerings.

Regional Analysis:

The cloud gaming market in the Asia Pacific is anticipated to grow at an annual rate of more than 46% between 2020 and 2025 due to the growing number of 5G infrastructure development initiatives in the region. For example, in April 2019, the foremost South Korean telecommunications providers, Korea Telecom, LG Uplus and SK Telecom launched 5G mobile networks across the country. The increasing adoption of smartphones and game consoles and the constant increase in the online population have created a multitude of opportunities to boost the size of the market. Besides, the cost-effective nature of cloud gaming platforms encourages their use with various categories of new customers, who vary from investing in gaming systems due to their costly nature.

Key market players:

The main players in the cloud games market are NVIDIA (USA), Intel (USA), Google (USA), Microsoft (USA), Amazon (USA), Advanced Micro Devices (United States), Sony (Japan), IBM (United States), Tencent (China) and Alibaba (China).

NVIDIA (USA) is the market leader in cloud gaming. The company is developing GPUs to provide solutions to deep computing problems. It specializes in markets that use GPU-based visual computing and accelerated computing platforms. These platforms integrate processors, system software, programmable algorithms, systems and services on the market. Driven by the continued demand for better 3D graphics and the size of the gaming market, the company is focusing on virtual reality (VR), high-performance computing (HPC) and artificial intelligence (AI).

1. Introduction                                 

                1.1 Market Definition                    

                1.2 Scope of the report                

                1.3 Study Assumptions                 

                1.4 Base Currency, Base Year and Forecast Periods                          

2. Research Methodology                                           

                2.1 Analysis Design                         

                2.2 Research Phases                      

                                2.2.1 Secondary Research           

                                2.2.2 Primary Research 

                                2.2.3 Data Modelling      

                                2.2.4 Expert Validation  

                2.3 Study Timeline                          

3. Report Overview                                        

                3.1 Executive Summary                

                3.2 Key Inferencees                       

4. Market Dynamics                                       

                4.1 Impact Analysis                         

                                4.1.1 Drivers      

                                4.1.2 Restaints  

                                4.1.3 Opportunities        

                4.2 Regulatory Environment                       

                4.3 Technology Timeline & Recent Trends                            

5. Competitor Benchmarking Analysis                                    

                5.1 Key Player Benchmarking                     

                                5.1.1 Market share analysis        

                                5.1.2 Products/Service  

                                5.1.3 Regional Presence               

                5.2 Mergers & Acquistion Landscape                      

                5.3 Joint Ventures & Collaborations                        

6. Market Segmentation                                              

                6.1 Cloud Gaming Market, By Type                         

                                6.1.1 File Streaming        

                                6.1.2 Video Streaming   

                                6.1.3 Market Size Estimations & Forecasts (2019-2024)   

                                6.1.4 Y-o-Y Growth Rate Analysis             

                                6.1.5 Market Attractiveness Index          

                6.2 Cloud Gaming Market, By Device                      

                                6.2.1 Consoles  

                                6.2.2 PCs & Laptops        

                                6.2.3 Smartphones & Tablets     

                                6.2.4 Connected Television         

                                6.2.5 Market Size Estimations & Forecasts (2019-2024)   

                                6.2.6 Y-o-Y Growth Rate Analysis             

                                6.2.7 Market Attractiveness Index          

                6.3 Cloud Gaming Market, By Business Model                   

                                6.3.1 Business-to-Consumer [B2C]          

                                6.3.2 Business-to-Business [B2B]             

                                6.3.3 Market Size Estimations & Forecasts (2019-2024)   

                                6.3.4 Y-o-Y Growth Rate Analysis             

                                6.3.5 Market Attractiveness Index          

7. Geographical Landscape                                         

                7.1 Global Identity Governance and Administration Market, by Region                  

                7.2 North America - Market Analysis (2018 - 2024)                            

                                7.2.1 By Country              

                                                7.2.1.1 USA

                                                7.2.1.2 Canada

                                7.2.2 By Type    

                                7.2.3 By Device 

                                7.2.4 By Business Model              

                7.3 Europe                         

                                7.3.1 By Country              

                                                7.3.1.1 UK

                                                7.3.1.2 France

                                                7.3.1.3 Germany

                                                7.3.1.4 Spain

                                                7.3.1.5 Italy

                                                7.3.1.6 Rest of Europe

                                7.3.2 By Type    

                                7.3.3 By Device 

                                7.3.4 By Business Model              

                7.4 Asia Pacific                  

                                7.4.1 By Country              

                                                7.4.1.1 China

                                                7.4.1.2 India

                                                7.4.1.3 Japan

                                                7.4.1.4 South Korea

                                                7.4.1.5 South East Asia

                                                7.4.1.6 Australia & NZ

                                                7.4.1.7 Rest of Asia-Pacific

                                7.4.2 By Type    

                                7.4.3 By Device 

                                7.4.4 By Business Model              

                7.5 Latin America                             

                                7.5.1 By Country              

                                                7.5.1.1 Brazil

                                                7.5.1.2 Argentina

                                                7.5.1.3 Mexico

                                                7.5.1.4 Rest of Latin America

                                7.5.2 By Type    

                                7.5.3 By Device 

                                7.5.4 By Business Model              

                7.6 Middle East and Africa                           

                                7.6.1 By Country              

                                                7.6.1.1 Middle East

                                                7.6.1.2 Africa

                                7.6.2 By Type    

                                7.6.3 By Device 

                                7.6.4 By Business Model              

8. Key Player Analysis                                    

                8.1 NVIDIA                         

                                8.1.1 Business Description           

                                8.1.2 Products/Service  

                                8.1.3 Financials 

                                8.1.4 SWOT Analysis       

                                8.1.5 Recent Developments       

                                8.1.6 Analyst Overview 

                8.2 Intel                               

                8.3 Google                         

                8.4 Microsoft                    

                8.5 Amazon                       

                8.6 Sony                              

                8.7 IBM                

                8.8 Tencent                       

                8.9 Alibaba                         

                8.10 Advanced Micro Devices                    

9. Market Outlook & Investment Opportunities                                

Appendix                                           

                List of Tables                     

                List of Figures                   

  • Global, regional and country-level analysis and forecasts of the study market; providing Insights on the major countries/regions in which this industry is blooming and to also identify the regions that are still untapped
  • Segment-level analysis in terms of By Type, By Device, By Business Model, and along with market size forecasts and estimations to detect key areas of industry growth in detail
  • Identification of key drivers, restraints, opportunities, and challenges (DROC) in the market and their impact on shifting market dynamics
  • Study of the effect of exogenous and endogenous factors that affect the global market; which includes broadly demographic, economics, and political, among other macro-environmental factors presented in an extensive PESTLE Analysis
  • Study the micro environment factors that determine the overall profitability of an Industry, using Porter’s five forces analysis for analyzing the level of competition and business strategy development
  • A comprehensive list of key market players along with their product portfolio, current strategic interests, key financial information, legal issues, SWOT analysis and analyst overview to study and sustain the market environment
  • Competitive landscape analysis listing out the mergers, acquisitions, collaborations in the field along with new product launches, comparative financial studies and recent developments in the market by the major companies
  • An executive summary, abridging the entire report in such a way that decision-making personnel can rapidly become acquainted with background information, concise analysis and main conclusions
  • Expertly devised analyst overview along with Investment opportunities to provide both individuals and organizations a strong financial foothold in the market
  1. Global Cloud Gaming Market By Region, From 2020-2025 ( USD Billion )
  2. Global Cloud Gaming Market By Type, From 2020-2025 ( USD Billion )
  3. Global File Streaming Market By Region, From 2020-2025 ( USD Billion )
  4. Global Video Streaming Market By Region, From 2020-2025 ( USD Billion )
  5. Global Cloud Gaming Market By Device, From 2020-2025 ( USD Billion )
  6. Global Consoles Market By Region, From 2020-2025 ( USD Billion )
  7. Global PCs & Laptops Market By Region, From 2020-2025 ( USD Billion )
  8. Global Smartphones & Tablets Market By Region, From 2020-2025 ( USD Billion )
  9. Global Connected Television Market By Region, From 2020-2025 ( USD Billion )
  10. Global Cloud Gaming Market By Business Model, From 2020-2025 ( USD Billion )
  11. Global Business-to-Consumer [B2C] Market By Region, From 2020-2025 ( USD Billion )
  12. Global Business-to-Business [B2B] Market By Region, From 2020-2025 ( USD Billion )

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