Market Research Report

Global Cloud Gaming Market Report By Offering (Infrastructure, Gaming Platform Service), By Device Type (Smart Phones, Tablets, Gaming Consoles, PC And Laptop, Smart TV, HMD), By Solution (Video Streaming, File Streaming) And By Regions - Industry Trends, Size, Share, Growth, Estimation and Forecast, 2021-2028

ID:VMR11218484
June 2022
Report Formats: Report Formats
The global demand for Cloud Gaming Market is presumed to reach the market size of nearly USD XX MN by 2028 from USD XX MN in 2021 with a CAGR of XX% under the study period 2022 - 2028.

Cloud gaming is basically playing online video games on remote servers in data centres. It runs video games on remote servers and streams them directly to a user's device. It is also known as gaming on demand or gaming-as-a-service. It can be used on different computing devices, including smartphones and tablets, digital media players or a proprietary thin client-like device. The main requirements for cloud gaming include data centres and server farms for running the games and high-bandwidth internet connections with low latency for delivering the streams to users. It provides users access to multiple games and reduces the overall cost. 

Market Dynamics 

The key factor driving the demand for the cloud gaming market is the increasingly digital environment and rising use of smartphones. The independent operation mode of the system and cost-effectiveness compared with other conventional gaming consoles are contributing to the growth of the cloud gaming market. Network providers are investing in mobile gaming to provide better experiences through high-performance connectivity. Constant update and maintenance of a backup, reduction of data storage and ease of accessibility to the users is expanding the growth of this market. Continuous advancement in cloud gaming networks and enhanced privacy are anticipated to boost the development of this market over the forecast period. However, higher latency and responsiveness Issues can hinder the growth of this market.

The research report covers Porter’s Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of cloud gaming. The growth and trends of cloud gaming industry provide a holistic approach to this study. 

Market Segmentation

This section of the cloud gaming market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities. 

By Offering
  • Infrastructure
  • Gaming Platform Service

By Device Type
  • Smart Phones
  • Tablets
  • Gaming Consoles
  • PC And Laptop
  • Smart TV
  • HMD

By Solution
  • Video Streaming
  • File Streaming

Regional Analysis

This section covers the regional outlook, which accentuates current and future demand for the Cloud Gaming market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

Global Cloud Gaming Market Share by Region (Representative Graph)

Global Cloud Gaming Market Share
The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the cloud gaming market include NVIDIA (US), Intel (US), Google (US), Microsoft (US), Amazon (US), Advanced Micro Devices (US), Sony (Japan), IBM (US), Tencent (China), and Alibaba (China). This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

METHODOLOGY:

This market research report has been produced by gathering information based on primary and secondary research. Secondary research has been done using various sources, including (but not limited to) Company Websites, Paid Data Sources, Technical Journals, Financial Reports, SEC Filings, and other different industry publications. Additionally, our team conducts extensive primary research with key industry participants to gather first-hand data. The data is then analyzed and validated by industry experts.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

Frequently Asked Questions (FAQs) about this Report

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Market
       2.2. Global Market Snapshot
 
3 . CLOUD GAMING – INDUSTRY ANALYSIS
       3.1. Introduction - Market Dynamics
       3.2. Market Drivers
       3.3. Market Restraints
       3.4. Opportunities
       3.5. Industry Trends
       3.6. Porter’s Five Force Analysis
       3.7. Market Attractiveness Analysis
           3.7.1 Market Attractiveness Analysis By Offering
           3.7.2 Market Attractiveness Analysis By Device Type
           3.7.3 Market Attractiveness Analysis By Solution
           3.7.4 Market Attractiveness Analysis By Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Value Chain Analysis
       4.2. Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Raw Material Manufactures List
           4.2.3. Price Trend of Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
       5.1. Impact Analysis of Covid-19 Outbreak
           5.1.1. Direct Impact on Production
           5.1.2. Supply Chain and Market Disruption
           5.1.3. Financial Impact on Firms and Financial Markets
       5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       5.3. Market: Pre V/S Post COVID-19
       5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic 
       5.5. COVID-19: Micro and Macro Factor Analysis
 
6 . GLOBAL CLOUD GAMING MARKET ANALYSIS BY OFFERING
       6.1 Overview by Offering
       6.2 Historical and Forecast Data
       6.3 Analysis by Offering
       6.4 Infrastructure Historic and Forecast Sales by Regions
       6.5 Gaming Platform Service Historic and Forecast Sales by Regions
 
7 . GLOBAL CLOUD GAMING MARKET ANALYSIS BY DEVICE TYPE
       7.1 Overview by Device Type
       7.2 Historical and Forecast Data
       7.3 Analysis by Device Type
       7.4 Smart Phones Historic and Forecast Sales by Regions
       7.5 Tablets Historic and Forecast Sales by Regions
       7.6 Gaming Consoles Historic and Forecast Sales by Regions
       7.7 PC And Laptop Historic and Forecast Sales by Regions
       7.8 Smart TV Historic and Forecast Sales by Regions
       7.9 HMD Historic and Forecast Sales by Regions
 
8 . GLOBAL CLOUD GAMING MARKET SALES ANALYSIS BY SOLUTION
       8.1 Overview by Solution
       8.2 Historical and Forecast Data
       8.3 Analysis by Solution
       8.4 Video Streaming Historic and Forecast Sales by Regions
       8.5 File Streaming Historic and Forecast Sales by Regions
 
9 . GLOBAL CLOUD GAMING MARKET SALES ANALYSIS BY GEOGRAPHY
       9.1. Regional Outlook Sales Analysis
       9.2. Introduction Sales Analysis
       9.3. North America Sales Analysis
           9.3.1. Overview, Historic and Forecast Sales Analysis
           9.3.2. North America By Segment Sales Analysis
           9.3.3. North America By Country Sales Analysis
           9.3.4. United State Sales Analysis
           9.3.5. Canada Sales Analysis
           9.3.6. Mexico Sales Analysis
       9.4. Europe Sales Analysis
           9.4.1. Overview, Historic and Forecast Sales Analysis
           9.4.2. Europe by Segment Sales Analysis
           9.4.3. Europe by Country Sales Analysis
           9.4.4. United Kingdom Sales Analysis
           9.4.5. France Sales Analysis
           9.4.6. Germany Sales Analysis
           9.4.7. Italy Sales Analysis
           9.4.8. Russia Sales Analysis
           9.4.9. Rest Of Europe Sales Analysis
       9.5. Asia Pacific Sales Analysis
           9.5.1. Overview, Historic and Forecast Sales Analysis
           9.5.2. Asia Pacific by Segment Sales Analysis
           9.5.3. Asia Pacific by Country Sales Analysis
           9.5.4. China Sales Analysis
           9.5.5. India Sales Analysis
           9.5.6. Japan Sales Analysis
           9.5.7. South Korea Sales Analysis
           9.5.8. Australia Sales Analysis
           9.5.9. Rest Of Asia Pacific Sales Analysis
       9.6. Latin America Sales Analysis
           9.6.1. Overview, Historic and Forecast Sales Analysis
           9.6.2. Latin America by Segment Sales Analysis
           9.6.3. Latin America by Country Sales Analysis
           9.6.4. Brazil Sales Analysis
           9.6.5. Argentina Sales Analysis
           9.6.6. Peru Sales Analysis
           9.6.7. Chile Sales Analysis
           9.6.8. Rest of Latin America Sales Analysis
       9.7. Middle East & Africa Sales Analysis
           9.7.1. Overview, Historic and Forecast Sales Analysis
           9.7.2. Middle East & Africa by Segment Sales Analysis
           9.7.3. Middle East & Africa by Country Sales Analysis
           9.7.4. Saudi Arabia Sales Analysis
           9.7.5. UAE Sales Analysis
           9.7.6. Israel Sales Analysis
           9.7.7. South Africa Sales Analysis
           9.7.8. Rest Of Middle East And Africa Sales Analysis
 
10 . COMPETITIVE LANDSCAPE OF THE CLOUD GAMING COMPANIES
       10.1. Cloud Gaming Market Competition
       10.2. Partnership/Collaboration/Agreement
       10.3. Merger And Acquisitions
       10.4. New Product Launch
       10.5. Other Developments
 
11 . COMPANY PROFILES OF CLOUD GAMING INDUSTRY
       11.1. Top 10  Company Share Analysis
       11.2. Market Concentration Rate
       11.3. NVIDIA (US)
           11.3.1. Company Overview
           11.3.2. Company Revenue
           11.3.3. Products
           11.3.4. Recent Developments
       11.4. Intel (US)
           11.4.1. Company Overview
           11.4.2. Company Revenue
           11.4.3. Products
           11.4.4. Recent Developments
       11.5. Google (US)
           11.5.1. Company Overview
           11.5.2. Company Revenue
           11.5.3. Products
           11.5.4. Recent Developments
       11.6. Microsoft (US)
           11.6.1. Company Overview
           11.6.2. Company Revenue
           11.6.3. Products
           11.6.4. Recent Developments
       11.7. Amazon (US)
           11.7.1. Company Overview
           11.7.2. Company Revenue
           11.7.3. Products
           11.7.4. Recent Developments
       11.8. Advanced Micro Devices (US)
           11.8.1. Company Overview
           11.8.2. Company Revenue
           11.8.3. Products
           11.8.4. Recent Developments
       11.9. Sony (Japan)
           11.9.1. Company Overview
           11.9.2. Company Revenue
           11.9.3. Products
           11.9.4. Recent Developments
       11.10. IBM (US)
           11.10.1. Company Overview
           11.10.2. Company Revenue
           11.10.3. Products
           11.10.4. Recent Developments
       11.11. Tencent (China)
           11.11.1. Company Overview
           11.11.2. Company Revenue
           11.11.3. Products
           11.11.4. Recent Developments
       11.12. Alibaba (China)
           11.12.1. Company Overview
           11.12.2. Company Revenue
           11.12.3. Products
           11.12.4. Recent Developments
 
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
 
LIST OF TABLES
 

  •  Market Snapshot
  •  Drivers : Impact Analysis
  •  Restraints : Impact Analysis
  •  List of Raw Material
  •  List of Raw Material Manufactures
  •  List of Potential Buyers
  •  COVID-19 Impact Analysis by Production, Import, Export and Demand
  •  Pre V/S Post COVID-19
  •  Estimated Impact Of The Coronavirus (Covid-19) Epidemic
  •  COVID-19: Micro and Macro Factor Analysis
  •  Analysis by Offering (USD MN)
  •  Infrastructure Market Sales by Geography (USD MN)
  •  Gaming Platform Service Market Sales by Geography (USD MN)
  •  Analysis Market by Device Type (USD MN)
  •  Smart Phones Market Sales by Geography (USD MN)
  •  Tablets Market Sales by Geography (USD MN)
  •  Gaming Consoles Market Sales by Geography (USD MN)
  •  PC And Laptop Market Sales by Geography (USD MN)
  •  Smart TV Market Sales by Geography (USD MN)
  •  HMD Market Sales by Geography (USD MN)
  •  Analysis by Solution (USD MN)
  •  Video Streaming Market Sales by Geography (USD MN)
  •  File Streaming Market Sales by Geography (USD MN)
  •  Global Cloud Gaming Market Sales by Geography (USD MN)
  •  North America Market Analysis (USD MN)
  •  United State Market Analysis (USD MN)
  •  Canada Market Analysis (USD MN)
  •  Mexico Market Analysis (USD MN)
  •  Europe Market Analysis (USD MN)
  •  Europe Market Estimate by Country (USD MN)
  •  United Kingdom Market Analysis (USD MN)
  •  France Market Analysis (USD MN)
  •  Germany Market Analysis (USD MN)
  •  Italy Market Analysis (USD MN)
  •  Russia Market Analysis (USD MN)
  •  Spain Market Analysis (USD MN)
  •  Rest of Europe Market Analysis (USD MN)
  •  Asia Pacific Market Analysis (USD MN)
  •  China Market Analysis (USD MN)
  •  Japan Market Analysis (USD MN)
  •  India Market Analysis (USD MN)
  •  South Korea Market Analysis (USD MN)
  •  Australia Market Analysis (USD MN)
  •  Rest of Asia Pacific Market Analysis (USD MN)
  •  Latin America Market Analysis (USD MN)
  •  Brazil Market Analysis (USD MN)
  •  Argentina Market Analysis (USD MN)
  •  Peru Market Analysis (USD MN)
  •  Chile Market Analysis (USD MN)
  •  Rest of Latin America Market Analysis (USD MN)
  •  Middle East & Africa Market Analysis (USD MN)
  •  Saudi Arabia Market Analysis (USD MN)
  •  UAE Market Analysis (USD MN)
  •  Israel Market Analysis (USD MN)
  •  South Africa Market Analysis (USD MN)
  •  Rest of Middle East and Africa Market Analysis (USD MN)
  •  Partnership/Collaboration/Agreement
  •  Mergers And Acquisition
 
 LIST OF FIGURES
 
  •  Research Scope of Cloud Gaming Report
  •  Market Research Process
  •  Market Research Methodology
  •  Global Cloud Gaming Market Size, by Region (USD MN)
  •  Porters Five Forces Analysis
  •  Market Attractiveness Analysis by Offering
  •  Market Attractiveness Analysis by Device Type
  •  Market Attractiveness Analysis by Solution
  •  Market Attractiveness Analysis by Region
  •  Value Chain Analysis
  •  Global Market Analysis by Offering (USD MN)
  •  Infrastructure Market Sales by Geography (USD MN)
  •  Gaming Platform Service Market Sales by Geography (USD MN)
  •  Global Market Analysis by Device Type (USD MN)
  •  Smart Phones Market Sales by Geography (USD MN)
  •  Tablets Market Sales by Geography (USD MN)
  •  Gaming Consoles Market Sales by Geography (USD MN)
  •  PC And Laptop Market Sales by Geography (USD MN)
  •  Smart TV Market Sales by Geography (USD MN)
  •  HMD Market Sales by Geography (USD MN)
  •  Global Market Analysis by Solution (USD MN)
  •  Video Streaming Market Sales by Geography (USD MN)
  •  File Streaming Market Sales by Geography (USD MN)
  •  Global Market by Revenue
  •  North America Market by Revenue
  •  Europe Market by Revenue
  •  Asia Pacific Market by Revenue
  •  Latin America Market by Revenue
  •  Middle East & Africa Market by Revenue
  •  Recent Development in Industry
  •  Top Company Share Analysis
 
 * Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

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