The global cloud gaming market is expected to grow from USD 1.5 billion in 2018 to USD 3.2 billion by 2030, at a CAGR of 16.6% during the forecast period. The market is driven by the increasing demand for high-quality video streaming and file streaming services, which are being offered as a part of cloud gaming services. The increasing adoption of connected TVs and smartphones has also led to an increase in the number of users accessing these services on their devices, thereby driving the growth of this market over the next few years.
Some Of The Growth Factors Of This Market:
- Cloud gaming is a new and emerging market that has the potential to disrupt the traditional video game industry.
- Cloud gaming offers gamers the ability to play games on any device, anywhere, anytime without having to download or install anything on their devices.
- Cloud Gaming will be able to provide high quality graphics and gameplay without requiring expensive hardware.
Industry Growth Insights published a new data on “Cloud Gaming Market”. The research report is titled “Cloud Gaming Market research by Types (Video Streaming, File Streaming, Cloud Gamin), By Applications (PC, Connected TV, Tablet, Smartphone), By Players/Companies Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo), 51ias.com (Gloud), Cyber Cloud, Yunlian Technology, Liquidsky, BlacknutSAS, Alibaba Cloud, Baidu, Tencent Cloud, Ksyun (Kingsoft), LeCloud, Cloud Gamin”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Cloud Gaming Market Research Report
By Type
Video Streaming, File Streaming, Cloud Gamin
By Application
PC, Connected TV, Tablet, Smartphone
By Companies
Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo), 51ias.com (Gloud), Cyber Cloud, Yunlian Technology, Liquidsky, BlacknutSAS, Alibaba Cloud, Baidu, Tencent Cloud, Ksyun (Kingsoft), LeCloud, Cloud Gamin
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
237
Number of Tables & Figures
166
Customization Available
Yes, the report can be customized as per your need.
Global Cloud Gaming Market Report Segments:
The global Cloud Gaming market is segmented on the basis of:
Types
Video Streaming, File Streaming, Cloud Gamin
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
PC, Connected TV, Tablet, Smartphone
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Sony
- GameFly (PlayCast)
- Nvidia
- Ubitus
- PlayGiga
- Crytek GmbH
- PlayKey
- Utomik (Kalydo)
- 51ias.com (Gloud)
- Cyber Cloud
- Yunlian Technology
- Liquidsky
- BlacknutSAS
- Alibaba Cloud
- Baidu
- Tencent Cloud
- Ksyun (Kingsoft)
- LeCloud
- Cloud Gamin
Highlights of The Cloud Gaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Video Streaming
- File Streaming
- Cloud Gamin
- By Application:
- PC
- Connected TV
- Tablet
- Smartphone
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Cloud Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Cloud gaming is a term used to describe the ability to play video games online, without having to install or run any software on your computer. Games are streamed from a remote server, so you can play them on your computer, phone, or other device anywhere in the world.
Some of the major players in the cloud gaming market are Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo), 51ias.com (Gloud), Cyber Cloud, Yunlian Technology, Liquidsky, BlacknutSAS, Alibaba Cloud, Baidu, Tencent Cloud, Ksyun (Kingsoft), LeCloud, Cloud Gamin.
The cloud gaming market is expected to register a CAGR of 16.6%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Cloud Gaming Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Cloud Gaming Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Cloud Gaming Market - Supply Chain
4.5. Global Cloud Gaming Market Forecast
4.5.1. Cloud Gaming Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Cloud Gaming Market Size (000 Units) and Y-o-Y Growth
4.5.3. Cloud Gaming Market Absolute $ Opportunity
5. Global Cloud Gaming Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Cloud Gaming Market Size and Volume Forecast by Type
5.3.1. Video Streaming
5.3.2. File Streaming
5.3.3. Cloud Gamin
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Cloud Gaming Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Cloud Gaming Market Size and Volume Forecast by Application
6.3.1. PC
6.3.2. Connected TV
6.3.3. Tablet
6.3.4. Smartphone
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Cloud Gaming Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Cloud Gaming Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Cloud Gaming Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Cloud Gaming Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Cloud Gaming Demand Share Forecast, 2019-2026
9. North America Cloud Gaming Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Cloud Gaming Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Cloud Gaming Market Size and Volume Forecast by Application
9.4.1. PC
9.4.2. Connected TV
9.4.3. Tablet
9.4.4. Smartphone
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Cloud Gaming Market Size and Volume Forecast by Type
9.7.1. Video Streaming
9.7.2. File Streaming
9.7.3. Cloud Gamin
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Cloud Gaming Demand Share Forecast, 2019-2026
10. Latin America Cloud Gaming Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Cloud Gaming Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Cloud Gaming Market Size and Volume Forecast by Application
10.4.1. PC
10.4.2. Connected TV
10.4.3. Tablet
10.4.4. Smartphone
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Cloud Gaming Market Size and Volume Forecast by Type
10.7.1. Video Streaming
10.7.2. File Streaming
10.7.3. Cloud Gamin
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Cloud Gaming Demand Share Forecast, 2019-2026
11. Europe Cloud Gaming Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Cloud Gaming Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Cloud Gaming Market Size and Volume Forecast by Application
11.4.1. PC
11.4.2. Connected TV
11.4.3. Tablet
11.4.4. Smartphone
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Cloud Gaming Market Size and Volume Forecast by Type
11.7.1. Video Streaming
11.7.2. File Streaming
11.7.3. Cloud Gamin
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Cloud Gaming Demand Share, 2019-2026
12. Asia Pacific Cloud Gaming Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Cloud Gaming Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Cloud Gaming Market Size and Volume Forecast by Application
12.4.1. PC
12.4.2. Connected TV
12.4.3. Tablet
12.4.4. Smartphone
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Cloud Gaming Market Size and Volume Forecast by Type
12.7.1. Video Streaming
12.7.2. File Streaming
12.7.3. Cloud Gamin
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Cloud Gaming Demand Share, 2019-2026
13. Middle East & Africa Cloud Gaming Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Cloud Gaming Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Cloud Gaming Market Size and Volume Forecast by Application
13.4.1. PC
13.4.2. Connected TV
13.4.3. Tablet
13.4.4. Smartphone
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Cloud Gaming Market Size and Volume Forecast by Type
13.7.1. Video Streaming
13.7.2. File Streaming
13.7.3. Cloud Gamin
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Cloud Gaming Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Cloud Gaming Market: Market Share Analysis
14.2. Cloud Gaming Distributors and Customers
14.3. Cloud Gaming Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Sony
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. GameFly (PlayCast)
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Nvidia
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Ubitus
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. PlayGiga
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Crytek GmbH
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. PlayKey
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Utomik (Kalydo)
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. 51ias.com (Gloud)
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. Cyber Cloud
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Yunlian Technology
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Liquidsky
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. BlacknutSAS
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. Alibaba Cloud
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. Baidu
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. Tencent Cloud
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. Ksyun (Kingsoft)
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. LeCloud
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. Cloud Gamin
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook