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Cloud Gaming Market Size Research Report, 2021-2028

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ReportCrux Market Research
Cloud Gaming Market Size Research Report, 2021-2028

Cloud Gaming Market Research Report 2021-2027 is a factual overview and in-depth study on the current and future market of the Cloud Gaming industry. The Cloud Gaming Market report provides supreme data, such as development strategy, competitive landscape, environment, opportunities, risk, challenges, and barriers, contact and income information, technological advancement, key players, and the dynamic structure of the market.

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Cloud Gaming Market Size

The Cloud Gaming market was valued at USD 412.36 Million in 2019 and is expected to reach around USD 6,964.58 Million by 2027, at a CAGR of about 42.4% between 2020 and 2027.

A thorough analysis on market effect factors, market risks, technological progress, consumer buying behaviour is covered along with value chain analysis, upstream and downstream market development trends and price and cost trends for product and raw materials.

Regional Analysis

Regional Outlook: Asia Pacific largest regional market with about 40% revenue share

At regional level, market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East and Africa. Asia Pacific was the largest regional market in 2019 with revenue share of about 40%. This is due to increasing smartphone penetration, increasing demand for entertainment and partnering between cloud providers and cloud game service providers. Increasing focus on 5G commercialization, increasing numbers of internet users are factors that are expected to boost market growth in this region.

North America is another major contributor in the market with growth majorly centered in U.S. Europe was another significant regional market. Growth in European region is led by developed countries like France, UK and Germany. Market growth in this region is fueled by presence of a large number of gaming enthusiasts and high penetration of gaming consoles such as PlayStation and Xbox.

Covid-19 impact analysis

The COVID-19 pandemic has impacted every aspect of life and business. It has emerged as a global pandemic which has affected almost all countries across the globe and disrupted various business functions around the world. A drastic change in sales channel across different industries is observed.

Multiple industries are experiencing economic slowdown or decline as a result of COVID-19 crisis. IT sector also experienced multitude of challenges across supply chains, business and manufacturing operations. US, India, Italy, Spain, UK, Brazil, Russia and Germany are most severely affected countries and have experienced sharp rise in COVID-19 cases.

Lockdown and travel restrictions have severely impacted overall businesses in China, India, Spain, Germany, U.S. and many parts across the globe. Partial or complete lockdown and social distancing norms had to be imposed in manufacturing plants, R&D centers and across other business units as well. Labor shortage, logistics and transportation restrictions have severely affected supply chains leading to production loss resulting in sales decline.

However, the cloud gaming market observed growth during this pandemic. Major European countries announced 5G network availability in several countries. By September 2020, countries like Sweden, UK, Spain, Poland, Romania, Slovenia, Latvia, The Netherlands, Ireland, Italy, Hungary, Denmark, Germany, Finland, Belgium, Bulgaria, Czech Republic, and Austria deployed commercial 5G services.

The market is expected to further accelerate in the forecast period with increasing focus by developing countries to commercialize and deploy 5G network connectivity which will enhance use of cloud gaming platforms.

Key Market Players:

  • NVIDIA (US)
  • Google (US)
  • Intel (US)
  • Amazon (US)
  • Microsoft (US)
  • IBM (US)
  • Advanced Micro Devices (US)
  • Jump Gaming (US)
  • Activision (US)
  • Paperspace (US)
  • Playkey (US)
  • Blade (US)
  • Electronic Arts (US)
  • Blacknut (France)
  • Playgiga (Spain)
  • Loudplay (Russia)
  • Hatch (Finland)
  • Alibaba (China)
  • Tencent (China)
  • Sony (Japan)
  • Vortex (Poland)
  • Ubitus (Taiwan)
  • Others

The report is prepared by thorough primary and secondary research. Secondary data sources include company websites, magazines, press releases, SEC filings, various paid databases and others. Primary research involves interviews with key industry experts, KOLs, major vendors from both supply and demand side.

Segmentation Analysis

The global cloud gaming market is segmented based on Offering, Solution Type, Device Type, Business Model, Gamer Type and region.

Based on Offering

Game Platform Services segment dominated the market with revenue share of about 55% in 2019

Based on Offering, the market is segmented into Game Platform Services and Infrastructure. Game Platform Services segment is further split into PC Services and Content Services. Infrastructure segment is further split into Memory, Storage and Compute.

Game Platform Services segment dominated the market in 2019 with revenue share of about 55% and this segment is projected to register the fastest growth over the forecast period due to growing demand of both content and PC service and the presence of key market players like Google, Microsoft, and Amazon Web Services. For example, Google unveiled Stadia, in March 2019, which is a cloud gaming service that allows users to stream games on smartphone, tablet, laptop, desktop, or TV instantly and enables users to swap between the platforms seamlessly with the help of wireless controller that connects directly to Google's cloud.

Cloud gaming enables users to play PC games on almost any device on the go, which previously required expensive hardware. Blade's Shadow, Sony's PlayStation, GeForce NOW, Blacknut are some of the major players offering gaming platform services.

Based on Solution Type

Video Streaming segment was the largest solution type segment in 2019 whereas File Streaming to witness lucrative growth

Based on Solution Type, the market is segmented into File-Streaming and Video Streaming. Video Streaming segment was the largest solution type segment in 2019 with revenue share of about 60%. The video streaming mechanisms nearly eliminate the necessity for any computer-based technology devices or any expensive external gaming consoles to stream the gaming content and thus are widely implemented by major startup companies in the market.

The File Streaming solution type segment is projected to register fastest growth in the coming years. File Streaming solutions are majorly implemented by large players in the product offerings like Xbox Game Pass and PlayStation due to presence of their compatible gaming consoles. Use of file streaming enables companies to offer seamless gaming experience even at low internet speeds and also enables users to customize their gaming library, gain instantaneous access to their profiles and save their progress.

Based on Device Type

Gaming Console segment dominated the market in 2019 with revenue share of more than 58%

Based on Device Type, the market is segmented into Tablets, Smartphones, PCs & Laptops, Gaming Consoles, Head Mounted Displays and Smart TVs. The Gaming Console segment dominated the market in 2019 with revenue share of more than 58%. This is due to robust and extensive network of key players like Microsoft and Sony. Introduction of cloud gaming platforms has created favorable opportunity to console manufacturers to augment their product capabilities and monetize on their existing library of gaming content. Smartphones device type segment is expected to register fastest growth in the coming years.

By Business Model

Business-to-Consumer (B2C) is expected to remain dominant Business Model

By Business Model, market is categorized into Business-to-Business (B2B) and Business-to-Consumer (B2C). Business-to-Consumer (B2C) segment contributed for the maximum share of around 82% in 2019 for the global cloud gaming market. The fastest growth is estimated for Business-to-Business (B2B) segment during the forecast period.

The Business-to-Consumer (B2C) model is widely adopted by major gaming companies like Microsoft, Sony and NVIDIA. B2C model enables companies to personalize their service offerings that are best match to their customers' needs and aids to decrease the company's dependency on external stakeholders like telecom providers. However, its adoption among smaller players and start-ups is limited as it requires high capital.

Based on Gamer Type

Avid Gamers held largest revenue share in 2019

Based on Gamer Type, market is segmented into Casual Gamers, Hardcore Gamers and Avid Gamers. Avid Gamers segment dominated the market in 2019. This is due to their regular presence in the gaming market. However, avid gamers seem to be more cost-sensitive as compared to serious gamers and account for 15-25% of total sales volume.

Time constraints limits the possibility of an avid gamer to become a serious gamer, but the chances of becoming serious gamer from avid gamer are high. Such gamers consider gaming as an substitute source of recreation and jobs, studies, dis-interest, boredom or outdoor games are factors that may temporarily stop them for gaming.

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Global Cloud Gaming market report is segmented as:

By Offering

  • Game Platform Services
  • PC Services
  • Content Services
  • Infrastructure
  • Computer
  • Storage
  • Memory

By Solution

  • File Streaming
  • Video Streaming

By Device

  • Tablets
  • Smartphones
  • PCs & Laptops
  • Gaming Consoles
  • Head Mounted Displays
  • Smart TVs

By Business Model

  • Business-to-Business (B2B)
  • Business-to-Consumer (B2C)

By Gamer Type

  • Casual Gamers
  • Hardcore Gamers
  • Avid Gamers

The regional scope covers value (revenue) data for below mentioned countries and regions:

  • North America (U.S., Canada, Rest of North America)
  • Europe (UK, Germany, France, Italy, Spain, Rest of Europe)
  • Asia Pacific (China, Japan, India, Southeast Asia, Rest of Asia Pacific)
  • Latin America (Brazil, Mexico, Rest of Latin America)
  • Middle East and Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East and Africa)

Years considered in the report are:

  • Historic Years: 2016-2019
  • Base Year: 2019
  • Estimated Year: 2020
  • Forecast Year 2020 to 2027

Key Advantages to purchase Cloud Gaming Market Report:

  • To gain complete analysis on market potential, growth and trends data
  • To analyse current competitive trends in the market and strategies used by key players to strengthen their businesses & leading market position
  • Evaluate major market challenges and risks and implement solutions or strategies to mitigate the market risks
  • To gain clear understanding of global market scope, potential, growth influencing drivers, restraints and opportunities
  • To perceive future market outlook and growth prospects for strategic business decisions like geographic or product portfolio expansion
  • Besides syndicate reports, we also offer customized research solutions and consulting services for specific business needs

Key Highlights of Cloud Gaming Market Report:

  • Granular analysis of market size estimates in terms of value (revenue), and growth rate at country and region level for each segment and sub-segment
  • Current industry trends and developments shaping the market
  • Competitive market share analysis for major market players, pricing and cost analysis along with product benchmarking
  • Qualitative analysis of growth driving factors, opportunities, restraints, market challenges and risks or threats
  • Market attractiveness analysis for each major segment
  • To analyse the revenue pockets in the market for stakeholders or major vendors by categorizing the specific high growth segments

Table of Content

  1. Preface
  2. Research Methodology
    2.1. Research Methodology
    2.2. Models
    2.3. Research limitations
  3. Executive Summary
  4. Post COVID-19 Industry Dynamics
  5. COVID-19 Impact Analysis on Industry
    5.1. Restrictions due to COVID-19
    5.2. Demand-side Constraints
    5.3. Supply-side Constraints

Continued…

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ReportCrux is a global market intelligence aggregator and publisher of market research reports, business information reports, economic and equity reports. We cater a diverse range of industrial sectors along with niche domains and sub-domains within the industry. We offer exclusive blend of cutting-edge market insights for the critical business needs.

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