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Reports

Cloud Gaming Market based on by Device (Smartphone, Consoles, Laptop/Tablets, Smart TV, Personal Computer), Streaming type (Video Streaming, File Streaming), End User (Casual Gamers, Avid Gamers, Hardcore Gamers) and Region – Global Forecast up to 2030

📃Pages:
 110
📊Tables:
 115
📈Charts:
 115
🌐Regions/Countries:
 5 / 22
🏢Companies:
  10
📨Enquiry Hours:
 10

It is predicted that cloud gaming would dominate the gaming market in the future. Without the need for extra hardware configuration, the cloud service is essential to providing customers’ complete device base with a fluid gaming experience. The market growth rate will be fueled by consumers’ increasing need for creative, immersive, low-latency gaming experiences. Future cloud gaming is anticipated to benefit from advancements in cutting-edge technology like edge computing and 5G, which will also aid to prevent disruption and latency.

The capacity of corporations to draw in new players and provide end users with a variety of genre-based games determines the growth and success of the cloud gaming industry. Fortunately, a growing number of internet service providers, lodging establishments, and communication businesses are appreciating the advantages of cloud gaming.

Research Methodology:

After secondary research provided a fundamental understanding of the worldwide Cloud Gaming Market scenario, extensive primary research was carried out. A number of primary interviews were carried out with industry experts from the supply and demand sides, including C- and D-level executives, product managers, and marketing and sales managers of major manufacturers, distributors, and channel partners from tier 1 and tier 2 companies offering biomarkers, as well as personnel from academia, research, and CROs. These interviews were conducted across five major regions: North America, Europe, Asia Pacific, and the Rest of the World (Latin America & the Middle East & Africa). Participants from the supply-side and demand-side participated in about 70% and 30% of the primary interviews, respectively. Through the use of questionnaires, emails, online surveys, in-person interviews, and phone interviews, this main data was gathered.

Cloud Gaming Market on Device:

  • Smartphone
  • Consoles
  • Laptop/Tablets
  • Smart TV
  • Personal Computer

Cloud Gaming Market on Streaming type:

  • Video Streaming
  • File Streaming

Cloud Gaming Market on End User:

  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers

Cloud Gaming Market on Geography:

  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe (RoE)
  • Asia Pacific (APAC)
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific (RoAPAC)
  • Latin America (LATAM)
    • Brazil
    • Argentina
    • Rest of South America
  • Middle East and Africa (MEA)
    • UAE
    • Turkey
    • Saudi Arabia
    • South Africa
    • Rest of Middle East & Africa

The adoption of smartphones is being driven by today’s increasingly digital environment. Game makers are attempting to create mobile gaming environments for gamers in light of the growing popularity of smartphones. Additionally, network providers are spending money on mobile gaming to improve user experiences via fast connectivity.

Furthermore, by utilising 5G infrastructures, cloud computing, and high-end smartphones, gamers can enhance their gaming experience on any platform and at any location. For mobile gaming, a high-quality, low-latency gaming experience might be offered. Globally, there are about 2.4 billion mobile gamers, according to an Ericsson survey. Consequently, the market is anticipated to rise as a result of the expanding trend for cloud-based mobile gaming.

In an effort to appeal to all varieties of gamers worldwide, industry participants including Ericsson, Fibocom, and Verizon are working to lower technological barriers and associated high costs. To provide a captivating and distinctive gaming experience, gaming services must attain minimal latency. One fantastic method to use and showcase 5G capabilities to people is through cloud gaming. The best approach to draw in younger players and generations is to offer 5G technology along with a cloud gaming service. To maintain their competitiveness in the market, telecom providers must acknowledge the advantages of cloud gaming and take full advantage of its potential. With the introduction of 5G, cloud-based gaming is being reimagined to offer an improved gaming experience. Therefore, it is anticipated that the reduced latency capabilities of 5G technology would further propel market expansion.

A network with high bitrates, sufficient bandwidth, and minimal latency is required for gaming streaming on cloud platforms. However, in some nations, the cost of setting up an internet connection with the necessary performance may be prohibitive. Issues with responsiveness and latency may arise if the necessary bandwidth and network requirements are not met. However, if telecom providers start offering high-speed internet and significant firms start investing in data servers, like Microsoft Corporation and Google LLC, the industry may grow again.

There is some market share increase by a small number of players in the somewhat concentrated cloud gaming sector. This includes joint ventures between telecom firms and cloud gaming providers, tech startup acquisitions, and gaming hardware manufacturers and cloud gaming platforms. To develop larger and more advanced cloud gaming services, firms such as Tencent are forming alliances with other digital behemoths. Other businesses are offering more creative gaming solutions, such as Google, Nvidia, PlayStation, and Vortex.

Microsoft said in March 2023 that it has inked a new 10-year agreement to provide its Xbox game library to Boosteroid’s cloud gaming platform. Microsoft is making an effort to convince regulators to grant approval for Activision Blizzard’s acquisition. This is the company’s third contract with competing gaming platforms.

To promote cloud streaming in the gaming industry, Google Cloud and Ubitus K.K., a well-known supplier of cloud streaming technology, formed a new cooperation in March 2023. As part of the agreement, Ubitus would choose Google Cloud as its primary cloud provider and host the majority of its workloads there. Furthermore, Ubitus’ GameCloud solution will be available on Google Cloud Marketplace, providing developers with even greater access to the cloud gaming technology of the company.

  • This report illustrates the most vital attributes of the Cloud Gaming Market, which are driving and providing opportunities.
  • This research gives an in-depth analysis of the Cloud Gaming Market growth on the basis of several segments in the market.
  • This report presents the predictions of the past and present trends of the Cloud Gaming Market.
  • This study also presents the competitive analysis, such as key strategies and capabilities of major players of the Cloud Gaming Market.

Additional information

User License

Single User, Multi User, Enterprise

Table Of Content

  1. Executive Summary
  2. Industry Outlook
    • Industry Overview
    • Industry Trends
  3. Market Snapshot
    • Market Definition
    • Market Outlook
      • Porter Five Forces
    • Related Markets
  4. Market characteristics
    • Market Overview
    • Market Segmentation
    • Market Dynamics
      • Drivers
      • Restraints
      • Opportunities
    • DRO – Impact Analysis
  5. Device: Market Size & Analysis
    • Overview
    • Smartphone
    • Consoles
    • Laptop/Tablets
    • Smart TV
    • Personal Computer
  6. Streaming type: Market Size & Analysis
    • Overview
    • Video Streaming
    • File Streaming
  7. End User: Market Size & Analysis
    • Overview
    • Casual Gamers
    • Avid Gamers
    • Hardcore Gamers
  8. Geography: Market Size & Analysis
    • Overview
    • North America (U.S., Mexico, Canada)
    • Europe (France, Germany, UK, Italy, Netherlands, Spain, Russia, Rest of Europe)
    • Asia Pacific (Japan, China, India, Australia, South East Asia, Rest of APAC)
    • Latin America (Brazil, Argentina)
    • Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East and Africa)
  9. Competitive Landscape
    • Competitor Comparison Analysis
    • Market Developments
      • Mergers and Acquisitions, Legal, Awards, Partnerships
      • Product Launches and execution
  10. Vendor Profiles
    • com, Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Apple Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Electronic Arts, Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Google LLC
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Intel Corporation
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Microsoft Corporation
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • NVIDIA Corporation
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Sony Interactive Entertainment
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Ubitus Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Tencent Holdings Ltd.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    1. Analyst Opinion
    2. Annexure
      • Report Scope
      • Market Definitions
      • Research Methodology
        • Data Collation and In-house Estimation
        • Market Triangulation
        • Forecasting
      • Report Assumptions
      • Declarations
      • Stakeholders
      • Abbreviations

Methodology

Infoholic Research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Primary & Secondary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting

 

 

 

 

List of Tables

TABLE 1. CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 2. CLOUD GAMING MARKET VALUE FOR SMARTPHONE, BY GEOGRAPHY , 2021-2030 (USD BILLION)
TABLE 3. CLOUD GAMING MARKET VALUE FOR CONSOLES, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 4. CLOUD GAMING MARKET VALUE FOR LAPTOP/TABLETS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 5. CLOUD GAMING MARKET VALUE FOR SMART TV, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 6. CLOUD GAMING MARKET VALUE FOR PERSONAL COMPUTER, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 7. CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 8. CLOUD GAMING MARKET VALUE FOR VIDEO STREAMING, 2021-2030 (USD BILLION)
TABLE 9. CLOUD GAMING MARKET VALUE FOR FILE STREAMING, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 10. CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 11. CLOUD GAMING MARKET VALUE FOR CASUAL GAMERS, 2021-2030 (USD BILLION)
TABLE 12. CLOUD GAMING MARKET VALUE FOR AVID GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 13. CLOUD GAMING MARKET VALUE FOR HARDCORE GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 14. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 15. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 16. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 17. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 18. U.S CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 19. U.S CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 20. U.S CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 21. CANADA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 22. CANADA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 23. CANADA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 24. MEXICO CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 25. MEXICO CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 26. MEXICO CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 27. EUROPE CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 28. EUROPE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 29. EUROPE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 30. EUROPE CLOUD GAMING MARKET VALUE, BY INDUSTRIES, 2021-2030 (USD BILLION)
TABLE 31. GERMANY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 32. GERMANY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 33. GERMANY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 34. U.K CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 35. U.K CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 36. U.K CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 37. FRANCE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 38. FRANCE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 39. FRANCE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 40. ITALY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 41. ITALY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 42. ITALY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 43. SPAIN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 44. SPAIN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 45. SPAIN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 46. ROE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 47. ROE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 48. ROE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 49. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 50. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 51. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 52. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 53. CHINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 54. CHINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 55. CHINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 56. INDIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 57. INDIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 58. INDIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 59. JAPAN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 60. JAPAN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 61. JAPAN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 62. REST OF APAC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 63. REST OF APAC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 64. REST OF APAC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 65. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 66. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 67. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 68. BRAZIL CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 69. BRAZIL CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 70. BRAZIL CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 71. ARGENTINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 72. ARGENTINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 73. ARGENTINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 74. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 75. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 76. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 77. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 78. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 79. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 80. UAE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 81. UAE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 82. UAE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 83. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 84. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 85. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 86. AMAZON.COM, INC.: FINANCIALS
TABLE 87. AMAZON.COM, INC.: PRODUCTS & SERVICES
TABLE 88. AMAZON.COM, INC.: RECENT DEVELOPMENTS
TABLE 89. APPLE INC.: FINANCIALS
TABLE 90. APPLE INC.: PRODUCTS & SERVICES
TABLE 91. APPLE INC.: RECENT DEVELOPMENTS
TABLE 92. ELECTRONIC ARTS, INC.: FINANCIALS
TABLE 93. ELECTRONIC ARTS, INC.: PRODUCTS & SERVICES
TABLE 94. ELECTRONIC ARTS, INC.: RECENT DEVELOPMENTS
TABLE 95. GOOGLE LLC: FINANCIALS
TABLE 96. GOOGLE LLC: PRODUCTS & SERVICES
TABLE 97. GOOGLE LLC: RECENT DEVELOPMENTS
TABLE 98. INTEL CORPORATION: FINANCIALS
TABLE 99. INTEL CORPORATION: PRODUCTS & SERVICES
TABLE 100. INTEL CORPORATION: RECENT DEVELOPMENTS
TABLE 101. MICROSOFT CORPORATION: FINANCIALS
TABLE 102. MICROSOFT CORPORATION: PRODUCTS & SERVICES
TABLE 103. MICROSOFT CORPORATION: RECENT DEVELOPMENTS
TABLE 104. NVIDIA CORPORATION: FINANCIALS
TABLE 105. NVIDIA CORPORATION: PRODUCTS & SERVICES
TABLE 106. NVIDIA CORPORATION: DEVELOPMENTS
TABLE 107. SONY INTERACTIVE ENTERTAINMENT: FINANCIALS
TABLE 108. SONY INTERACTIVE ENTERTAINMENT: PRODUCTS & SERVICES
TABLE 109. SONY INTERACTIVE ENTERTAINMENT: RECENT DEVELOPMENTS
TABLE 110. UBITUS INC.: FINANCIALS
TABLE 111. UBITUS INC.: PRODUCTS & SERVICES
TABLE 112. UBITUS INC.: RECENT DEVELOPMENTS
TABLE 113. TENCENT HOLDINGS LTD.: FINANCIALS
TABLE 114. TENCENT HOLDINGS LTD.: PRODUCTS & SERVICES
TABLE 115. TENCENT HOLDINGS LTD.: RECENT DEVELOPMENTS

It is predicted that cloud gaming would dominate the gaming market in the future. Without the need for extra hardware configuration, the cloud service is essential to providing customers’ complete device base with a fluid gaming experience. The market growth rate will be fueled by consumers’ increasing need for creative, immersive, low-latency gaming experiences. Future cloud gaming is anticipated to benefit from advancements in cutting-edge technology like edge computing and 5G, which will also aid to prevent disruption and latency.

The capacity of corporations to draw in new players and provide end users with a variety of genre-based games determines the growth and success of the cloud gaming industry. Fortunately, a growing number of internet service providers, lodging establishments, and communication businesses are appreciating the advantages of cloud gaming.

Research Methodology:

After secondary research provided a fundamental understanding of the worldwide Cloud Gaming Market scenario, extensive primary research was carried out. A number of primary interviews were carried out with industry experts from the supply and demand sides, including C- and D-level executives, product managers, and marketing and sales managers of major manufacturers, distributors, and channel partners from tier 1 and tier 2 companies offering biomarkers, as well as personnel from academia, research, and CROs. These interviews were conducted across five major regions: North America, Europe, Asia Pacific, and the Rest of the World (Latin America & the Middle East & Africa). Participants from the supply-side and demand-side participated in about 70% and 30% of the primary interviews, respectively. Through the use of questionnaires, emails, online surveys, in-person interviews, and phone interviews, this main data was gathered.

Cloud Gaming Market on Device:

  • Smartphone
  • Consoles
  • Laptop/Tablets
  • Smart TV
  • Personal Computer

Cloud Gaming Market on Streaming type:

  • Video Streaming
  • File Streaming

Cloud Gaming Market on End User:

  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers

Cloud Gaming Market on Geography:

  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe (RoE)
  • Asia Pacific (APAC)
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific (RoAPAC)
  • Latin America (LATAM)
    • Brazil
    • Argentina
    • Rest of South America
  • Middle East and Africa (MEA)
    • UAE
    • Turkey
    • Saudi Arabia
    • South Africa
    • Rest of Middle East & Africa

The adoption of smartphones is being driven by today’s increasingly digital environment. Game makers are attempting to create mobile gaming environments for gamers in light of the growing popularity of smartphones. Additionally, network providers are spending money on mobile gaming to improve user experiences via fast connectivity.

Furthermore, by utilising 5G infrastructures, cloud computing, and high-end smartphones, gamers can enhance their gaming experience on any platform and at any location. For mobile gaming, a high-quality, low-latency gaming experience might be offered. Globally, there are about 2.4 billion mobile gamers, according to an Ericsson survey. Consequently, the market is anticipated to rise as a result of the expanding trend for cloud-based mobile gaming.

In an effort to appeal to all varieties of gamers worldwide, industry participants including Ericsson, Fibocom, and Verizon are working to lower technological barriers and associated high costs. To provide a captivating and distinctive gaming experience, gaming services must attain minimal latency. One fantastic method to use and showcase 5G capabilities to people is through cloud gaming. The best approach to draw in younger players and generations is to offer 5G technology along with a cloud gaming service. To maintain their competitiveness in the market, telecom providers must acknowledge the advantages of cloud gaming and take full advantage of its potential. With the introduction of 5G, cloud-based gaming is being reimagined to offer an improved gaming experience. Therefore, it is anticipated that the reduced latency capabilities of 5G technology would further propel market expansion.

A network with high bitrates, sufficient bandwidth, and minimal latency is required for gaming streaming on cloud platforms. However, in some nations, the cost of setting up an internet connection with the necessary performance may be prohibitive. Issues with responsiveness and latency may arise if the necessary bandwidth and network requirements are not met. However, if telecom providers start offering high-speed internet and significant firms start investing in data servers, like Microsoft Corporation and Google LLC, the industry may grow again.

There is some market share increase by a small number of players in the somewhat concentrated cloud gaming sector. This includes joint ventures between telecom firms and cloud gaming providers, tech startup acquisitions, and gaming hardware manufacturers and cloud gaming platforms. To develop larger and more advanced cloud gaming services, firms such as Tencent are forming alliances with other digital behemoths. Other businesses are offering more creative gaming solutions, such as Google, Nvidia, PlayStation, and Vortex.

Microsoft said in March 2023 that it has inked a new 10-year agreement to provide its Xbox game library to Boosteroid’s cloud gaming platform. Microsoft is making an effort to convince regulators to grant approval for Activision Blizzard’s acquisition. This is the company’s third contract with competing gaming platforms.

To promote cloud streaming in the gaming industry, Google Cloud and Ubitus K.K., a well-known supplier of cloud streaming technology, formed a new cooperation in March 2023. As part of the agreement, Ubitus would choose Google Cloud as its primary cloud provider and host the majority of its workloads there. Furthermore, Ubitus’ GameCloud solution will be available on Google Cloud Marketplace, providing developers with even greater access to the cloud gaming technology of the company.

  • This report illustrates the most vital attributes of the Cloud Gaming Market, which are driving and providing opportunities.
  • This research gives an in-depth analysis of the Cloud Gaming Market growth on the basis of several segments in the market.
  • This report presents the predictions of the past and present trends of the Cloud Gaming Market.
  • This study also presents the competitive analysis, such as key strategies and capabilities of major players of the Cloud Gaming Market.

Additional information

User License

Single User, Multi User, Enterprise

Table Of Content

  1. Executive Summary
  2. Industry Outlook
    • Industry Overview
    • Industry Trends
  3. Market Snapshot
    • Market Definition
    • Market Outlook
      • Porter Five Forces
    • Related Markets
  4. Market characteristics
    • Market Overview
    • Market Segmentation
    • Market Dynamics
      • Drivers
      • Restraints
      • Opportunities
    • DRO – Impact Analysis
  5. Device: Market Size & Analysis
    • Overview
    • Smartphone
    • Consoles
    • Laptop/Tablets
    • Smart TV
    • Personal Computer
  6. Streaming type: Market Size & Analysis
    • Overview
    • Video Streaming
    • File Streaming
  7. End User: Market Size & Analysis
    • Overview
    • Casual Gamers
    • Avid Gamers
    • Hardcore Gamers
  8. Geography: Market Size & Analysis
    • Overview
    • North America (U.S., Mexico, Canada)
    • Europe (France, Germany, UK, Italy, Netherlands, Spain, Russia, Rest of Europe)
    • Asia Pacific (Japan, China, India, Australia, South East Asia, Rest of APAC)
    • Latin America (Brazil, Argentina)
    • Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East and Africa)
  9. Competitive Landscape
    • Competitor Comparison Analysis
    • Market Developments
      • Mergers and Acquisitions, Legal, Awards, Partnerships
      • Product Launches and execution
  10. Vendor Profiles
    • com, Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Apple Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Electronic Arts, Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Google LLC
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Intel Corporation
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Microsoft Corporation
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • NVIDIA Corporation
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Sony Interactive Entertainment
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Ubitus Inc.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    • Tencent Holdings Ltd.
      • Overview
      • Financial Overview
      • Product Offerings
      • Developments
      • Business Strategy
    1. Analyst Opinion
    2. Annexure
      • Report Scope
      • Market Definitions
      • Research Methodology
        • Data Collation and In-house Estimation
        • Market Triangulation
        • Forecasting
      • Report Assumptions
      • Declarations
      • Stakeholders
      • Abbreviations

Methodology

Infoholic Research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Primary & Secondary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting

 

 

 

 

List of Tables

TABLE 1. CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 2. CLOUD GAMING MARKET VALUE FOR SMARTPHONE, BY GEOGRAPHY , 2021-2030 (USD BILLION)
TABLE 3. CLOUD GAMING MARKET VALUE FOR CONSOLES, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 4. CLOUD GAMING MARKET VALUE FOR LAPTOP/TABLETS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 5. CLOUD GAMING MARKET VALUE FOR SMART TV, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 6. CLOUD GAMING MARKET VALUE FOR PERSONAL COMPUTER, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 7. CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 8. CLOUD GAMING MARKET VALUE FOR VIDEO STREAMING, 2021-2030 (USD BILLION)
TABLE 9. CLOUD GAMING MARKET VALUE FOR FILE STREAMING, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 10. CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 11. CLOUD GAMING MARKET VALUE FOR CASUAL GAMERS, 2021-2030 (USD BILLION)
TABLE 12. CLOUD GAMING MARKET VALUE FOR AVID GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 13. CLOUD GAMING MARKET VALUE FOR HARDCORE GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 14. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 15. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 16. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 17. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 18. U.S CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 19. U.S CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 20. U.S CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 21. CANADA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 22. CANADA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 23. CANADA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 24. MEXICO CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 25. MEXICO CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 26. MEXICO CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 27. EUROPE CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 28. EUROPE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 29. EUROPE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 30. EUROPE CLOUD GAMING MARKET VALUE, BY INDUSTRIES, 2021-2030 (USD BILLION)
TABLE 31. GERMANY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 32. GERMANY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 33. GERMANY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 34. U.K CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 35. U.K CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 36. U.K CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 37. FRANCE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 38. FRANCE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 39. FRANCE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 40. ITALY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 41. ITALY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 42. ITALY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 43. SPAIN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 44. SPAIN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 45. SPAIN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 46. ROE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 47. ROE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 48. ROE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 49. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 50. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 51. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 52. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 53. CHINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 54. CHINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 55. CHINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 56. INDIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 57. INDIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 58. INDIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 59. JAPAN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 60. JAPAN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 61. JAPAN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 62. REST OF APAC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 63. REST OF APAC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 64. REST OF APAC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 65. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 66. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 67. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 68. BRAZIL CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 69. BRAZIL CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 70. BRAZIL CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 71. ARGENTINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 72. ARGENTINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 73. ARGENTINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 74. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 75. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 76. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 77. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 78. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 79. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 80. UAE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 81. UAE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 82. UAE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 83. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 84. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 85. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 86. AMAZON.COM, INC.: FINANCIALS
TABLE 87. AMAZON.COM, INC.: PRODUCTS & SERVICES
TABLE 88. AMAZON.COM, INC.: RECENT DEVELOPMENTS
TABLE 89. APPLE INC.: FINANCIALS
TABLE 90. APPLE INC.: PRODUCTS & SERVICES
TABLE 91. APPLE INC.: RECENT DEVELOPMENTS
TABLE 92. ELECTRONIC ARTS, INC.: FINANCIALS
TABLE 93. ELECTRONIC ARTS, INC.: PRODUCTS & SERVICES
TABLE 94. ELECTRONIC ARTS, INC.: RECENT DEVELOPMENTS
TABLE 95. GOOGLE LLC: FINANCIALS
TABLE 96. GOOGLE LLC: PRODUCTS & SERVICES
TABLE 97. GOOGLE LLC: RECENT DEVELOPMENTS
TABLE 98. INTEL CORPORATION: FINANCIALS
TABLE 99. INTEL CORPORATION: PRODUCTS & SERVICES
TABLE 100. INTEL CORPORATION: RECENT DEVELOPMENTS
TABLE 101. MICROSOFT CORPORATION: FINANCIALS
TABLE 102. MICROSOFT CORPORATION: PRODUCTS & SERVICES
TABLE 103. MICROSOFT CORPORATION: RECENT DEVELOPMENTS
TABLE 104. NVIDIA CORPORATION: FINANCIALS
TABLE 105. NVIDIA CORPORATION: PRODUCTS & SERVICES
TABLE 106. NVIDIA CORPORATION: DEVELOPMENTS
TABLE 107. SONY INTERACTIVE ENTERTAINMENT: FINANCIALS
TABLE 108. SONY INTERACTIVE ENTERTAINMENT: PRODUCTS & SERVICES
TABLE 109. SONY INTERACTIVE ENTERTAINMENT: RECENT DEVELOPMENTS
TABLE 110. UBITUS INC.: FINANCIALS
TABLE 111. UBITUS INC.: PRODUCTS & SERVICES
TABLE 112. UBITUS INC.: RECENT DEVELOPMENTS
TABLE 113. TENCENT HOLDINGS LTD.: FINANCIALS
TABLE 114. TENCENT HOLDINGS LTD.: PRODUCTS & SERVICES
TABLE 115. TENCENT HOLDINGS LTD.: RECENT DEVELOPMENTS

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