Cloud Gaming Market

Cloud Gaming Market by Offering (Infrastructure, Gaming Platform Services), Device Type (Smartphones, Tablets, Gaming Consoles, PCs & Laptops, Smart TVs, HMDs), Solution (Video Streaming, File Streaming), Gamer Type, Region - Global Forecast to 2024

Report Code: SE 7490 Dec, 2019, by marketsandmarkets.com

[166 Pages Report] The cloud gaming market is estimated to be valued at USD 306 million in 2019 and is projected to reach USD 3,107 million by 2024, at a CAGR of 59.0%. The major driving factors considered are the commercialization of 5G, the rise in a number of gamers, and the upsurge of immersive and competitive gaming on mobile. An increase in the number of internet users is also expected to drive cloud gaming growth during the forecast period.

Cloud Gaming Market

Cloud Gaming Market for Game Platform Services held largest size of market in 2019

Game platform service held the largest share in cloud gaming market by offering owing to growing demand of both content and PC service. Cloud gaming allows playing PC games on nearly any device on the go, which earlier required expensive hardware. Sony’s PlayStation, Blade’s Shadow, GeForce NOW, Blacknut are some of the major companies providing gaming platform service. Launch of Google’s Stadia and Microsoft XCloud are expected to further drive the platform service market.

Cloud Gaming Market for Smartphones to grow at higher CAGR of market during forecast period

With the rapid rise in mobile gaming in the last five years, smartphones are going to gain a significant amount of market traction in the coming years. One of the perks of this technology is its cost-effectiveness. It is way too expensive to constantly upgrade the consoles and PCs to uphold the game performance. It requires extra spending for up-gradation of consoles and customization of PCs, but with cloud gaming, it requires either a laptop, a 5G device, or a smart TV. This has provided the feasibility to a new class of gamers, as it opens the possibility for more casual gaming for a fraction of the price.

Video Streaming to hold largest share of cloud gaming market in 2019

Games being streamed from powerful servers without the need to download or update any game is a major factor driving the growth of the market. Moreover, video streaming service further allows playing games anywhere and, on any platform, as long as it is connected to internet. There has also been an increase of a wide selection of high-quality games.

Casual gamers segment to have highest growth in cloud gaming market in coming years

Casual gamers are more likely to make tradeoffs for the convenience and cost-effectiveness of cloud gaming. Also, continued enhancements of 5G smartphones lead to the high speed and low latency properties creating wider adoption of cloud gaming for casual gamers.

Cloud Gaming Market

APAC held major share of cloud gaming market in 2019

The cloud gaming market in APAC is foreseen to augment at a significant rate owing to the increasing number of 5G infrastructure development initiatives in the region. Additionally, the cost-effective nature of the cloud gaming platforms is promoting its usage across various new customer classes that vary in investing in gaming systems due to its cost.

Key Market Players

The major players in the cloud gaming market are NVIDIA (US), Intel (US), Google (US), Microsoft (US), Amazon (US), Advanced Micro Devices (US), Sony (Japan), IBM (US), Tencent (China), and Alibaba (China).

NVIDIA (US) is the leader in the cloud gaming market. The company develops GPUs to provide solutions to profound issues in computer science. It specializes in markets, which employ GPU-based visual computing and accelerated computing platforms. These platforms integrate processors, systems software, programmable algorithms, systems, and services in the marketplace. Fueled by the continued demand for better 3D graphics and the scale of the gaming market, the company is emphasizing on Virtual Reality (VR), High-Performance Computing (HPC), and Artificial Intelligence (AI).

Scope of the Report:

Report Metric

Details

Report Name

Cloud Gaming Market

Base year

2018

Forecast period

2019–2024

Units

Value in USD Million

Segments covered

Offering, Devices, Solution Type, and Gamer Type

Geographic regions covered

North America, APAC, Europe, and RoW

Companies covered

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

This report categorizes the cloud gaming market based on offering, devices, solution type, gamer type, and region.

Cloud Gaming Market, by Offering:

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

Cloud Gaming Market, by Device Type:

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

Cloud Gaming Market, by Solution Type:

  • Video Streaming
  • File Streaming

Cloud Gaming Market, by Gamer Type:

  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers

Cloud Gaming Market, by Region:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Rest of Europe
  • APAC
    • China
    • Japan
    • South Korea
    • Australia
    • Rest of APAC
  • RoW
    • Middle East & Africa
    • South America

Key questions addressed by the report

  • Which are the major solutions of market? How big is the opportunity for their growth in the developing economies in the next 5 years?
  • Which are the major companies in the market? What are their major strategies to strengthen their market presence?
  • Which are the leading countries in the market? What would be the share of North America and APAC in this market the next 5 years?
  • Where will all these developments in the cloud gaming market take the industry in the mid to long term?
  • What are the upcoming solutions for cloud gaming?

To speak to our analyst for a discussion on the above findings, click Speak to Analyst

Table of Contents

1 Introduction (Page No. - 18)
    1.1 Study Objectives
    1.2 Market Definition & Scope
    1.3 Inclusions and Exclusions
    1.4 Study Scope
           1.4.1 Markets Covered
           1.4.2 Years Considered
    1.5 Currency
    1.6 Limitations
    1.7 Stakeholders

2 Research Methodology (Page No. - 21)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 Major Secondary Sources
                    2.1.1.2 Key Data From Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Key Data From Primary Sources
                    2.1.2.2 Breakdown of Primaries
           2.1.3 Secondary and Primary Research
                    2.1.3.1 Key Industry Insights
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
           2.2.2 Top-Down Approach
    2.3 Market Breakdown and Data Triangulation
    2.4 Research Assumptions

3 Executive Summary (Page No. - 29)

4 Premium Insights (Page No. - 33)
    4.1 Attractive Opportunities in Cloud Gaming Market
    4.2 Market, By Offering
    4.3 Market, By Device Type
    4.4 Market, By Solution Type
    4.5 Market, By Gamer Type
    4.6 Market, By Geography

5 Market Overview (Page No. - 36)
    5.1 Introduction
    5.2 Market Dynamics
           5.2.1 Drivers
                    5.2.1.1 Commercialization of 5G Technology
                    5.2.1.2 Rise in Number of Gamers
                    5.2.1.3 Upsurge in Immersive and Competitive Gaming on Mobile Devices
                    5.2.1.4 Increase in Number of Internet Users
           5.2.2 Restraints
                    5.2.2.1 Multiplayer Cloud Gaming Server Allocation Issues
           5.2.3 Opportunities
                    5.2.3.1 Increased Popularity of Cloud Gaming in Multiplayer Scenarios
                    5.2.3.2 Greater Utilization of Cloud Gamification
                    5.2.3.3 Improved Cross-Platform Gaming Experience
           5.2.4 Challenges
                    5.2.4.1 Limited Awareness Regarding Cloud Gaming Platforms
                    5.2.4.2 Fluctuating Internet Speed in Developing Countries
    5.3 Cloud Gaming Use Cases
           5.3.1 5G
           5.3.2 AR/VR
    5.4 Value Chain Analysis

6 Cloud Gaming Market, By Offering (Page No. - 44)
    6.1 Introduction
    6.2 Infrastructure
           6.2.1 Compute
                    6.2.1.1 Gpus are Essential for Ultra Low-Latency and Streaming of Most Demanding Games
           6.2.2 Memory
                    6.2.2.1 Advantages Such as High Density With Simplistic Architecture, Low Latency, and High Performance have Made DRAM core Memory Technology
           6.2.3 Storage
                    6.2.3.1 Low Power Consumption Makes Ssds Ideal for Data Center Storage
    6.3 Gaming Platform Services
           6.3.1 Content Services
                    6.3.1.1 Content Services are Cloud Streaming Services That Connect Users to Powerful Gaming Servers
           6.3.2 Pc Services
                    6.3.2.1 Pc Services Enable Streaming of Fully-Featured Virtual Gaming Pc to Users’ Device

7 Cloud Gaming Market, By Device Type (Page No. - 55)
    7.1 Introduction
    7.2 Smartphones
           7.2.1 With Rapid Rise in Mobile Gaming, Cloud Gaming is Expected to Attain Significant Market Traction in Coming Years
    7.3 Tablets
           7.3.1 Owing to Better Computing Power Capabilities, Tablets Offer Enhanced Gaming Experience Than Other Devices
    7.4 Gaming Consoles
           7.4.1 Gaming Console Renders Favourable Opportunities to Cloud Gaming Providers By Enhancing Their Product Capabilities
    7.5 Personal Computers & Laptops
           7.5.1 Gamers Prefer Personal Computers Or Laptops to Explore Cloud Gaming as They Offer Immersive Gaming
    7.6 Smart Televisions
           7.6.1 Smart Television Manufacturers are Constantly Upgrading to Improve Product Features for Cloud Gaming
    7.7 Head-Mounted Displays
           7.7.1 AR & VR Devices are Rapidly Being Adopted in Gaming Landscape to Experience Immersive Gaming Experiences

8 Cloud Gaming Market, By Solution Type (Page No. - 67)
    8.1 Introduction
    8.2 Video Streaming
           8.2.1 Video Streaming Eliminates Requirement for Any Additional Hardware Devices
    8.3 File Streaming
           8.3.1 File Streaming Enables Downloading of Game Content in Form of Bits

9 Cloud Gaming Market, By Gamer Type (Page No. - 77)
    9.1 Introduction
    9.2 Casual Gamers
           9.2.1 Casual Gamers Actively Seek Free of Charge Games
    9.3 Avid Gamers
           9.3.1 Avid Gamers are Regular Players, But Not Professionals
    9.4 Hardcore Gamers
           9.4.1 Hardcore Gamers Tend to Invest Lot of Time and Money in Gaming

10 Geographic Analysis (Page No. - 82)
     10.1 Introduction
     10.2 North America
             10.2.1 US
                        10.2.1.1 Video game companies based in US are making efforts to ensure uninterrupted video game streaming to users
             10.2.2 Canada
                        10.2.2.1 Growth of Gaming Market is Expected to Boost Market Growth Cloud Gaming in Canada
             10.2.3 Mexico
                        10.2.3.1 Mexico is Expected to Witness Highest Growth Rate in Market in North America
     10.3 Europe
             10.3.1 Germany
                        10.3.1.1 France is highly competitive market as it is coming up with varied start-ups for cloud gaming
             10.3.2 UK
                        10.3.2.1 UK is Internationally Prominent Start-Up Hub for Innovative Games and Entrepreneurial Developers
             10.3.3 France
                        10.3.3.1 France is Highly Competitive Market as It is Coming Up With Varied Start-Ups for Cloud Gaming
             10.3.4 Italy
                        10.3.4.1 Italian Market is Excepted Be Propelled By Heavy Investments in Establishing High-Speed and Robust Networks
             10.3.5 Rest of Europe
                        10.3.5.1 Spain and Sweden have Captured Huge Market Share and Created Immersive Gaming Experiences for Players Worldwide
     10.4 APAC
             10.4.1 China
                        10.4.1.1 China is Expected to Witness Highest CAGR in Coming Years
             10.4.2 Japan
                        10.4.2.1 Japan Held Largest Market Size of Cloud Gaming in 2019
             10.4.3 South Korea
                        10.4.3.1 Commercialization of 5G is Expected to Boost Market
             10.4.4 Australia
                        10.4.4.1 Australia is an Early Adopter of Cloud Gaming
             10.4.5 Rest of APAC
                        10.4.5.1 Gaming Market is Propelled By Rising Younger Population, Higher Disposable Incomes, and Increasing Number of Smartphone Users
     10.5 RoW
             10.5.1 Middle East & Africa
                        10.5.1.1 Middle East & Africa have high potential of adopting cloud gaming
             10.5.2 South America
                        10.5.2.1 Rise in Number of Smartphones is Expected to Fuel Growth of Market

11 Competitive Landscape (Page No. - 111)
     11.1 Overview
     11.2 Market Ranking Analysis, 2019
     11.3 Competitive Leadership Mapping
             11.3.1 Visionary Leaders
             11.3.2 Innovators
             11.3.3 Dynamic Differentiators
             11.3.4 Emerging Companies
     11.4 Strength of Product Portfolio (25 Companies)
     11.5 Business Strategy Excellence (25 Companies)
     11.6 Competitive Situation and Trends
             11.6.1 Partnerships, Collaborations, and Agreements
             11.6.2 Product Launches
             11.6.3 Expansions
             11.6.4 Acquisitions

12 Company Profiles (Page No. - 122)
     12.1 Key Players
(Business Overview, Products/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View)*
             12.1.1 NVIDIA
             12.1.2 Intel Corporation
             12.1.3 Google
             12.1.4 Microsoft
             12.1.5 Amazon
             12.1.6 Advanced Micro Devices
             12.1.7 Sony
             12.1.8 IBM
             12.1.9 Tencent
             12.1.10 Alibaba
* Business Overview, Products/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View Might Not Be Captured in Case of Unlisted Companies.
     12.2 Right-To-Win
     12.3 Other Key Players
             12.3.1 Blade
             12.3.2 Blacknut
             12.3.3 Paperspace
             12.3.4 Vortex
             12.3.5 Playgiga
             12.3.6 Activision
             12.3.7 Ubitus
             12.3.8 Playkey
             12.3.9 Loudplay
             12.3.10 Electronic Arts
             12.3.11 Hatch Entertainment
             12.3.12 Jump Gaming

13 Appendix (Page No. - 160)
     13.1 Discussion Guide
     13.2 Knowledge Store: Marketsandmarkets’ Subscription Portal
     13.3 Available Customizations
     13.4 Related Report
     13.5 Author Details


List of Tables (108 Tables)

Table 1 Cloud Gaming Market, By Offering, 2017–2024 (USD Million)
Table 2 Cloud Gaming Infrastructure Market, By Type, 2017–2024 (USD Million)
Table 3 Cloud Gaming Infrastructure Market, By Solution Type, 2017–2024 (USD Million)
Table 4 Cloud Gaming Infrastructure Market, By Region, 2017–2024 (USD Million)
Table 5 Cloud Gaming Infrastructure Market in North America, By Country, 2017–2024 (USD Thousand)
Table 6 Cloud Gaming Infrastructure Market in Europe, By Country, 2017–2024 (USD Thousand)
Table 7 Cloud Gaming Infrastructure Market in APAC, By Country, 2017–2024 (USD Thousand)
Table 8 Cloud Gaming Infrastructure Market in RoW, By Region, 2017–2024 (USD Thousand)
Table 9 Cloud Gaming Platform Services Market, By Type, 2017–2024 (USD Million)
Table 10 Cloud Gaming Platform Services Market, By Solution Type, 2017–2024 (USD Million)
Table 11 Cloud Gaming Platform Services Market, By Region, 2017–2024 (USD Million)
Table 12 Cloud Gaming Platform Services Market in North America, By Country, 2017–2024 (USD Thousand)
Table 13 Cloud Gaming Platform Services Market in Europe, By Country, 2017–2024 (USD Thousand)
Table 14 Cloud Gaming Platform Services Market in APAC, By Country, 2017–2024 (USD Thousand)
Table 15 Cloud Gaming Platform Services Market in RoW, By Region, 2017–2024 (USD Thousand)
Table 16 Cloud Gaming Market, By Device Type, 2017–2024 (USD Million)
Table 17 Market for Smartphones, By Region, 2017–2024 (USD Million)
Table 18 Market for Smartphones, By Solution Type, 2017–2024 (USD Million)
Table 19 Market for Smartphones, By Gamer Type, 2017–2024 (USD Million)
Table 20 Market for Tablets, By Region, 2017–2024 (USD Thousand)
Table 21 Market for Tablets, By Solution Type, 2017–2024 (USD Million)
Table 22 Market for Tablets, By Gamer Type, 2017–2024 (USD Million)
Table 23 Market for Gaming Consoles, By Region, 2017–2024 (USD Million)
Table 24 Market for Gaming Consoles, By Solution Type, 2017–2024 (USD Million)
Table 25 Market for Gaming Consoles, By Gamer Type, 2017–2024 (USD Million)
Table 26 Market for Personal Computers & Laptops, By Region, 2017–2024 (USD Million)
Table 27 Market for Personal Computers & Laptops, By Solution Type, 2017–2024 (USD Million)
Table 28 Market for Personal Computers & Laptops, By Gamer Type, 2017–2024 (USD Million)
Table 29 Market for Smart Televisions, By Region, 2017–2024 (USD Thousand)
Table 30 Market for Smart Televisions, By Solution Type, 2017–2024 (USD Thousand)
Table 31 Market for Smart Televisions, By Gamer Type, 2017–2024 (USD Thousand)
Table 32 Market for Head-Mounted Displays, By Region, 2017–2024 (USD Thousand)
Table 33 Market for Head-Mounted Displays, By Solution Type, 2017–2024 (USD Thousand)
Table 34 Market for Head-Mounted Displays, By Gamer Type, 2017–2024 (USD Thousand)
Table 35 Market, By Solution Type, 2017–2024 (USD Million)
Table 36 Market for Video Streaming, By Offering, 2017–2024 (USD Million)
Table 37 Market for Video Streaming, By Device Type, 2017–2024 (USD Thousand)
Table 38 Market for Video Streaming, By Region, 2017–2024 (USD Million)
Table 39 Market for Video Streaming in North America, By Country, 2017–2024 (USD Thousand)
Table 40 Market for Video Streaming in Europe, By Country, 2017–2024 (USD Thousand)
Table 41 Market for Video Streaming in APAC, By Country, 2017–2024 (USD Thousand)
Table 42 Market for Video Streaming in RoW, By Region, 2017–2024 (USD Thousand)
Table 43 Market for File Streaming, By Offering, 2017–2024 (USD Million)
Table 44 Market for File Streaming, By Device Type, 2017–2024 (USD Thousand)
Table 45 Market for File Streaming, By Region, 2017–2024 (USD Million)
Table 46 Market for File Streaming in North America, By Country, 2017–2024 (USD Thousand)
Table 47 Market for File Streaming in Europe, By Country, 2017–2024 (USD Thousand)
Table 48 Market for File Streaming in APAC, By Country, 2017–2024 (USD Thousand)
Table 49 Market for File Streaming in RoW, By Region, 2017–2024 (USD Thousand)
Table 50 Cloud Gaming Market, By Gamer Type, 2017–2024 (USD Million)
Table 51 Market for Casual Gamers, By Region, 2017–2024 (USD Million)
Table 52 Market for Avid Gamers, By Region, 2017–2024 (USD Million)
Table 53 Market for Hardcore Gamers, By Region, 2017–2024 (USD Thousand)
Table 54 Market, By Region, 2017–2024 (USD Million)
Table 55 Market in North America, By Country, 2017–2024 (USD Million)
Table 56 Market in North America, By Offering, 2017–2024 (USD Million)
Table 57 Market in North America, By Device Type, 2017–2024 (USD Thousand)
Table 58 Market in North America, By Solution Type, 2017–2024 (USD Million)
Table 59 Infrastructure Market in North America, By Gamer Type, 2017–2024 (USD Million)
Table 60 Market in US, By Offering, 2017–2024 (USD Million)
Table 61 Market in US, By Solution Type, 2017–2024 (USD Million)
Table 62 Market in Canada, By Offering, 2017–2024 (USD Thousand)
Table 63 Market in Canada, By Solution Type, 2017–2024 (USD Thousand)
Table 64 Market in Mexico, By Offering, 2017–2024 (USD Thousand)
Table 65 Market in Mexico, By Solution Type, 2017–2024 (USD Thousand)
Table 66 Market in Europe, By Country, 2017–2024 (USD Million)
Table 67 Market in Europe, By Offering, 2017–2024 (USD Million)
Table 68 Market in Europe, By Device Type, 2017–2024 (USD Thousand)
Table 69 Market in Europe, By Solution Type, 2017–2024 (USD Million)
Table 70 Market in Europe, By Gamer Type, 2017–2024 (USD Million)
Table 71 Market in Germany, By Offering, 2017–2024 (USD Million)
Table 72 Market in Germany, By Solution Type, 2017–2024 (USD Million)
Table 73 Market in UK, By Offering, 2017–2024 (USD Million)
Table 74 Market in UK, By Solution Type, 2017–2024 (USD Million)
Table 75 Market in France, By Offering, 2017–2024 (USD Million)
Table 76 Market in France, By Solution Type, 2017–2024 (USD Million)
Table 77 Market in Italy, By Offering, 2017–2024 (USD Thousand)
Table 78 Market in Italy, By Solution Type, 2017–2024 (USD Thousand)
Table 79 Market in Rest of Europe, By Offering, 2017–2024 (USD Million)
Table 80 Market in Rest of Europe, By Solution Type, 2017–2024 (USD Million)
Table 81 Market in APAC, By Country, 2017–2024 (USD Million)
Table 82 Market in APAC, By Offering, 2017–2024 (USD Million)
Table 83 Market in APAC, By Device Type, 2017–2024 (USD Thousand)
Table 84 Market in APAC, By Solution Type, 2017–2024 (USD Million)
Table 85 Market in APAC, By Gamer Type, 2017–2024 (USD Million)
Table 86 Market in China, By Offering, 2017–2024 (USD Million)
Table 87 Market in China, By Solution Type, 2017–2024 (USD Million)
Table 88 Market in Japan, By Offering, 2017–2024 (USD Million)
Table 89 Market in Japan, By Solution Type, 2017–2024 (USD Million)
Table 90 Market in South Korea, By Offering, 2017–2024 (USD Million)
Table 91 Market in South Korea, By Solution Type, 2017–2024 (USD Million)
Table 92 Market in Australia, By Offering, 2017–2024 (USD Thousand)
Table 93 Market in Australia, By Solution Type, 2017–2024 (USD Thousand)
Table 94 Market in Rest of APAC, By Offering, 2017–2024 (USD Thousand)
Table 95 Market in Rest of APAC, By Solution Type, 2017–2024 (USD Thousand)
Table 96 Market in RoW, By Region, 2017–2024 (USD Million)
Table 97 Market in RoW, By Offering, 2017–2024 (USD Million)
Table 98 Market in RoW, By Device Type, 2017–2024 (USD Thousand)
Table 99 Market in RoW, By Solution Type, 2017–2024 (USD Million)
Table 100 Market in RoW, By Gamer Type, 2017–2024 (USD Million)
Table 101 Market in Middle East & Africa, By Offering, 2017–2024 (USD Million)
Table 102 Market in Middle East & Africa, By Solution Type, 2017–2024 (USD Million)
Table 103 Market in South America, By Offering, 2017–2024 (USD Thousand)
Table 104 Cloud Gaming Market in South America, By Solution Type, 2017–2024 (USD Thousand)
Table 105 Partnerships, Collaborations, and Agreements, 2018–2019
Table 106 Product Launches, 2018–2019
Table 107 Expansions, 2018–2019
Table 108 Acquisitions, 2018–2019


List of Figures (50 Figures)

Figure 1 Cloud Gaming Market Segmentation
Figure 2 Cloud Gaming Market: Research Design
Figure 3 Cloud Gaming: Bottom-Up Approach
Figure 4 Cloud Gaming: Top-Down Approach
Figure 5 Data Triangulation
Figure 6 Market, By Offering, 2019 vs 2024 (USD Million)
Figure 7 Market, By Device Type, 2019 vs 2024 (USD Million)
Figure 8 Market, By Solution Type, 2019 vs 2024 (USD Million)
Figure 9 Market, By Gamer Type, 2019 vs 2024 (USD Million)
Figure 10 Market in APAC to Grow at Highest CAGR During Forecast Period
Figure 11 Commercialization of 5G to Drive Growth of Market
Figure 12 Gaming Platform Services to Account for Larger Market Size of Cloud Gaming in 2019
Figure 13 Market for Smartphones is Expected to Witness Highest CAGR During Forecast Period
Figure 14 Market for Video Streaming to Hold Larger Size in 2019
Figure 15 Market for Casual Gamers to Witness Highest Growth During Forecast Period
Figure 16 Market in China to Witness Highest CAGR During Forecast Period
Figure 17 Market: Drivers, Restraints, Opportunities, and Challenges
Figure 18 Market Drivers and Their Impact
Figure 19 Internet Users Traffic, 2010–2017
Figure 20 Market Restraint and Its Impact
Figure 21 Market Opportunities and Their Impact
Figure 22 Market Challenges and Their Impact
Figure 23 Market, By Offering
Figure 24 APAC is Expected to Account for Largest Market Size of Cloud Gaming Platform Services in 2019
Figure 25 Market, By Device Type
Figure 26 Video Streaming to Witness Higher Growth in Market for Gaming Consoles During Forecast Period
Figure 27 APAC to Hold Largest Size of Market for Smart Televisions in 2024
Figure 28 Market, By Solution Type
Figure 29 Market for Gaming Platform Services to Witness Higher CAGR During Forecast Period
Figure 30 Cloud Gaming Market, By Gamer Type
Figure 31 APAC is Expected to Lead Market for Hardcore Gamers in Coming Years
Figure 32 China is Expected to Witness Highest CAGR in Coming Years
Figure 33 North America: Snapshot of Cloud Gaming Market
Figure 34 Europe: Snapshot of Cloud Gaming Market
Figure 35 APAC: Snapshot of Cloud Gaming Market
Figure 36 RoW: Snapshot of Cloud Gaming Market
Figure 37 Companies Adopted Product Launches and Partnerships & Acquisitions as Key Growth Strategies From 2018 to 2019
Figure 38 Ranking of Key Players in Market, 2019
Figure 39 Market (Global) Competitive Leadership Mapping, 2018
Figure 40 Market Evaluation Framework: Expansions, Partnerships, and Acquisitions have Fueled Growth of Market From 2018 to 2019
Figure 41 NVIDIA: Company Snapshot
Figure 42 Intel Corporation: Company Snapshot
Figure 43 Google: Company Snapshot
Figure 44 Microsoft: Company Snapshot
Figure 45 Amazon: Company Snapshot
Figure 46 Advanced Micro Devices (AMD): Company Snapshot
Figure 47 Sony: Company Snapshot
Figure 48 IBM: Company Snapshot
Figure 49 Tencent: Company Snapshot
Figure 50 Alibaba: Company Snapshot

The study involved 4 major activities in estimating the current size of the cloud gaming market. Exhaustive secondary research has been conducted to collect information about the market, the peer market, and the parent market. Validating findings, assumptions, and sizing with industry experts across the value chain through primary research has been the next step. Both top-down and bottom-up approaches have been employed to estimate the complete market size. After that, market breakdown and data triangulation methods have been used to estimate the market size of segments and subsegments.

Secondary Research

The research methodology used to estimate and forecast the cloud gaming market begins with capturing data on revenues of the key vendors in the market through secondary research. This study involves the use of extensive secondary sources, directories, and databases such as Hoovers, Bloomberg Businessweek, Factiva, and OneSource to identify and collect information useful for the technical and commercial study of the cloud gaming market. Moreover, secondary sources include annual reports, press releases, and investor presentations of companies; white papers, certified publications, and articles from recognized authors; directories; and databases. Secondary research has been mainly done to obtain key information about the industry’s supply chain, the market’s value chain, the total pool of key players, market classification and segmentation according to industry trends, geographic markets, and key developments from both market- and technology-oriented perspectives.

Primary Research

In the primary research process, various primary sources from both supply and demand sides were interviewed to obtain the qualitative and quantitative information relevant to the cloud gaming market. Primary sources from the supply side include experts such as CEOs, vice presidents, marketing directors, technology and innovation directors, application developers, application users, and related executives from various key companies and organizations operating in the ecosystem of the cloud gaming market.

Cloud Gaming Market

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Both top-down and bottom-up approaches have been used to estimate and validate the overall size of the cloud gaming market. These methods have also been used extensively to estimate the size of various market subsegments. The research methodology used to estimate the market size includes the following:

  • Key players in major applications and markets have been identified through extensive secondary research.
  • The industry’s supply chain and market size, in terms of value, have been determined through primary and secondary research processes.
  • All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.

Data Triangulation

After arriving at the overall market size using the estimation processes as explained above, the market was split into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation, and market breakdown procedures have been employed, wherever applicable. The data have been triangulated by studying various factors and trends from both the demand and supply sides.

Report Objectives

  • To describe and forecast the cloud gaming market, in terms of value, by offering, devices, solution type, and gamer type
  • To describe and forecast the market size, by region—North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
  • To provide detailed information regarding the major factors influencing the growth (drivers, restraints, opportunities, and challenges)
  • To analyze opportunities in the cloud gaming market for stakeholders and detail the competitive landscape for market players
  • To map competitive intelligence based on company profiles, key player strategies, and game-changing developments such as product launches, expansions, and acquisitions

Available Customizations

With the given market data, MarketsandMarkets offers customizations according to the company’s specific needs. The following customization options are available for the report:

Company Information

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Report Code
SE 7490
Published ON
Dec, 2019
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