Allied Market Research
Loading...
0
New
New
2021
Cloud Gaming Market

Cloud Gaming Market by offering (Infrastructure and Gaming Platform Service), Device Type (Smartphones, Tablets, Gaming Consoles, PCs & Laptops, Smart TVs, and HMDs), and Solution (File streaming and video streaming): Global Opportunity Analysis and Industry Forecast, 2021–2030

A07461
Pages: 241
Nov 2021 | 1775 Views
   
Author(s) : Abhijith Nair
Tables: 196
Charts: 68
  • Formats*:

  • SIngle User License, Five User
    License & Enterprise User License

  • Data Pack Excel License

  • IComes with the additional cost
    of $2500.00 contact sales.

 

COVID-19

Pandemic disrupted the entire world and affected many industries.

Get detailed COVID-19 impact analysis on the Cloud Gaming Market

Request Now !

Cloud Gaming Market Statistics: 2030

The global cloud gaming market size was valued at $244 million in 2020, and is projected to reach $21,954 million by 2030, registering a CAGR of 57.2% from 2021 to 2030. Cloud gaming systems are a less expensive solution for both consumers and game makers. Cloud gaming users can save money by not having to purchase a physical console or PC to run a game on. Instead, users may only pay a small monthly fee when subscribing to a cloud gaming service, which typically includes access to a library with some pre-loaded gaming titles and, which can be played on any device, and from anywhere. Moreover, with cloud gaming services users do not have to worry about downloading and waiting for a game to install while also keeping in mind storage space for new games, allowing users to further save on storage and bandwidth costs. Furthermore, cloud gaming services enable video game developers to create games for specific hardware without taking into consideration a minimum system optimization for lower-end consumer consoles or PCs reducing development times and hence, saving them capital in the long run.This affordability of cloud gaming services is allowing them to expand globally, and this trend is expected to continue in the future as well.

The cloud gaming market has been benefiting positively from the COVID-19 induced restrictions and lockdowns. According to a report published by AMR, time spent on playing video games went up by more than 71% during the COVID-19 lockdowns. This helped the global cloud gaming market to prosper during the period..

In 2020, the global cloud gaming market share was dominated by the smartphone, and is expected to maintain its dominance in the upcoming years. With the rapid rise in mobile gaming in the past five years, smartphones are anticipated to gain 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.  

Cloud-Gaming-Market-2021-2030

Get more information on this report : Request Sample Pages

Within the market, the HMD segment is estimated to emerge as fastest growing segment, there has been a significant increase in the investments toward the development of HMDs, and in the use of such devices in various applications worldwide. The investments in the HMD market have been huge, and investors have been keen to invest in companies that have proved the worth of their technologies and products in the last few years.

The report focuses on the growth prospects, restraints, and cloud gaming market analysis. The study provides Porter’s five forces analysis of the cloud gaming industry to understand impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on the cloud gaming market growth.

Segment review

The cloud gaming market is segmented on the basis of offering, device type, solution and region. By offering, the market is bifurcated into infrastructure and gaming platform services. By device type, the market is classified into smartphones, tablets, gaming consoles, PC & laptops, smart TV, and HMD. By solution, the market is divided into video streaming and file streaming. By region, the market is analyzed across North America, Europe, Asia-Pacific and LAMEA.

COVID Impact Analysis

Post COVID-19, the size of the global cloud gaming market was valued at $244 million in 2020, and market forecast to reach $21.54 billion by 2030. The market has been benefitting positively from the COVID-19 induced restrictions and lockdowns. According to a report published by AMR, time spent on playing video games went up by more than 71% during the COVID-19 lockdowns. This helped the global cloud gaming industry to prosper during the period. Reuters reports that cloud gaming platforms had more than 932 million users in 2020; this number is expected to grow further in the coming years and promises strong growth opportunities for the cloud gaming market in the near future.

Top impacting factors    

Independent operation mode of the system and cost-effective when compared with other conventional gaming consoles are one of the major factors driving the market growth. However, higher latency issues and lesser detail than traditional gaming platforms limit the market growth. Moreover, advancement in cloud gaming network coupled with enhanced privacy creates lucrative opportunity for the cloud gaming market growth.

Cloud gaming technologies' platform independence

Cloud gaming services do not rely on a device's hardware capabilities to run high-end games, but rather on its network connectivity capabilities. Users could now play graphically intensive games from their refrigerators owing to cloud gaming systems that exist today. High-end games also might become playable on lower-end PCs, mobile phones, and tablets owing to the highly scalable cloud infrastructure. The limitations created by storage requirements, graphic capabilities, and processing power are reduced with these cloud solutions, providing players with an amazing gaming experience. This robustness of cloud gaming platforms promises great opportunities for the future of the cloud gaming industry in the coming future.

Cloud Gaming Market
By Technology

Your browser does not support the canvas element.

Gaming Platform Services segment is projected as one of the most lucrative segments.

Get more information on this report : Request Sample Pages

More affordable than conventional gaming consoles

Cloud gaming systems are a less expensive solution for both consumers and game makers. Cloud gaming users can save money by not having to purchase a physical console or PC to run a game on. Instead, users may only pay a small monthly fee when subscribing to a cloud gaming service, which typically includes access to a library with some pre-loaded gaming titles and, which can be played on any device, and from anywhere. Moreover, with cloud gaming services users would not have to worry about downloading and waiting for a game to install while also keeping in mind storage space for new games, allowing users to further save on storage and bandwidth costs. 

Furthermore, cloud gaming services enable video game developers to create games for specific hardware without considering a minimum system optimization for lower-end consumer consoles or PCs reducing development times and hence, saving them capital in the long run.

This affordability of cloud gaming services allows them to expand globally, and this trend is expected to continue in the future as well.

Cloud Gaming Market
By Region

2030
Asia-pacific 
North America
Europe
Lamea

APAC is projected as one of the most significant region.

Get more information on this report : Request Sample Pages

Key Benefits For Stakeholders

  • The study provides an in-depth analysis of the cloud gaming market size along with current trends and future estimations to elucidate imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the cloud gaming market share is provided in the report.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.
  • The quantitative analysis of cloud gaming market for the period 2020–2030 is provided to determine the cloud gaming market trends.

Key Market Segments

  • By Offering
    • Infrastructure
    • Gaming Platform Services
  • By Device Type
    • Smartphones
    • Tablets
    • Gaming Consoles
    • PCs & Laptops
    • Smart TVs
    • HMDs
  • By Solution
    • Video Streaming
    • File Streaming
  • BY REGION
    • North America
      • U.S.
      • Canada
    • Europe
      • UK
      • Germany
      • France
      • Rest of Europe
    • Asia-Pacific
      • China
      • India
      • Japan
      • India
      • Rest of Asia-Pacific
    • LAMEA
      • Latin America
      • Middle East
      • Africa
  • KEY MARKET PLAYERS
    • Amazon Luna
    • Blacknut
    • Google LLC
    • Microsoft Corporation
    • NVIDIA Corporation
    • Shadow
    • Sony Group Corporation
    • Tencent
    • Ubitus K.K.
    • Vortex (RemoteMyApp Sp. z o. o.)
 

CHAPTER 1:INTRODUCTION

1.1.REPORT DESCRIPTION
1.2.KEY BENEFITS FOR STAKEHOLDERS
1.3.KEY MARKET SEGMENTS

1.3.1.Key market players

1.4.RESEARCH METHODOLOGY

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools & models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.KEY FINDINGS

2.1.1.Top impacting factors
2.1.2.Top investment pockets

2.2.CXO PERSPECTIVE

CHAPTER 3:MARKET OVERVIEW AND SCOPE

3.1.MARKET DEFINITION AND SCOPE
3.2.KEY FORCES SHAPING THE CLOUD GAMING MARKET
3.3.MARKET DYNAMICS

3.3.1.Drivers

3.3.1.1.Cloud gaming technologies' platform independence
3.3.1.2.More affordable than conventional gaming consoles

3.3.2.Restraints

3.3.2.1.High latency issues
3.3.2.2.Lesser detail than traditional gaming platforms

3.3.3.Opportunities

3.3.3.1.New-age network evolutions
3.3.3.2.Enhanced security and privacy prevention

3.4.COVID-19 IMPACT ANALYSIS ON THE CLOUD GAMING MARKET

3.4.1.Impact on market size
3.4.2.Consumer trends, preferences, and budget impact
3.4.3.Economic impact
3.4.4.Key player strategies to tackle negative impact
3.4.5.Opportunity window

CHAPTER 4:CLOUD GAMING MARKET, BY OFFERING

4.1.OVERVIEW
4.2.INFRASTRUCTURE

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast, by region
4.2.3.Market analysis, by country

4.3.GAMING PLATFORM SERVICE

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast, by region
4.3.3.Market analysis, by country

CHAPTER 5:CLOUD GAMING MARKET, BY DEVICE TYPE

5.1.OVERVIEW
5.2.SMART PHONES

5.2.1.Key market trends, growth factors, and opportunities
5.2.2.Market size and forecast, by region
5.2.3.Market analysis, by country

5.3.TABLETS

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast, by region
5.3.3.Market analysis, by country

5.4.GAMING CONSOLES

5.4.1.Key market trends, growth factors, and opportunities
5.4.2.Market size and forecast, by region
5.4.3.Market analysis, by country

5.5.PC AND LAPTOP

5.5.1.Key market trends, growth factors, and opportunities
5.5.2.Market size and forecast, by region
5.5.3.Market analysis, by country

5.6.SMART TV

5.6.1.Key market trends, growth factors, and opportunities
5.6.2.Market size and forecast, by region
5.6.3.Market analysis, by country

5.7.HMD

5.7.1.Key market trends, growth factors, and opportunities
5.7.2.Market size and forecast, by region
5.7.3.Market analysis, by country

CHAPTER 6:CLOUD GAMING MARKET, BY SOLUTION

6.1.OVERVIEW
6.2.VIDEO STREAMING

6.2.1.Key market trends, growth factors, and opportunities
6.2.2.Market size and forecast, by region
6.2.3.Market analysis, by country

6.3.FILE STREAMING

6.3.1.Key market trends, growth factors, and opportunities
6.3.2.Market size and forecast, by region
6.3.3.Market analysis, by country

CHAPTER 7:CLOUD GAMING MARKET, BY REGION

7.1.OVERVIEW
7.2.NORTH AMERICA

7.2.1.Key market trends, growth factors, and opportunities
7.2.2.Market size and forecast, by Offeering
7.2.3.Market size and forecast, by Device Type
7.2.4.Market size and forecast, by Solution

7.2.4.1.U.S. 

7.2.4.1.1.Market size and forecast, by offering
7.2.4.1.2.Market size and forecast, by Device type
7.2.4.1.3.Market size and forecast, by solution

7.2.4.2.Canada

7.2.4.2.1.Market size and forecast, by Solution
7.2.4.2.2.Market size and forecast, by Device Type
7.2.4.2.3.Market size and forecast, by Offering

7.3.EUROPE

7.3.1Key market trends, growth factors, and opportunities
7.3.2Market size and forecast, by offering
7.3.3.Market size and forecast, by Device Type
7.3.4Market size and forecast, by solution

7.3.4.1.UK

7.3.4.1.1.Market size and forecast, by Offering
7.3.4.1.2.Market size and forecast, by Device Type
7.3.4.1.3.Market size and forecast, by solution

7.3.4.2.Germany

7.3.4.2.1.Market size and forecast, by Solution
7.3.4.2.2Market size and forecast, by Device type
7.3.4.2.3.Market size and forecast, by offering

7.3.4.3.France

7.3.4.3.1.Market size and forecast, by Offering
7.3.4.3.2.Market size and forecast, by Device Type
7.3.4.3.3.Market size and forecast, by solution

7.3.4.4.Rest of Europe

7.3.4.4.1.Market size and forecast, by Solution
7.3.4.4.2.Market size and forecast, by Device Type
7.3.4..4.3.Market size and forecast, by Offering

7.4.ASIA-PACIFIC

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast, by Offering
7.4.3.Market size and forecast, by Device Type
7.4.4.Market size and forecast, by Solution

7.4.4.1.China

7.4.4.1.1.Market size and forecast, by Offering
7.4.4.1.2.Market size and forecast, by Device Type
7.4.4.1.3.Market size and forecast, by Solution

7.4.4.2.India

7.4.4.2.1.Market size and forecast, by Solution
7.4.4.2.2.Market size and forecast, by Device Type
7.4.4.2.3.Market size and forecast, by Offering

7.4.4.3.Japan

7.4.4.3.1.Market size and forecast, by Offering
7.4.4.3.2.Market size and forecast, by Device Type

7.4.4.4.Rest of Asia-Pacific

7.4.4.4.1.Market size and forecast, by Offering
7.4.4.4.2.Market size and forecast, by Device Type
7.4.4.4.3.Market size and forecast, by Solution

7.5.LAMEA

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast, by Offering
7.5.3.Market size and forecast, by Device Type

7.5.3.1.Latin America

7.5.3.1.1.Market size and forecast, by Offering
7.5.3.1.2.Market size and forecast, by Device Type
7.5.3.1.3.Market size and forecast, by Solution

7.5.3.2.Middle East

7.5.3.2.1.Market size and forecast, by Offering
7.5.3.2.2.Market size and forecast, by Device Type
7.5.3.2.3.Market size and forecast, by Solution

7.5.3.3.Africa

7.5.3.3.1.Market size and forecast, by Solution
7.5.3.3.2.Market size and forecast, by Device Type
7.5.3.3.3.Market size and forecast, by Offering

CHAPTER 8:COMPETITIVE LANDSCAPE

8.1.KEY PLAYER POSITIONING ANALYSIS, 2019
8.2.TOP WINNING STRATEGIES
8.3.COMPETITIVE DASHBOARD

CHAPTER 9:COMPANY PROFILES

9.1.AMAZON LUNA

9.1.1.Company overview
9.1.2.Key executives
9.1.3.Company snapshot
9.1.4.Operating business segments
9.1.5.Product portfolio
9.1.6.Business performance
9.1.7.Key strategic moves and developments

9.2.BLACKNUT

9.2.1.Company overview
9.2.2.Key executives
9.2.3.Company snapshot
9.2.4.Product portfolio
9.2.5.Key strategic moves and developments

9.3.GOOGLE LLC

9.3.1.Company overview
9.3.2.Key executives
9.3.3.Company snapshot
9.3.4.Operating business segments
9.3.5.Product portfolio
9.3.6.R&D expenditure
9.3.7.Business performance
9.3.8.Key strategic moves and developments

9.4.MICROSOFT CORPORATION

9.4.1.Company overview
9.4.2.Key executives
9.4.3.Company snapshot
9.4.4.Operating business segments
9.4.5.Product portfolio
9.4.6.R&D expenditure
9.4.7.Business performance
9.4.8.Key strategic moves and developments

9.5.NVIDIA CORPORATION

9.5.1.Company overview
9.5.2.Key Executives
9.5.3.Company snapshot
9.5.4.Operating business segments
9.5.5.Product portfolio
9.5.6.R&D expenditure
9.5.7.Business performance
9.5.8.Key strategic moves and developments

9.6.SHADOW

9.6.1.Company overview
9.6.2.Key executives
9.6.3.Company snapshot
9.6.4.Product portfolio
9.6.5.Key strategic moves and developments

9.7.SONY GROUP CORPORATION

9.7.1.Company overview
9.7.2.Key Executives
9.7.3.Company snapshot
9.7.4.business segments
9.7.5.Product portfolio
9.7.6.R&D Expenditure
9.7.7.Business performance
9.7.8.Key strategic moves and developments

9.8.TENCENT

9.8.1.Company overview
9.8.2.Key executives
9.8.3.Company snapshot
9.8.4.Operating business segments
9.8.5.Product portfolio
9.8.6.R&D expenditure
9.8.7.Business performance
9.8.8.Key strategic moves and developments

9.9.UBITUS K.K. 

9.9.1.Company overview
9.9.2.Key executives
9.9.3.Company snapshot
9.9.4.Product portfolio
9.9.5.Key strategic moves and developments

9.10.VORTEX (REMOTEMYAPP SP. Z O. O.) 

9.10.1.Company overview
9.10.2.Key executives
9.10.3.Company snapshot
9.10.4.Product portfolio
9.10.5.Key strategic moves and developments

LIST OF TABLES

TABLE 01.CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 02.CLOUD GAMING MARKET FOR INFRASTRUCTURE, BY REGION, 2020-2030 ($MILLION) 
TABLE 03.CLOUD GAMING MARKET FOR GAMING PLATFORM SERVICES, BY REGION, 2020-2030 ($MILLION) 
TABLE 04.GLOBAL CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030($MILLION) 
TABLE 05.CLOUD GAMING MARKET FOR SMARTPHONE REVENUE, BY REGION, 2020-2030($MILLION) 
TABLE 06.CLOUD GAMING MARKET FOR TABLETS REVENUE, BY REGION, 2020-2030($MILLION) 
TABLE 07.CLOUD GAMING MARKET FOR GAMNG CONSOLE REVENUE, BY REGION, 2020-2030($MILLION) 
TABLE 08.CLOUD GAMING MARKET FOR PC AND LAPTOP REVENUE, BY REGION, 2020-2030($MILLION) 
TABLE 09.CLOUD GAMING MARKET FOR SMART TV REVENUE, BY REGION, 2020-2030($MILLION) 
TABLE 10.CLOUD GAMING MARKET FOR HMD REVENUE, BY REGION, 2020-2030($MILLION) 
TABLE 11.CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 12.CLOUD GAMING MARKET FOR VIDEO STREAMING, BY REGION, 2020-2030 ($MILLION) 
TABLE 13.CLOUD GAMING MARKET FOR FILE STREAMING, BY REGION, 2020-2030 ($MILLION) 
TABLE 14.CLOUD GAMING MARKET, BY REGION, 2020-2030 ($MILLION) 
TABLE 15.NORTH AMERICA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 16.NORTH AMERICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 17.NORTH AMERICA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 18.U.S. CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 19.U.S. CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 20.U.S. CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 21.CANADA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 22.CANADA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 23.CANADA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 24.EUROPE CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 25.EUROPE CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 26.EUROPE CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 27.UK CLOUD GAMING MARKET, BY COMPONENT, 2020-2030 ($MILLION) 
TABLE 28.UK CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 29.UK CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 30.GERMANY CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 31.GERMANY CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 32.GERMANY CLOUD GAMING MARKET, BY OFFERINGPE, 2020-2030 ($MILLION) 
TABLE 33.FRANCE CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 34.FRANCE CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 35.FRANCE CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 36.REST OF EUROPE CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 37.REST OF EUROPE CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 38.REST OF EUROPE CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 39.ASIA-PACIFIC CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 40.ASIA-PACIFIC CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 41.ASIA-PACIFIC CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 42.CHINA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 43.CHINA CLOUD GAMING MARKET, BY MOBILE OPERATOR, 2020-2030 ($MILLION) 
TABLE 44.CHINA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 45.INDIA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 46.INDIA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 47.INDIA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 48.JAPAN CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 49.JAPAN CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 50.REST OF ASIA-PACIFIC CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 51.REST OF ASIA-PACIFIC CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 52.REST OF ASIA-PACIFIC CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 53.LAMEA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 54.LAMEA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 55.LATIN AMERICA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 56.LATIN AMERICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 57.LATIN AMERICA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 58.MIDDLE EAST CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION) 
TABLE 59.MIDDLE EAST CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 60.MIDDLE EAST CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION) 
TABLE 61.AFRICA CLOUD GAMING MARKET, BY TYPE, 2020-2030 ($MILLION) 
TABLE 62.AFRICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 63.AFRICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION) 
TABLE 64.AMAZON.COM INC.: KEY EXECUTIVES
TABLE 65.AMAZON LUNA: COMPANY SNAPSHOT
TABLE 66.AMAZON.COM INC.: OPERATING SEGMENTS
TABLE 67.AMAZON.COM INC.: PRODUCT PORTFOLIO
TABLE 68.BLACKNUT: KEY EXECUTIVES
TABLE 69.BLACKNUT: COMPANY SNAPSHOT
TABLE 70.BLACKNUT: PRODUCT PORTFOLIO
TABLE 71.GOOGLE LLC: KEY EXECUTIVES
TABLE 72.GOOGLE LLC: COMPANY SNAPSHOT
TABLE 73.ALPHABET INC.: OPERATING SEGMENTS
TABLE 74.ALPHABET INC.: PRODUCT PORTFOLIO
TABLE 75.MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 76.MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 77.MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 78.MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 79.NVIDIA CORPORATION: KEY EXECUTIVES
TABLE 80.NVIDIA CORPORATION: COMPANY SNAPSHOT
TABLE 81.NVIDIA CORPORATION: OPERATING SEGMENTS
TABLE 82.NVIDIA CORPORATION: PRODUCT PORTFOLIO
TABLE 83.NVIDIA CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 84.SHADOW: KEY EXECUTIVES
TABLE 85.SHADOW: COMPANY SNAPSHOT
TABLE 86.SHADOW: PRODUCT PORTFOLIO
TABLE 87.SONY GROUP CORPORATION: KEY EXECUTIVES
TABLE 88.SONY GROUP CORPORATION: COMPANY SNAPSHOT
TABLE 89.SONY GROUP CORPORATION: OPERATING SEGMENTS
TABLE 90.SONY GROUP CORPORATION: PRODUCT PORTFOLIO
TABLE 91.TENCENT: KEY EXECUTIVES
TABLE 92.TENCENT: COMPANY SNAPSHOT
TABLE 93.TENCENT: OPERATING SEGMENTS
TABLE 94.TENCENT: CLOUD GAMING
TABLE 95.TENCENT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 96.UBITUS K.K.: KEY EXECUTIVES
TABLE 97.UBITUS K.K.: COMPANY SNAPSHOT
TABLE 98.UBITUS K.K.: PRODUCT PORTFOLIO
TABLE 99.UBITUS K.K.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100.VORTEX (REMOTEMYAPP SP. Z O. O.): KEY EXECUTIVES
TABLE 101.VORTEX (REMOTEMYAPP SP. Z O. O.): COMPANY SNAPSHOT
TABLE 102.VORTEX (REMOTEMYAPP SP. Z O. O.): CLOUD GAMING PRODUCT PORTFOLIO
TABLE 103.VORTEX (REMOTEMYAPP SP. Z O. O.): KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.GLOBAL CLOUD GAMING MARKET SNAPSHOT, 2021–2030
FIGURE 03.TOP IMPACTING FACTORS
FIGURE 04.TOP INVESTMENT POCKETS
FIGURE 05.MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06.MODERATE-TO-HIGH BARGAINING POWER OF BUYERS
FIGURE 07.MODERATE THREAT OF SUBSTITUTES
FIGURE 08.MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 09.MODERATE COMPETITIVE RIVALRY
FIGURE 10.MARKET DYNAMICS: GLOBAL CLOUD GAMING MARKET
FIGURE 11.CLOUD GAMING MARKET, BY COMPONENT, 2020-2030 ($MILLION) 
FIGURE 12.COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR PRODUCT, BY COUNTRY, 2020 & 2030 (%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR SERVICES, BY COUNTRY, 2020 & 2030 (%)66
FIGURE 14.GLOBAL CLOUD GAMING MARKET REVENUE, BY MOBILE OPERATOR, 2020-2030 ($MILLION) 
FIGURE 15.COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR MOBILE OPERATORS , BY COUNTRY,  2020 & 2030 (%)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR FIXED OPERATORS, BY COUNTRY,  2020 & 2030 (%)
FIGURE 17.U.S. CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 18.CANADA CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 19.UK CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 20.GERMANY CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 21.FRANCE CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 22.REST OF EUROPE CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 23.CHINA CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 24.INDIA CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 25.JAPAN CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 26.REST OF ASIA-PACIFIC CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 27.LATIN AMERICA CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 28.MIDDLE EAST CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 29.AFRICA CLOUD GAMING MARKET, 2020-2030 ($MILLION) 
FIGURE 30.KEY PLAYER POSITIONING ANALYSIS
FIGURE 31.TOP WINNING STRATEGIES, BY YEAR, 2019-2021
FIGURE 32.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2019-2021
FIGURE 33.TOP WINNING STRATEGIES, BY COMPANY, 2019-2021
FIGURE 34.COMPETITIVE DASHBOARD
FIGURE 35.COMPETITIVE DASHBOARD
FIGURE 36.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 37.R&D EXPENDITURE, 2018–2020 ($MILLION) 
FIGURE 38.CISCO SYSTEMS, INC.: REVENUE, 2018–2020 ($MILLION) 
FIGURE 39.CISCO SYSTEMS, INC.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 40.CISCO SYSTEMS, INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 41.R&D EXPENDITURE, 2018–2020 ($MILLION) 
FIGURE 42.ERICSSON: REVENUE, 2018–2020 ($MILLION) 
FIGURE 43.ERICSSON: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 44.ERICSSON: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 45.R&D EXPENDITURE, 2018-2020 ($MILLION) 
FIGURE 46.HUAWEI TECHNOLOGIES CO., LTD.: NET SALES, 2018-2020 ($MILLION) 
FIGURE 47.HUAWEI TECHNOLOGIES CO., LTD.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 48.HUAWEI TECHNOLOGIES CO., LTD.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 49.R&D EXPENDITURE, 2018-2020 ($MILLION) 
FIGURE 50.INTERNATIONAL BUSINESS MACHINES CORPORATION: REVENUE, 2018-2020 ($MILLION) 
FIGURE 51.INTERNATIONAL BUSINESS MACHINES CORPORATION: REVENUE SHARE, BY SEGMENT, 2020 (%)
FIGURE 52.INTERNATIONAL BUSINESS MACHINES CORPORATION: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 53.R&D EXPENDITURE, 2018-2020 ($MILLION) 
FIGURE 54.NEC CORPORATION: REVENUE, 2018-2020 ($MILLION) 
FIGURE 55.NEC CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 56.NEC CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 58.NOKIA CORPORATION: REVENUE, 2018-2020 ($MILLION) 
FIGURE 59.NOKIA CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 60.NOKIA CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 61.R&D EXPENDITURE, 2018-2020 ($MILLION) 
FIGURE 62.ORACLE CORPORATION: REVENUE, 2018-2020 ($MILLION) 
FIGURE 63.ORACLE CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 64.ORACLE CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 65.R&D EXPENDITURE, 2018-2020 ($MILLION) 
FIGURE 66.ZTE CORPORATION.: REVENUE, 2018-2020 ($MILLION) 
FIGURE 67.ZTE CORPORATION.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 68.ZTE CORPORATION.: REVENUE SHARE BY REGION, 2020 (%)

 
 

According to CXOs of the major companies, In the current scenario, purchasing a high-end gaming system requires substantial investments. The assembly of a typical low-end gaming system along with the right consoles will cost over USD 300 to 400. The top-end gaming machines range from USD 4,000 to 5,000. The average gamer usually invests USD 800 to 1,000 in purchasing or assembling a gaming system. The prices of the gaming components fluctuate from year-to-year and generation-to-generation. The price surge associated with gaming systems is preventing its adoption in over 70% of its potential customers. Over 60% of the users across the globe do not have access to computer systems that can handle demanding requirements of the AAA level games at acceptable quality. The cloud gaming model can allow companies to increase their profitability, gaining access to various new potential customers.

The Business-to-Consumer (B2C) model is mainly adopted by gaming giants such as Sony, Microsoft, and NVIDIA. The use B2C model reduces the company’s dependency on external stakeholders such as telecom providers and allows the companies to personalize their service offerings to best suit the customer needs. The inherent requirement for high capital expenditure is limiting its adoption among smaller players and start-ups.

The cloud gaming market is competitive and comprises a number of regional and global vendors competing based on factors such as cost of solutions & services, reliability, efficiency of products, and support services. The market is concentrated with major players consuming 45-50% of the share. The degree of concentration is expected to remain same during the forecast period.

 

PURCHASE OPTIONS

Start reading instantly ,This Report and over 13000+ thousand more Reports, Available with Avenue Library, T&C*

Call or Email us

U.S.-Canada
Toll-free :
+1-800-792-5285
Int'l : +1-503-894-6022
Europe : + 44-845-528-1300
Email : help@alliedmarketresearch.com
 
Allied Market Research Allied Market Research Allied Market Research

Access from any device, anywhere

Clients can easily download both quantitative as well as
qualitative reports in PDF and excel formats.

RELATED TAGS
 

HAVE QUESTIONS?
SPEAK WITH ANALYST

 

FREQUENTLY ASKED
QUESTIONS?

 

DID YOU MISS ANYTHING?
DO YOU HAVE SPECIFIC REQUIREMENTS?

 

Download Sample

OR

Purchase Full Report of
Cloud Gaming Market

Start reading instantly.
This Report and over 13,000+ thousand more Reports, Available with Avenue Library. T&C*.

  • Online Only
  • $3,713
  • Online cloud access only
  • Restricted print, copy, paste & download
  • Read only
  •   Free quarterly industry update
  •   Free report update (Within 180 days)
  •   Subscription model sign in
  • Data Pack
  • $4,126
  • Restricted to one authorized user
  • One print only
  • Available in
    Excel
  •   Free quarterly industry update
  •   Free report update (Within 180 days)
  •   Subscription model sign in
  • Single User
  • $6,169
  • Restricted to one authorized user
  • One print only
  • Available in Excel & PDF
  •   Free quarterly industry update
  •   Free report update (Within 180 days)
  •   Subscription model sign in
  • Five Users
  • $6,930
  • Limited to five authorized users
  • Print upto five copies
  • Available in Excel & PDF
  •   Free quarterly industry update
  •   Free report update (Within 180 days)
  •   Subscription model sign in
  • Enterprise
    License/PDF

  • $10,665
  • Unlimited
    within
    company/enterprise
  • Available in Excel & PDF
  •   Free quarterly industry update
  •   Free report update (Within 180 days)
  •   Subscription model sign in
  • Library Membership
  • $ 699/mo
  • Published Content
    E-access
  • Company Profiles
    E-access
  • Newly Added Content Access
  • 10 PDF
    Downloads
  • 5 Excel Data
    Pack Downloads
  • 250 Company Profiles PDF Downloads
  • Buy Now

*Taxes/Fees, if applicable will be added during checkout. All prices in USD

 

Why Allied Market Research?

 

Infallible Methodology

To ensure high-level data integrity, accurate analysis, and impeccable forecasts

Analyst Support

For complete satisfaction

Customization

On-demand customization of scope of the report to exactly meet your needs

TARGETED MARKET VIEW

Targeted market view to provide pertinent information and save time of readers

 
 

Featured Reports

 

Erythropoietin Drugs Market

Global Opportunity Analysis and Industry Forecast, 2021–2028

Published in May 2021

Download Sample

Protein Therapeutics Market

Global Opportunity Analysis and Industry Forecast, 2017-2023

Published in Nov 2017

Download Sample

Surgical Equipment Market

Global Opportunity Analysis and Industry Forecast, 2020-2027

Published in Jan 2021

Download Sample

Medical Implant Market

Global Opportunity Analysis and Industry Forecast, 2020–2027

Published in Nov 2020

Download Sample

Featured Readings

 

Get fresh content delivered

Get insights on topics that are crucial for your business. Stay abreast of your interest areas.

 
Get Industry Data Alerts
 

Why Allied Market Research?

 

Infallible Methodology

To ensure high-level data integrity, accurate analysis, and impeccable forecasts

Analyst Support

For complete satisfaction

Customization

On-demand customization of scope of the report to exactly meet your needs

TARGETED MARKET VIEW

Targeted market view to provide pertinent information and save time of readers