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Cloud Gaming - Global Market Trajectory & Analytics

  • ID: 2228015
  • Report
  • April 2021
  • Region: Global
  • 94 Pages
  • Global Industry Analysts, Inc
Global Cloud Gaming Market to Reach $6.9 Billion by 2027

Amid the COVID-19 crisis, the global market for Cloud Gaming estimated at US$1.3 Billion in the year 2020, is projected to reach a revised size of US$6.9 Billion by 2027, growing at a CAGR of 27.4% over the period 2020-2027. Video Streaming, one of the segments analyzed in the report, is projected to record 30.5% CAGR and reach US$4.8 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the File Streaming segment is readjusted to a revised 22.1% CAGR for the next 7-year period.

The U.S. Market is Estimated at $378.1 Million, While China is Forecast to Grow at 26.4% CAGR

The Cloud Gaming market in the U.S. is estimated at US$378.1 Million in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$1.2 Billion by the year 2027 trailing a CAGR of 26.4% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 25% and 23% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 18.8% CAGR.

Select Competitors (Total 28 Featured):
  • Amazon Web Services, Inc.
  • Cirrascale Corporation
  • GameFly Inc.
  • Google Inc.
  • IBM Corp.
  • Leap Computing Inc.
  • LiquidSky Software Inc.
  • Microsoft Corp.
  • NVIDIA Corporation
  • PlayGiga
  • Playkey
  • Sony Interactive Entertainment LLC
  • TransGaming Interactive UK Ltd.
  • Ubitus Inc.
  • Utomik Inc.
  • Valve Corporation
  • Zynga Inc.
Note: Product cover images may vary from those shown
I. METHODOLOGY

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Cloud as a Platform for Entertainment: A Peek into the Many Faces of the Cloud
  • Lights, Camera & Cloud
  • Recent Market Activity
  • Cloud Gaming: A Lucrative Game Changer in the Entertainment Industry
  • Breaking the Chains of Fixed Devices: With Cloud Gaming, the World Becomes the New Omnipresent Playing Field
  • Monetizing Gamers in a Free-to-Play World Requires the Agility & Cost Benefits of the Cloud
  • The Rise of On-Demand Gaming as a Service (GaaS)
  • High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Cloud Gaming
  • Since Cloud Gaming Experiences are only as good as the Network, Developments in Internet Architecture are Crucial for Future Growth & Proliferation
  • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Cloud Gaming
  • Favorable Smartphone Usage Patterns for Entertainment Supports Growth in the Market
  • Developments in Cloud Gaming Architecture to Spur Growth in the Market
  • Developing Cloud Mobile App Ecosystem Lends Traction to Growth
  • The Rise of Gaming as a Spectator Sport, & the Ensuing Trend Towards Broadcasting Gameplay Drives Interest in Cloud Gaming
  • Cost Benefits Lead to Rapid Conversion of Online Gamers into Cloud Gamers
  • Cloud Gaming Services Enable Piracy Reduction
  • Cloud Gaming & VR Combo Soon to be a Reality
  • Women Emerge as a Key Consumer Cluster for Cloud Games
  • High Cloud Readiness Index Brings Developing Countries as Focal Points for Future Growth
  • Technical Challenges in Cloud Gaming
  • Latency Issues
  • Data Security
  • Packet Loss
  • Market Outlook
  • Impact of Covid-19 and a Looming Global Recession
2. FOCUS ON SELECT PLAYERS
  • Amazon Web Services, Inc. (USA)
  • Cirrascale Corporation (USA)
  • GameFly, Inc. (USA)
  • Google, Inc. (USA)
  • Hatch Entertainment Ltd. (Finland)
  • International Business Machines Corporation (USA)
  • Leap Computing, Inc.
  • LiquidSky Software, Inc
  • Microsoft Corporation (USA)
  • NVIDIA Corporation (USA)
  • PlayGiga (Spain)
  • Playkey (USA)
  • Sony Interactive Entertainment LLC (USA)
  • TransGaming Interactive UK Ltd. (UK)
  • Ubitus Inc. (Taiwan)
  • Utomik, Inc. (Netherlands)
  • Valve Corporation (USA)
  • Zynga, Inc. (USA)
3. MARKET TRENDS & DRIVERS

4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Current & Future Analysis for Cloud Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
  • Table 2: World 7-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2020 & 2027
  • Table 3: World Current & Future Analysis for Video Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
  • Table 4: World 7-Year Perspective for Video Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 5: World Current & Future Analysis for File Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
  • Table 6: World 7-Year Perspective for File Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
III. MARKET ANALYSIS
  • UNITED STATES
  • Table 7: USA Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 8: USA 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • CANADA
  • Table 9: Canada Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 10: Canada 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • JAPAN
  • Table 11: Japan Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 12: Japan 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • CHINA
  • Table 13: China Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 14: China 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • EUROPE
  • Table 15: Europe Current & Future Analysis for Cloud Gaming by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
  • Table 16: Europe 7-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2020 & 2027
  • Table 17: Europe Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 18: Europe 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • FRANCE
  • Table 19: France Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 20: France 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • GERMANY
  • Table 21: Germany Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 22: Germany 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • ITALY
  • Table 23: Italy Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 24: Italy 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • UNITED KINGDOM
  • Table 25: UK Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 26: UK 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • REST OF EUROPE
  • Table 27: Rest of Europe Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 28: Rest of Europe 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • ASIA-PACIFIC
  • Table 29: Asia-Pacific Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 30: Asia-Pacific 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • REST OF WORLD
  • Table 31: Rest of World Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
  • Table 32: Rest of World 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
IV. COMPETITION
  • Total Companies Profiled: 28
Note: Product cover images may vary from those shown
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