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Cloud Gaming Market Research Report by Device, by Deployment - Global Forecast to 2025 - Cumulative Impact of COVID-19

  • ID: 4858023
  • Report
  • June 2020
  • Region: Global
  • 228 pages
  • 360iResearch
until Jul 31st 2020
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The Global Cloud Gaming Market to Grow USD 3,961.50 Million by 2025, at a CAGR of 18.47%


  • Blade
  • LiquidSky Software Inc.
  • Numecent Holdings Ltd
  • Parsec Cloud Inc.
  • RemoteMyApp SP ZOO
  • Simplay Gaming Ltd
  • MORE
The Global Cloud Gaming Market is expected to grow from USD 1,432.42 Million in 2019 to USD 3,961.50 Million by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 18.47%.

Market Segmentation & Coverage:

This research report categorizes the Cloud Gaming to forecast the revenues and analyze the trends in each of the following sub-markets:

On the basis of Device, the Cloud Gaming Market is examined across Gaming Consoles, PC, Smartphones, and Tablets.

On the basis of Type, the Cloud Gaming Market is examined across File Streaming and Video Streaming.

On the basis of Deployment, the Cloud Gaming Market is examined across On-Cloud and On-Premise.

On the basis of Geography, the Cloud Gaming Market is examined across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas region is examined across Argentina, Brazil, Canada, Mexico, and United States. The Asia-Pacific region is examined across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, South Korea, and Thailand. The Europe, Middle East & Africa region is examined across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom.

Company Usability Profiles:

The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Cloud Gaming Market including Blade, Gaikai, LiquidSky Software Inc., Microsoft Corporation, Numecent Holdings Ltd, Nvidia Corporation, Parsec Cloud Inc., PLAYKEY, RemoteMyApp SP ZOO, Shawdow.tech, Simplay Gaming Ltd, Sony Corporation, Ubitus Inc., Utomik BV, and Valve Corporation.

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes the vendors in the Cloud Gaming Market on the basis of Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Competitive Strategic Window:

The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth.

Cumulative Impact of COVID-19:

COVID-19 is an incomparable global public health emergency that has affected almost every industry, so for and, the long-term effects projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlaying COVID-19 issues and potential paths forward. The report is delivering insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecast, considering the COVID-19 impact on the market.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Cloud Gaming Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Cloud Gaming Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Cloud Gaming Market?
4. What is the competitive strategic window for opportunities in the Global Cloud Gaming Market?
5. What are the technology trends and regulatory frameworks in the Global Cloud Gaming Market?
6. What are the modes and strategic moves considered suitable for entering the Global Cloud Gaming Market?
Note: Product cover images may vary from those shown
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  • Blade
  • LiquidSky Software Inc.
  • Numecent Holdings Ltd
  • Parsec Cloud Inc.
  • RemoteMyApp SP ZOO
  • Simplay Gaming Ltd
  • MORE
1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders

2. Research Methodology
2.1. Research Process
2.1.1. Define: Research Objective
2.1.2. Determine: Research Design
2.1.3. Prepare: Research Instrument
2.1.4. Collect: Data Source
2.1.5. Analyze: Data Interpretation
2.1.6. Formulate: Data Verification
2.1.7. Publish: Research Report
2.1.8. Repeat: Report Update
2.2. Research Execution
2.2.1. Initiation: Research Process
2.2.2. Planning: Develop Research Plan
2.2.3. Execution: Conduct Research
2.2.4. Verification: Finding & Analysis
2.2.5. Publication: Research Report
2.3. Research Outcome
2.3.1. Competitive Strategic Window

3. Executive Summary
3.1. Market Outlook
3.2. Device Outlook
3.3. Type Outlook
3.4. Deployment Outlook
3.5. Geography Outlook
3.6. Competitor Outlook

4. Market Overview
4.1. Introduction
4.2. Cloud Gaming Market, By Geography

5. Market Dynamics
5.1. Introduction
5.1.1. Drivers Increasing mobile gaming audience Digitalization in gaming technology Reduction of data storage and ease of accessibility Huge adoption of smartphones and tablets
5.1.2. Restraints Device compatibility Streaming mechanism consumes large amounts of bandwidth and demands stable internet connectivity
5.1.3. Opportunities Adoption and use of 5G technology
5.1.4. Challenges Continuous demand-shift of gamers for new and better gaming experience

6. Market Insights
6.1. Porters Five Forces Analysis
6.1.1. Threat of New Entrants
6.1.2. Threat of Substitutes
6.1.3. Bargaining Power of Customers
6.1.4. Bargaining Power of Suppliers
6.1.5. Industry Rivalry
6.2. Cumulative Impact of COVID-19
6.3. Client Customizations
6.3.1. Penetration of Cloud Gaming in a Multiplayer Scenario
6.3.2. Increasing Use of Cloud Gamification
6.3.3. Cross-Platform Gaming Experience
6.3.4. Smartphones Adoption

7. Global Cloud Gaming Market, By Device
7.1. Introduction
7.2. Gaming Consoles
7.3. PC
7.4. Smartphones
7.5. Tablets

8. Global Cloud Gaming Market, By Type
8.1. Introduction
8.2. File Streaming
8.3. Video Streaming

9. Global Cloud Gaming Market, By Deployment
9.1. Introduction
9.2. On-Cloud
9.3. On-Premise

10. Americas Cloud Gaming Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States

11. Asia-Pacific Cloud Gaming Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. South Korea
11.10. Thailand

12. Europe, Middle East & Africa Cloud Gaming Market
12.1. Introduction
12.2. France
12.3. Germany
12.4. Italy
12.5. Netherlands
12.6. Qatar
12.7. Russia
12.8. Saudi Arabia
12.9. South Africa
12.10. Spain
12.11. United Arab Emirates
12.12. United Kingdom

13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis
13.3. Market Share Analysis
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding

14. Company Usability Profiles
14.1. Blade
14.2. Gaikai
14.3. LiquidSky Software Inc.
14.4. Microsoft Corporation
14.5. Numecent Holdings Ltd
14.6. Nvidia Corporation
14.7. Parsec Cloud Inc.
14.9. RemoteMyApp SP ZOO
14.10. Shawdow.tech
14.11. Simplay Gaming Ltd
14.12. Sony Corporation
14.13. Ubitus Inc.
14.14. Utomik BV
14.15. Valve Corporation

15. Appendix
15.1. Discussion Guide
15.2. Edition Details
15.3. License Details
15.4. Pricing Details
Note: Product cover images may vary from those shown
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4 of 3
  • Blade
  • Gaikai
  • LiquidSky Software Inc.
  • Microsoft Corporation
  • Numecent Holdings Ltd
  • Nvidia Corporation
  • Parsec Cloud Inc.
  • RemoteMyApp SP ZOO
  • Shawdow.tech
  • Simplay Gaming Ltd
  • Sony Corporation
  • Ubitus Inc.
  • Utomik BV
  • Valve Corporation
Note: Product cover images may vary from those shown