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Global Cloud Gaming Market (2021-2026) by Type, Application and Geography - Competitive Analysis, Impact of COVID-19, Ansoff Analysis

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  • 178 Pages
  • March 2021
  • Region: Global
  • Infogence Global Research
  • ID: 5359442

The Global Cloud Gaming Market is estimated to be worth USD 2.3 Billion in 2020 and is expected to reach USD 4.98 Billion by 2025, growing at a CAGR of 16.7%.

Market Dynamics

The rise in digitalization, increasing world online gaming competitions, an upsurge of mobile games, and the introduction of new technologies like 5G are major factors promoting the increase of the cloud gaming market. Cloud gaming enables the reduction of data storage and edge computing. Moreover, fast speed, OTT gaming services, continuous updating, and education or learning games have escalated cloud gaming. However, bandwidth issues in developing countries are hindering the market growth.

The increasing adoption of cloud technology in developing countries is anticipated to create new opportunities in the market.

Market Segmentation

The Global Cloud Gaming Market is segmented based on Type, Application, and Geography.

  • By Type, the market is classified as video streaming and file streaming. Amongst the two, the video streaming segment is estimated to hold the highest market share.
  • By Application, the market is classified as smartphones, gaming consoles, PC, and tablets. Amongst all, the smart phones segment is estimated to hold the highest market share.
  • By Geography, North America is projected to lead the market.

Recent Developments

  1. Amazon announced new cloud gaming service, Luna. - 24th September 2020
  2. Jezby Ventures acquires Blade, a French startup that owns Shadow- a cloud-based gaming service. - 30th April 2021

Company Profiles

Some of the companies covered in this report Google LLC, Cyber Cloud Technologies LLC, In Nvidia Corporation, Kingsoft Cloud Holdings, Microsoft Corporation, Ubitus Inc., Sony Group Corporation, etc

Competitive Quadrant

The report includes the Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Why buy this report?

The report offers a comprehensive evaluation of the Global Cloud Gaming Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.

The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel within the industry.

The report includes in-depth market analysis using Porter’s 5 force model and the Ansoff Matrix. The impact of COVID-19 on the market is also featured in the report.

The report also includes the regulatory scenario of the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules & regulations imposed on this sector across various geographies.

The report also contains the competitive analysis using Positioning Quadrants, the analyst's proprietary competitive positioning tool.

Report Highlights

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market
Frequently Asked Questions about the Global Cloud Gaming Market

What is the estimated value of the Global Cloud Gaming Market?

The Global Cloud Gaming Market was estimated to be valued at $2300 Million in 2021.

What is the growth rate of the Global Cloud Gaming Market?

The growth rate of the Global Cloud Gaming Market is 16.7%, with an estimated value of $4980 Million by 2026.

What is the forecasted size of the Global Cloud Gaming Market?

The Global Cloud Gaming Market is estimated to be worth $4980 Million by 2026.

Who are the key companies in the Global Cloud Gaming Market?

Key companies in the Global Cloud Gaming Market include Apple Inc., Crytek GmbH, Cyber Cloud Technologies LLC, Faceboo. Inc. (PlayGiga S.L.), LeEco, LiquidSky Software Inc., Microsoft Corporation, Numecent Holdings Ltd and Kingsoft Cloud Holdings.

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Shareholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Proprietary Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size and Segmentation
3.3 Market Outlook
4 Market Influencers
4.1 Drivers
4.1.1 New Technologies to Promote Cloud Gaming
4.1.2 Increasing Smart Mobile Users
4.2 Restraints
4.2.1 Low Bandwidth and Latency Issues in Developing Countries
4.2.2 High Cost of Game Consoles
4.3 Opportunities
4.3.1 Government Initiatives in Cloud Platform
4.3.2 New Innovative Technologies
4.4 Challenges
4.4.1 Requirement of Technology Support and Services
4.5 Trends
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter’s Five Forces Analysis
5.3 Impact of COVID-19
5.4 Ansoff Matrix Analysis
6 Global Cloud Gaming Market, By Type
6.1 Introduction
6.2 Video Streaming
6.3 File Streaming
7 Global Cloud Gaming Market, By Application
7.1 Introduction
7.2 Smartphones
7.3 Gaming Consoles
7.4 PC
7.5 Tablet
8 Global Cloud Gaming Market, By Geography
8.1 Introduction
8.2 North America
8.2.1 US
8.2.2 Canada
8.2.3 Mexico
8.3 South America
8.3.1 Brazil
8.3.2 Argentina
8.3.3 Chile
8.3.4 Colombia
8.4 Europe
8.4.1 UK
8.4.2 France
8.4.3 Germany
8.4.4 Italy
8.4.5 Spain
8.4.6 Netherlands
8.4.7 Sweden
8.4.8 Russia
8.4.9 Rest of Europe
8.5 Asia-Pacific
8.5.1 China
8.5.2 Japan
8.5.3 India
8.5.4 Indonesia
8.5.5 Malaysia
8.5.6 South Korea
8.5.7 Australia
8.5.8 Sri Lanka
8.5.9 Thailand
8.5.10 Rest of APAC
8.6 Middle-East and Africa
8.6.1 Qatar
8.6.2 Saudi Arabia
8.6.3 South Africa
8.6.4 United Arab Emirates
9 Competitive Landscape
9.1 Competitive Quadrant
9.2 Market Share Analysis
9.3 Strategic Initiatives
9.3.1 M&A and Investments
9.3.2 Partnerships and Collaborations
9.3.3 Product Developments and Improvements
10 Company Profiles
10.1 Apple Inc.
10.2 Crytek GmbH
10.3 Cyber Cloud Technologies LLC
10.4 Facebook, Inc. (PlayGiga S.L.)
10.5 LeEco
10.6 LiquidSky Software Inc.
10.7 Microsoft Corporation
10.8 Numecent Holdings Ltd
10.9 Nvidia Corporation
10.10 Kingsoft Cloud Holdings
10.11 Parsec Cloud Inc.
10.12 PlayKey
10.13 Amazon.com, Inc
10.14 Shawdow.tech (Blade SAS)
10.15 Simplay Gaming Ltd
10.16 Sony Group Corporation
10.17 Tencent Cloud
10.18 BlacknutSAS
10.19 Ubitus Inc.
10.20 Utomik BV
11 Appendix
11.1 Questionnaire

Companies Mentioned

  • Apple Inc.
  • Crytek GmbH
  • Cyber Cloud Technologies LLC
  • Faceboo. Inc. (PlayGiga S.L.)
  • LeEco
  • LiquidSky Software Inc.
  • Microsoft Corporation
  • Numecent Holdings Ltd
  • Nvidia Corporation
  • Kingsoft Cloud Holdings
  • Parsec Cloud Inc.
  • PlayKey
  • Amazon.co. Inc
  • Shawdow.tech (Blade SAS)
  • Simplay Gaming Ltd
  • Sony Group Corporation
  • Tencent Cloud
  • BlacknutSAS
  • Ubitus Inc.
  • Utomik BV