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Cloud Gaming Market By Type, By Device, By Gamer Type, And By Regions - Global & Regional Industry Perspective, Comprehensive Analysis, and Forecast 2021 - 2026

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    Report

  • 213 Pages
  • September 2021
  • Region: Global
  • Facts and Factors
  • ID: 5520997
According to the report, the global cloud gaming market was valued at approximately USD 432 Million in 2020 and is expected to reach a value of around USD 3,256.7 Million by 2026, at a CAGR of around 43.2% between 2021 and 2026.

Cloud gaming is a new manner to provide a high-quality gaming experience to gamers from anywhere and anytime. In cloud gaming, advanced game software runs on powerful servers in data centers and the game scenes are flowed to gamers across the internet in real-time. After that, gamers make use of lightweight software implemented on heterogeneous equipment to relate with the games. In short, cloud gaming is a game that is on the company server and not on the player’s computer. The player or gamer can set up the client program to access the server and can enter the game.

Rapid rise in the gaming equipment & audience to boost the market growth


The rise in gaming devices & audiences will proliferate the growth of the cloud gaming industry over the forecast period. Moreover, the technological breakthroughs in the field of graphic design exulting & drawing realistic pictures are attracting new users across the globe. Furthermore, the ability of multiple-player gaming is increasing and forcing audiences to play the games. This, in turn, has helped cloud gaming garner popularity across the globe.

Apparently, the large-scale acceptance of cloud-based games due to the rapid growth of the internet and the rise in the storage capacity & processing ability of computers will define the scope of the business. In addition to this, cloud gaming & computing resources are cost-effective and this will further embellish the growth rate of the market over the forecast timespan. The growing inception of VR and AR technologies will impel market trends.

Public cloud to lead the cloud type segment over the forecast period


The public cloud segment is likely to register the highest CAGR of nearly 29.3% over the forecast timeline. It is also projected to contribute a major revenue share of the market during the period from 2019 to 2027. The growth of the segment is due to its beneficial features like reduced maintenance expenses and high reliability.

File Streaming to register highest CAGR over the forecast timeframe


File streaming segment is expected to record a CAGR of nearly 31.8% during the period from 2019 to 2027. The segment provides benefits like a good CDN for small data package distribution as compared to video streaming and this aspect has played a pivotal part in shaping the growth of the segment.

North America to dominate the overall regional market growth during the forecast period


The regional market growth is attributed to easy access to high-speed internet service along with the huge penetration of smart equipment in the region. The U.S. is likely to contribute a major chunk of the regional market earnings during the forecast timeline.

Top Market Players


The key market participants for the global cloud market are NVIDIA, Intel, Google, Microsoft, Amazon, Advanced Micro Devices, Sony, IBM, Tencent, Alibaba, Amazon Web Services, Inc., Apple, Inc., Electronic Arts, Inc., and Ubitus, Inc., among others.

This report segments the cloud gaming market as follows:


Global Cloud Gaming Market: By Type Segment Analysis

  • File Streaming
  • Video Streaming

Global Cloud Gaming Market: By Device Segment Analysis

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

Global Cloud Gaming Market: By Gamer Type Segment Analysis

  • Casual Gamers
  • Avid Gamers
  • Lifestyle Gamer

Global Cloud Gaming Market: Regional Segment Analysis

  • North America
  • U.S.
  • Europe
  • UK
  • France
  • Germany
  • Asia Pacific
  • China
  • Japan
  • India
  • Latin America
  • Brazil
  • Middle East and Africa

Table of Contents

Chapter 1 Executive Summary
1.1. Introduction of Cloud Gaming
1.2. Global Cloud Gaming Market, 2019 & 2026 (USD Million)
1.3. Global Cloud Gaming Market, 2016 – 2026 (USD Million)
1.4. Global Cloud Gaming Market Absolute Revenue Opportunity, 2016 – 2026 (USD Million)
1.5. Global Cloud Gaming Market Incremental Revenue Opportunity, 2020 – 2026 (USD Million)
Chapter 2 Cloud Gaming Market – Type Analysis
2.1. Global Cloud Gaming Market – Type Overview
2.2. Global Cloud Gaming Market Share, by Type, 2019 & 2026 (USD Million)
2.3. File Streaming
2.3.1. Global File Streaming Cloud Gaming Market, 2016 – 2026 (USD Million)
2.4. Video Streaming
2.4.1. Global Video Streaming Cloud Gaming Market, 2016 – 2026 (USD Million)
Chapter 3 Cloud Gaming Market – Device Analysis
3.1. Global Cloud Gaming Market – Device Overview
3.2. Global Cloud Gaming Market Share, by Device, 2019 & 2026 (USD Million)
3.3. Smartphone
3.3.1. Global Smartphone Cloud Gaming Market, 2016 – 2026 (USD Million)
3.4. Tablets
3.4.1. Global Tablets Cloud Gaming Market, 2016 – 2026 (USD Million)
3.5. Gaming Consoles
3.5.1. Global Gaming Consoles Cloud Gaming Market, 2016 – 2026 (USD Million)
3.6. PCs & Laptops
3.6.1. Global PCs & Laptops Cloud Gaming Market, 2016 – 2026 (USD Million)
3.7. Smart TVs
3.7.1. Global Smart TVs Cloud Gaming Market, 2016 – 2026 (USD Million)
3.8. Head-Mounted Displays
3.8.1. Global Head-Mounted Displays Cloud Gaming Market, 2016 – 2026 (USD Million)
Chapter 4 Cloud Gaming Market – Gamer Type Analysis
4.1. Global Cloud Gaming Market – Gamer Type Overview
4.2. Global Cloud Gaming Market Share, by Gamer Type, 2019 & 2026 (USD Million)
4.3. Casual Gamers
4.3.1. Global Casual Gamers Cloud Gaming Market, 2016 – 2026 (USD Million)
4.4. Avid Gamers
4.4.1. Global Avid Gamers Cloud Gaming Market, 2016 – 2026 (USD Million)
4.5. Lifestyle Gamer
4.5.1. Global Lifestyle Gamer Cloud Gaming Market, 2016 – 2026 (USD Million)
Chapter 5 Cloud Gaming Market – Regional Analysis
5.1. Global Cloud Gaming Market Regional Overview
5.2. Global Cloud Gaming Market Share, by Region, 2019 & 2026 (USD Million)
5.3. North America
5.3.1. North America Cloud Gaming Market, 2016 – 2026 (USD Million)
5.3.1.1. North America Cloud Gaming Market, by Country, 2016 - 2026 (USD Million)
5.3.2. North America Cloud Gaming Market, by Type, 2016 – 2026
5.3.2.1. North America Cloud Gaming Market, by Type, 2016 – 2026 (USD Million)
5.3.3. North America Cloud Gaming Market, by Device, 2016 – 2026
5.3.3.1. North America Cloud Gaming Market, by Device, 2016 – 2026 (USD Million)
5.3.4. North America Cloud Gaming Market, by Gamer Type, 2016 – 2026
5.3.4.1. North America Cloud Gaming Market, by Gamer Type, 2016 – 2026 (USD Million)
5.3.5. U.S.
5.3.5.1. U.S. Cloud Gaming Market, 2016 – 2026 (USD Million)
5.3.6. Canada
5.3.6.1. Canada Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4. Europe
5.4.1. Europe Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4.1.1. Europe Cloud Gaming Market, by Country, 2016 - 2026 (USD Million)
5.4.2. Europe Cloud Gaming Market, by Type, 2016 – 2026
5.4.2.1. Europe Cloud Gaming Market, by Type, 2016 – 2026 (USD Million)
5.4.3. Europe Cloud Gaming Market, by Device, 2016 – 2026
5.4.3.1. Europe Cloud Gaming Market, by Device, 2016 – 2026 (USD Million)
5.4.4. Europe Cloud Gaming Market, by Gamer Type, 2016 – 2026
5.4.4.1. Europe Cloud Gaming Market, by Gamer Type, 2016 – 2026 (USD Million)
5.4.5. Germany
5.4.5.1. Germany Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4.6. France
5.4.6.1. France Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4.7. U.K.
5.4.7.1. U.K. Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4.8. Italy
5.4.8.1. Italy Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4.9. Spain
5.4.9.1. Spain Cloud Gaming Market, 2016 – 2026 (USD Million)
5.4.10. Rest of Europe
5.4.10.1. Rest of Europe Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5. Asia Pacific
5.5.1. Asia Pacific Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5.1.1. Asia Pacific Cloud Gaming Market, by Country, 2016 - 2026 (USD Million)
5.5.2. Asia Pacific Cloud Gaming Market, by Type, 2016 – 2026
5.5.2.1. Asia Pacific Cloud Gaming Market, by Type, 2016 – 2026 (USD Million)
5.5.3. Asia Pacific Cloud Gaming Market, by Device, 2016 – 2026
5.5.3.1. Asia Pacific Cloud Gaming Market, by Device, 2016 – 2026 (USD Million)
5.5.4. Asia Pacific Cloud Gaming Market, by Gamer Type, 2016 – 2026
5.5.4.1. Asia Pacific Cloud Gaming Market, by Gamer Type, 2016 – 2026 (USD Million)
5.5.5. China
5.5.5.1. China Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5.6. Japan
5.5.6.1. Japan Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5.7. India
5.5.7.1. India Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5.8. South Korea
5.5.8.1. South Korea Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5.9. South-East Asia
5.5.9.1. South-East Asia Cloud Gaming Market, 2016 – 2026 (USD Million)
5.5.10. Rest of Asia Pacific
5.5.10.1. Rest of Asia Pacific Cloud Gaming Market, 2016 – 2026 (USD Million)
5.6. Latin America
5.6.1. Latin America Cloud Gaming Market, 2016 – 2026 (USD Million)
5.6.1.1. Latin America Cloud Gaming Market, by Country, 2016 - 2026 (USD Million)
5.6.2. Latin America Cloud Gaming Market, by Type, 2016 – 2026
5.6.2.1. Latin America Cloud Gaming Market, by Type, 2016 – 2026 (USD Million)
5.6.3. Latin America Cloud Gaming Market, by Device, 2016 – 2026
5.6.3.1. Latin America Cloud Gaming Market, by Device, 2016 – 2026 (USD Million)
5.6.4. Latin America Cloud Gaming Market, by Gamer Type, 2016 – 2026
5.6.4.1. Latin America Cloud Gaming Market, by Gamer Type, 2016 – 2026 (USD Million)
5.6.5. Brazil
5.6.5.1. Brazil Cloud Gaming Market, 2016 – 2026 (USD Million)
5.6.6. Mexico
5.6.6.1. Mexico Cloud Gaming Market, 2016 – 2026 (USD Million)
5.6.7. Rest of Latin America
5.6.7.1. Rest of Latin America Cloud Gaming Market, 2016 – 2026 (USD Million)
5.7. The Middle-East and Africa
5.7.1. The Middle-East and Africa Cloud Gaming Market, 2016 – 2026 (USD Million)
5.7.1.1. The Middle-East and Africa Cloud Gaming Market, by Country, 2016 - 2026 (USD Million)
5.7.2. The Middle-East and Africa Cloud Gaming Market, by Type, 2016 – 2026
5.7.2.1. The Middle-East and Africa Cloud Gaming Market, by Type, 2016 – 2026 (USD Million)
5.7.3. The Middle-East and Africa Cloud Gaming Market, by Device, 2016 – 2026
5.7.3.1. The Middle-East and Africa Cloud Gaming Market, by Device, 2016 – 2026 (USD Million)
5.7.4. The Middle-East and Africa Cloud Gaming Market, by Gamer Type, 2016 – 2026
5.7.4.1. The Middle-East and Africa Cloud Gaming Market, by Gamer Type, 2016 – 2026 (USD Million)
5.7.5. GCC Countries
5.7.5.1. GCC Countries Cloud Gaming Market, 2016 – 2026 (USD Million)
5.7.6. South Africa
5.7.6.1. South Africa Cloud Gaming Market, 2016 – 2026 (USD Million)
5.7.7. Rest of Middle-East Africa
5.7.7.1. Rest of Middle-East Africa Cloud Gaming Market, 2016 – 2026 (USD Million)
Chapter 6 Cloud Gaming Market – Competitive Landscape
6.1. Competitor Market Share – Revenue
6.2. Market Concentration Rate Analysis, Top 3 and Top 5 Players
6.3. Strategic Developments
6.3.1. Acquisitions and Mergers
6.3.2. New Products
6.3.3. Research & Development Activities
Chapter 7 Company Profiles
7.1. NVIDIA
7.1.1. Company Overview
7.1.2. Product/Service Portfolio
7.1.3. NVIDIA Sales, Revenue, and Gross Margin
7.1.4. NVIDIA Revenue and Growth Rate
7.1.5. NVIDIA Market Share
7.1.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.2. Intel
7.2.1. Company Overview
7.2.2. Product/Service Portfolio
7.2.3. Intel Sales, Revenue, and Gross Margin
7.2.4. Intel Revenue and Growth Rate
7.2.5. Intel Market Share
7.2.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.3. Google
7.3.1. Company Overview
7.3.2. Product/Service Portfolio
7.3.3. Google Sales, Revenue, and Gross Margin
7.3.4. Google Revenue and Growth Rate
7.3.5. Google Market Share
7.3.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.4. Microsoft
7.4.1. Company Overview
7.4.2. Product/Service Portfolio
7.4.3. Microsoft Sales, Revenue, and Gross Margin
7.4.4. Microsoft Revenue and Growth Rate
7.4.5. Microsoft Market Share
7.4.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.5. Amazon
7.5.1. Company Overview
7.5.2. Product/Service Portfolio
7.5.3. Amazon Sales, Revenue, and Gross Margin
7.5.4. Amazon Revenue and Growth Rate
7.5.5. Amazon Market Share
7.5.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.6. Advanced Micro Devices
7.6.1. Company Overview
7.6.2. Product/Service Portfolio
7.6.3. Advanced Micro Devices Sales, Revenue, and Gross Margin
7.6.4. Advanced Micro Devices Revenue and Growth Rate
7.6.5. Advanced Micro Devices Market Share
7.6.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.7. Sony
7.7.1. Company Overview
7.7.2. Product/Service Portfolio
7.7.3. Sony Sales, Revenue, and Gross Margin
7.7.4. Sony Revenue and Growth Rate
7.7.5. Sony Market Share
7.7.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.8. IBM
7.8.1. Company Overview
7.8.2. Product/Service Portfolio
7.8.3. IBM Sales, Revenue, and Gross Margin
7.8.4. IBM Revenue and Growth Rate
7.8.5. IBM Market Share
7.8.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.9. Tencent
7.9.1. Company Overview
7.9.2. Product/Service Portfolio
7.9.3. Tencent Sales, Revenue, and Gross Margin
7.9.4. Tencent Revenue and Growth Rate
7.9.5. Tencent Market Share
7.9.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.10. Alibaba
7.10.1. Company Overview
7.10.2. Product/Service Portfolio
7.10.3. Alibaba Sales, Revenue, and Gross Margin
7.10.4. Alibaba Revenue and Growth Rate
7.10.5. Alibaba Market Share
7.10.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.11. Amazon Web Services Inc
7.11.1. Company Overview
7.11.2. Product/Service Portfolio
7.11.3. Amazon Web Services Inc Sales, Revenue, and Gross Margin
7.11.4. Amazon Web Services Inc Revenue and Growth Rate
7.11.5. Amazon Web Services Inc Market Share
7.11.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.12. Apple Inc
7.12.1. Company Overview
7.12.2. Product/Service Portfolio
7.12.3. Apple Inc Sales, Revenue, and Gross Margin
7.12.4. Apple Inc Revenue and Growth Rate
7.12.5. Apple Inc Market Share
7.12.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.13. Electronic Arts Inc
7.13.1. Company Overview
7.13.2. Product/Service Portfolio
7.13.3. Electronic Arts Inc Sales, Revenue, and Gross Margin
7.13.4. Electronic Arts Inc Revenue and Growth Rate
7.13.5. Electronic Arts Inc Market Share
7.13.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
7.14. Ubitus Inc
7.14.1. Company Overview
7.14.2. Product/Service Portfolio
7.14.3. Ubitus Inc Sales, Revenue, and Gross Margin
7.14.4. Ubitus Inc Revenue and Growth Rate
7.14.5. Ubitus Inc Market Share
7.14.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
Chapter 8 Cloud Gaming - Industry Analysis
8.1. Introduction and Taxonomy
8.2. Cloud Gaming Market – Key Trends
8.2.1. Market Drivers
8.2.2. Market Restraints
8.2.3. Market Opportunities
8.3. Value Chain Analysis
8.4. Key Mandates and Regulations
8.5. Technology Roadmap and Timeline
8.6. Cloud Gaming Market – Attractiveness Analysis
8.6.1. By Type
8.6.2. By Device
8.6.3. By Gamer Type
8.6.4. By Region
Chapter 9 Industrial Chain, Sourcing Strategy, and Downstream Buyers
9.1. Cloud Gaming Industrial Chain Analysis
9.2. Downstream Buyers
9.3. Distributors/Traders List
Chapter 10 Marketing Strategy Analysis
10.1. Marketing Channel
10.2. Direct Marketing
10.3. Indirect Marketing
10.4. Marketing Channel Development Trends
10.5. Economic/Political Environmental Change
Chapter 11 Report Conclusion & Key Insights
11.1. Key Insights from Primary Interviews & Surveys Respondents
11.2. Key Takeaways from Analysts, Consultants, and Industry Leaders
Chapter 12 Research Approach & Methodology
12.1. Report Description
12.2. Research Scope
12.3. Research Methodology
12.3.1. Secondary Research
12.3.2. Primary Research
12.3.3. Statistical Models
12.3.3.1. Company Share Analysis Model
12.3.3.2. Revenue Based Modeling
12.3.4. Research Limitations

Companies Mentioned

  • NVIDIA
  • Intel
  • Google
  • Microsoft
  • Amazon
  • Advanced Micro Devices
  • Sony
  • IBM
  • Tencent
  • Alibaba
  • Amazon Web Services Inc.
  • Apple Inc.
  • Electronic Arts Inc.
  • Ubitus Inc.

Methodology

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