Cloud Gaming Market
PUBLISHED: 2020 ID: SMRC18962
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Cloud Gaming - Global Market Outlook (2018-2027)

4.5 (21 reviews)
4.5 (21 reviews)
Published: 2020 ID: SMRC18962

This report covers the impact of COVID-19 on this global market

According to Stratistics MRC, the Global Cloud Gaming Market is accounted for $0.99 billion in 2018 and is expected to reach $3.90 billion by 2027 growing at a CAGR of 16.5% during the forecast period. Some of the key factors influencing the market growth include commercialization of 5G, rise in a number of gamers, upsurge of immersive and competitive gaming on mobile and increase in the number of internet users. However, multiplayer cloud gaming server allocation issues are hindering the market growth.

Cloud gaming is an emerging technology in the gaming industry, which allows a user to stream high-end games on devices, such as laptops, tablets, and mobiles, with a good internet connection. Cloud gaming is ideal for gamers, as they have to regularly upgrade their console or PC hardware to play games, which leads to additional costs and less fun. 

Amongst type, Video streaming solution relieves clients from computationally intensive graphics rendering and is ideal for clients with resource-constrained devices. Additionally, in this approach, computational load is paid along with network load since transmitting videos is more expensive than transmitting graphics commands. Owing to this, video streaming will hold significant growth.

By Geography, The cloud gaming market in APAC is foreseen to augment at a significant rate owing to the increasing number of 5G infrastructure development initiatives in the region. Additionally, the cost-effective nature of the cloud gaming platforms is promoting its usage across various new customer classes that vary in investing in gaming systems due to its cost.

Some of the key players in global cloud gaming market are IBM, NVIDIA, Google, Sony, Tencent, Amazon Web Services, Samsung Electronics, Right-To-Win, Microsoft, Intel Corporation, Alibaba, Advanced Micro Devices, Blacknut, Paperspace, Activision, TransGaming, LiquidSky Software, and Playcast Media Systems. 

Device Types Covered:
• Tablets
• Smart Televisions
• Gaming Consoles
• Personal Computers & Laptops
• Head-Mounted Displays
• Smartphones

Business Models Covered:
• Business-to-Business (B2B)
• Business-to-Consumer (B2C)

Deployments Covered:
• Private Cloud
• Hybrid Cloud
• Public Cloud

Offerings Covered:
• Game Platform Services
• Infrastructure

Technologies Covered:
• Server Technology
• Gaming as a Service
• Data Streaming Technology

Gamer Types Covered:
• Avid Gamers
• Social Gamers
• Hardcore Gamers
• Casual Gamers
• Serious Gamers

Types Covered:
• File Streaming
• Video Streaming

Gaming Systems Covered:
• Play Station
• Steam In-Home Streaming
• Stream My Game
• G Cluster
• Remote Play

Genres Covered:
• Puzzles
• Simulation
• Adventure/Role Playing Games
• Strategy
• Social Games

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan        
o China        
o India        
o Australia  
o New Zealand      
o South Korea       
o Rest of Asia Pacific    
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa 
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary        
         
2 Preface   
    
 2.1 Abstract       
 2.2 Stake Holders       
 2.3 Research Scope       
 2.4 Research Methodology       
  2.4.1 Data Mining      
  2.4.2 Data Analysis      
  2.4.3 Data Validation      
  2.4.4 Research Approach      
 2.5 Research Sources       
  2.5.1 Primary Research Sources      
  2.5.2 Secondary Research Sources      
  2.5.3 Assumptions      
         
3 Market Trend Analysis        
 3.1 Introduction       
 3.2 Drivers       
 3.3 Restraints       
 3.4 Opportunities       
 3.5 Threats       
 3.6 Technology Analysis       
 3.7 Emerging Markets       
 3.8 Futuristic Market Scenario       
         
4 Porters Five Force Analysis        
 4.1 Bargaining power of suppliers       
 4.2 Bargaining power of buyers       
 4.3 Threat of substitutes       
 4.4 Threat of new entrants       
 4.5 Competitive rivalry       
         
5 Global Cloud Gaming Market, By Device Type        
 5.1 Introduction       
 5.2 Tablets       
 5.3 Smart Televisions       
 5.4 Gaming Consoles       
 5.5 Personal Computers & Laptops       
 5.6 Head-Mounted Displays (HMDs)       
 5.7 Smartphones       
         
6 Global Cloud Gaming Market, By Business Model        
 6.1 Introduction       
 6.2 Business-to-Business (B2B)       
 6.3 Business-to-Consumer (B2C)       
         
7 Global Cloud Gaming Market, By Deployment        
 7.1 Introduction       
 7.2 Private Cloud       
 7.3 Hybrid Cloud       
 7.4 Public Cloud       
         
8 Global Cloud Gaming Market, By Offering        
 8.1 Introduction       
 8.2 Game Platform Services       
  8.2.1 PC Services      
  8.2.2 Content Services      
 8.3 Infrastructure       
  8.3.1 Memory      
  8.3.2 Compute      
  8.3.3 Storage      
         
9 Global Cloud Gaming Market, By Technology        
 9.1 Introduction       
 9.2 Server Technology       
 9.3 Gaming as a Service       
 9.4 Data Streaming Technology       
         
10 Global Cloud Gaming Market, By Gamer Type        
 10.1 Introduction       
 10.2 Avid Gamers       
 10.3 Social Gamers       
 10.4 Hardcore Gamers       
 10.5 Casual Gamers       
 10.6 Serious Gamers       
         
11 Global Cloud Gaming Market, By Type        
 11.1 Introduction       
 11.2 File Streaming       
 11.3 Video Streaming       
         
12 Global Cloud Gaming Market, By Gaming System        
 12.1 Introduction       
 12.2 Play Station       
 12.3 Steam In-Home Streaming       
 12.4 Stream My Game       
 12.5 G Cluster       
 12.6 Remote Play       
         
13 Global Cloud Gaming Market, By Genre        
 13.1 Introduction       
 13.2 Puzzles       
 13.3 Simulation       
 13.4 Adventure/Role Playing Games       
 13.5 Strategy       
 13.6 Social Games       
         
14 Global Cloud Gaming Market, By Geography        
 14.1 Introduction       
 14.2 North America       
  14.2.1 US      
  14.2.2 Canada      
  14.2.3 Mexico      
 14.3 Europe       
  14.3.1 Germany      
  14.3.2 UK      
  14.3.3 Italy      
  14.3.4 France      
  14.3.5 Spain      
  14.3.6 Rest of Europe      
 14.4 Asia Pacific       
  14.4.1 Japan      
  14.4.2 China      
  14.4.3 India      
  14.4.4 Australia      
  14.4.5 New Zealand      
  14.4.6 South Korea      
  14.4.7 Rest of Asia Pacific      
 14.5 South America       
  14.5.1 Argentina      
  14.5.2 Brazil      
  14.5.3 Chile      
  14.5.4 Rest of South America      
 14.6 Middle East & Africa       
  14.6.1 Saudi Arabia      
  14.6.2 UAE      
  14.6.3 Qatar      
  14.6.4 South Africa      
  14.6.5 Rest of Middle East & Africa      
         
15 Key Developments        
 15.1 Agreements, Partnerships, Collaborations and Joint Ventures       
 15.2 Acquisitions & Mergers       
 15.3 New Product Launch       
 15.4 Expansions       
 15.5 Other Key Strategies       
         
16 Company Profiling        
 16.1 IBM       
 16.2 NVIDIA       
 16.3 Google       
 16.4 Sony       
 16.5 Tencent       
 16.6 Amazon Web Services       
 16.7 Samsung Electronics       
 16.8 Right-To-Win       
 16.9 Microsoft       
 16.10 Intel Corporation       
 16.11 Alibaba       
 16.12 Advanced Micro Devices       
 16.13 Blacknut       
 16.14 Paperspace       
 16.15 Activision       
 16.16 TransGaming       
 16.17 LiquidSky Software       
 16.18 Playcast Media Systems


List of Tables         
1 Global Cloud Gaming Market Outlook, By Region (2017-2027) ($MN)        
2 Global Cloud Gaming Market Outlook, By Device Type (2017-2027) ($MN)        
3 Global Cloud Gaming Market Outlook, By Tablets (2017-2027) ($MN)        
4 Global Cloud Gaming Market Outlook, By Smart Televisions (2017-2027) ($MN)        
5 Global Cloud Gaming Market Outlook, By Gaming Consoles (2017-2027) ($MN)        
6 Global Cloud Gaming Market Outlook, By Personal Computers & Laptops (2017-2027) ($MN)        
7 Global Cloud Gaming Market Outlook, By Head-Mounted Displays (HMDs) (2017-2027) ($MN)        
8 Global Cloud Gaming Market Outlook, By Smartphones (2017-2027) ($MN)        
9 Global Cloud Gaming Market Outlook, By Business Model (2017-2027) ($MN)        
10 Global Cloud Gaming Market Outlook, By Business-to-Business (B2B) (2017-2027) ($MN)        
11 Global Cloud Gaming Market Outlook, By Business-to-Consumer (B2C) (2017-2027) ($MN)        
12 Global Cloud Gaming Market Outlook, By Deployment (2017-2027) ($MN)        
13 Global Cloud Gaming Market Outlook, By Private Cloud (2017-2027) ($MN)        
14 Global Cloud Gaming Market Outlook, By Hybrid Cloud (2017-2027) ($MN)        
15 Global Cloud Gaming Market Outlook, By Public Cloud (2017-2027) ($MN)        
16 Global Cloud Gaming Market Outlook, By Offering (2017-2027) ($MN)        
17 Global Cloud Gaming Market Outlook, By Game Platform Services (2017-2027) ($MN)        
18 Global Cloud Gaming Market Outlook, By PC Services (2017-2027) ($MN)        
19 Global Cloud Gaming Market Outlook, By Content Services (2017-2027) ($MN)        
20 Global Cloud Gaming Market Outlook, By Infrastructure (2017-2027) ($MN)        
21 Global Cloud Gaming Market Outlook, By Memory (2017-2027) ($MN)        
22 Global Cloud Gaming Market Outlook, By Compute (2017-2027) ($MN)        
23 Global Cloud Gaming Market Outlook, By Storage (2017-2027) ($MN)        
24 Global Cloud Gaming Market Outlook, By Technology (2017-2027) ($MN)        
25 Global Cloud Gaming Market Outlook, By Server Technology (2017-2027) ($MN)        
26 Global Cloud Gaming Market Outlook, By Gaming as a Service (2017-2027) ($MN)        
27 Global Cloud Gaming Market Outlook, By Data Streaming Technology (2017-2027) ($MN)        
28 Global Cloud Gaming Market Outlook, By Gamer Type (2017-2027) ($MN)        
29 Global Cloud Gaming Market Outlook, By Avid Gamers (2017-2027) ($MN)        
30 Global Cloud Gaming Market Outlook, By Social Gamers (2017-2027) ($MN)        
31 Global Cloud Gaming Market Outlook, By Hardcore Gamers (2017-2027) ($MN)        
32 Global Cloud Gaming Market Outlook, By Casual Gamers (2017-2027) ($MN)        
33 Global Cloud Gaming Market Outlook, By Serious Gamers (2017-2027) ($MN)        
34 Global Cloud Gaming Market Outlook, By Type (2017-2027) ($MN)        
35 Global Cloud Gaming Market Outlook, By File Streaming (2017-2027) ($MN)        
36 Global Cloud Gaming Market Outlook, By Video Streaming (2017-2027) ($MN)        
37 Global Cloud Gaming Market Outlook, By Gaming System (2017-2027) ($MN)        
38 Global Cloud Gaming Market Outlook, By Play Station (2017-2027) ($MN)        
39 Global Cloud Gaming Market Outlook, By Steam In-Home Streaming (2017-2027) ($MN)        
40 Global Cloud Gaming Market Outlook, By Stream My Game (2017-2027) ($MN)        
41 Global Cloud Gaming Market Outlook, By G Cluster (2017-2027) ($MN)        
42 Global Cloud Gaming Market Outlook, By Remote Play (2017-2027) ($MN)        
43 Global Cloud Gaming Market Outlook, By Genre (2017-2027) ($MN)        
44 Global Cloud Gaming Market Outlook, By Puzzles (2017-2027) ($MN)        
45 Global Cloud Gaming Market Outlook, By Simulation (2017-2027) ($MN)        
46 Global Cloud Gaming Market Outlook, By Adventure/Role Playing Games (2017-2027) ($MN)        
47 Global Cloud Gaming Market Outlook, By Strategy (2017-2027) ($MN)        
48 Global Cloud Gaming Market Outlook, By Social Games (2017-2027) ($MN)        
         
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.          

 

List of Figures

RESEARCH METHODOLOGY


Research Methodology

We at Stratistics opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.

Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.

Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.

Data Mining

The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.

Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.

Data Analysis

From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:

  • Product Lifecycle Analysis
  • Competitor analysis
  • Risk analysis
  • Porters Analysis
  • PESTEL Analysis
  • SWOT Analysis

The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.


Data Validation

The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.

We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.

The data validation involves the primary research from the industry experts belonging to:

  • Leading Companies
  • Suppliers & Distributors
  • Manufacturers
  • Consumers
  • Industry/Strategic Consultants

Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.


For more details about research methodology, kindly write to us at info@strategymrc.com

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