The global cloud gaming market is expected to get tremendous growth in the forthcoming years. This is due to continuous advancements happening in the field of technology with an increasing number of gaming devices and gaming audiences. A significant innovation in graphics has influenced gaming all over the world. This crucial fact is escorting the growth for the global cloud gaming market. The growing explosion of gaming devices such as mobile phones, televisions, laptops, and tablets is the key factor to boost the growth of the global cloud gaming market. The increasing use of these devices is predicted to set up a strong base for a sparkling future of the cloud gaming market.
Moreover, the availability of superfast internet connectivity is another prime reason to rise the cloud market to a great extent. Additionally, with a significant decrease in the access time of games and reduced cost of game purchases, cloud servers are highly preferred by game manufacturing companies. Other boosting factors such as the rapidly increasing popularity of social media platforms, e-sports promotion, and free play modes, contribute remarkably to the growth of the cloud gaming market.
On the other hand, the cloud gaming market has not thrived on a large-scale basis in several regions. This could be due to the lack of funds necessary among the masses from these regions, as well as their remote existence. This factor may hamper the growth of the market. Besides this, with recent achievements seen in terms of new cloud-based servers manufactured, the cloud gaming market is anticipated to showcase an optimistic future in such regions in the forthcoming years.
Covid-19 Impact on Cloud Gaming Market
Like many other industries, COVID-19 badly knocked the electronic and semiconductor industries. This unprecedented event has impacted nearly 230 countries in just a few weeks, resulting in the forced shutdown of manufacturing and transportation activities within and across the countries. This has directly affected the overall sector's growth. It is estimated that COVID-19 to leave more than USD 30 billion impacts on the electronics and semiconductor industry. The sector is majorly affected due to transport restrictions on major electronics and semiconductor raw material providers. However, the emerging need for semiconductors in several industries will offer rapid market recovery over the future period.
Cloud Gaming Market Segment Overview
Based on offering, the Game Platform Services segment has the largest share of the market in 2019. This is due to the growing demand for both content and PC service. Cloud gaming allows playing PC games on nearly any device, which earlier required expensive hardware. Sony’s PlayStation, Blade’s Shadow, GeForce NOW, Blacknut are some of the major companies providing gaming platform service. Additionally, the launch of Google’s Stadia and Microsoft XCloud are expected to further drive the platform service market. Furthermore, according to device type, the Smartphones segment grow at a higher rate in the forecast period. With the rapid rise in mobile gaming in the last five years, smartphones are going to gain a significant amount of market traction in the coming years.
Cloud Gaming Market, By Offering
- Infrastructure
- Compute
- Memory
- Storage
- Game Platform Services
- Content Services
- PC Services
· Smartphones
· Tablets
· Gaming Consoles
· PCs & Laptops
· Smart TVs
· Head-Mounted Displays
Cloud Gaming Market, By Solution Type
· Video Streaming
· File Streaming
Cloud Gaming Market, By Gamer Type
· Casual Gamers
· Avid Gamers
· Hardcore Gamers
Cloud Gaming Market Regional Overview
In terms of region, Asia Pacific dominated the global cloud gaming market in 2020. The growing penetration of smartphones and rising demand for entertainment across the region are expected to drive the market growth. On the other hand, North America is anticipated to record considerable growth over the forecast period. This growth can be attributed to the presence of key vendors such as Google, Inc., Apple Inc., Microsoft Corporation, and International Business Machines Corporation in the region.
Cloud Gaming Market, By Geography
· North America (US & Canada)
· Europe (UK, Germany, France, Italy, Spain, Russia & Rest of Europe)
· Asia-Pacific (Japan, China, India, Australia, & South Korea, & Rest of Asia-Pacific)
· LAMEA (Brazil, Saudi Arabia, UAE & Rest of LAMEA)
Cloud Gaming Market Competitor overview
Some key developments and strategies adopted by manufacturers in Cloud Gaming are highlighted below.
· In July 2021, Microsoft, the American technology company announced the cloud streaming service Xbox Cloud Gaming is available on Apple iOS mobile devices and Windows 10 PCs across 22 countries.
· In July 2021, Facebook Cloud gaming service is now available on iPhones and iPads through a web app. Facebook's cloud games are currently available in the US, Canada, and Mexico, and will reach Western and Central Europe by early 2022.
Cloud Gaming Market, Key Players
· Nvidia
· GameFly (PlayCast)
· Ubitus
· Crytek
· PlayGiga GmbH
· Utomik (Kalydo)
· PlayKey
· 51ias.com (Gloud)
· Yunlian Technology
· Amazon Web Services Inc.
· Apple, Inc.
· Electronic Arts, Inc.
· Google Inc.
· Intel Corporation
· International Business Machines Corporation
· Microsoft Corporation
· Sony Interactive Entertainment LLC
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Opportunities
4. Key Insights
- 4.1. Key Emerging Trends – For Major Countries
- 4.2. Latest Technological Advancement
- 4.3. Regulatory Landscape
- 4.4. Industry SWOT Analysis
- 4.5. Porters Five Forces Analysis
5. Global Cloud Gaming Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 5.1. Key Findings / Summary
- 5.2. Market Analysis, Insights and Forecast – By Offering
- 5.2.1. Infrastructure
- 5.2.1.1. Compute
- 5.2.1.2. Memory
- 5.2.1.3. Storage
- 5.2.2. Game Platform Services
- 5.2.2.1. Content Services
- 5.2.2.2. PC Services
- 5.2.1. Infrastructure
- 5.3.1. Smartphones
- 5.3.2. Tablets
- 5.3.3. Gaming Consoles
- 5.3.4. PCs & Laptops
- 5.3.5. Smart TVs
- 5.3.6. Head Mounted Displays
- 5.4.1. Video Streaming
- 5.4.2. File Streaming
- 5.5.1. Casual Gamers
- 5.5.2. Avid Gamers
- 5.5.3. Hardcore Gamers
- 5.6.1. North America
- 5.6.2. Europe
- 5.6.3. Asia Pacific
- 5.6.4. Latin America, Middle East and Africa
6. North America Cloud Gaming Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 6.1. Key Findings / Summary
- 6.2. Market Analysis, Insights and Forecast – By Offering
- 6.2.1. Infrastructure
- 6.2.1.1. Compute
- 6.2.1.2. Memory
- 6.2.1.3. Storage
- 6.2.2. Game Platform Services
- 6.2.2.1. Content Services
- 6.2.2.2. PC Services
- 6.2.1. Infrastructure
- 6.3.1. Smartphones
- 6.3.2. Tablets
- 6.3.3. Gaming Consoles
- 6.3.4. PCs & Laptops
- 6.3.5. Smart TVs
- 6.3.6. Head Mounted Displays
- 6.4.1. Video Streaming
- 6.4.2. File Streaming
- 6.5.1. Casual Gamers
- 6.5.2. Avid Gamers
- 6.5.3. Hardcore Gamers
- 6.6.1. U.S.
- 6.6.2. Canada
7. Europe Cloud Gaming Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 7.1. Key Findings / Summary
- 7.2. Market Analysis, Insights and Forecast – By Offering
- 7.2.1. Infrastructure
- 7.2.1.1. Compute
- 7.2.1.2. Memory
- 7.2.1.3. Storage
- 7.2.2. Game Platform Services
- 7.2.2.1. Content Services
- 7.2.2.2. PC Services
- 7.2.1. Infrastructure
- 7.3.1. Smartphones
- 7.3.2. Tablets
- 7.3.3. Gaming Consoles
- 7.3.4. PCs & Laptops
- 7.3.5. Smart TVs
- 7.3.6. Head Mounted Displays
- 7.4.1. Video Streaming
- 7.4.2. File Streaming
- 7.5.1. Casual Gamers
- 7.5.2. Avid Gamers
- 7.5.3. Hardcore Gamers
- 7.6.1. UK
- 7.6.2. Germany
- 7.6.3. France
- 7.6.4. Italy
- 7.6.5. Spain
- 7.6.6. Russia
- 7.6.7. Rest of Europe
8. Asia Pacific Cloud Gaming Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 8.1. Key Findings / Summary
- 8.2. Market Analysis, Insights and Forecast – By Offering
- 8.2.1. Infrastructure
- 8.2.1.1. Compute
- 8.2.1.2. Memory
- 8.2.1.3. Storage
- 8.2.2. Game Platform Services
- 8.2.2.1. Content Services
- 8.2.2.2. PC Services
- 8.2.1. Infrastructure
- 8.3.1. Smartphones
- 8.3.2. Tablets
- 8.3.3. Gaming Consoles
- 8.3.4. PCs & Laptops
- 8.3.5. Smart TVs
- 8.3.6. Head Mounted Displays
- 8.4.1. Video Streaming
- 8.4.2. File Streaming
- 8.5.1. Casual Gamers
- 8.5.2. Avid Gamers
- 8.5.3. Hardcore Gamers
- 8.6.1. China
- 8.6.2. India
- 8.6.3. Japan
- 8.6.4. Australia
- 8.6.5. South East Asia
- 8.6.6. Rest of Asia Pacific
9. Latin America, Middle East and Africa Cloud Gaming Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 9.1. Key Findings / Summary
- 9.2. Market Analysis, Insights and Forecast – By Offering
- 9.2.1. Infrastructure
- 9.2.1.1. Compute
- 9.2.1.2. Memory
- 9.2.1.3. Storage
- 9.2.2. Game Platform Services
- 9.2.2.1. Content Services
- 9.2.2.2. PC Services
- 9.2.1. Infrastructure
- 9.3.1. Smartphones
- 9.3.2. Tablets
- 9.3.3. Gaming Consoles
- 9.3.4. PCs & Laptops
- 9.3.5. Smart TVs
- 9.3.6. Head Mounted Displays
- 9.4.1. Video Streaming
- 9.4.2. File Streaming
- 9.5.1. Casual Gamers
- 9.5.2. Avid Gamers
- 9.5.3. Hardcore Gamers
- 9.6.1. Brazil
- 9.6.2. Saudi Arabia
- 9.6.3. UAE
- 9.6.4. Rest of LAMEA
10. Competitive Analysis
- 10.1. Company Market Share Analysis, 2018
- 10.2. Key Industry Developments
- 10.3. Company Profile
- 10.4. Nvidia
- 10.4.1. Business Overview
- 10.4.2. Segment 1 & Service Offering
- 10.4.3. Overall Revenue
- 10.4.4. Geographic Presence
- 10.4.5. Recent Development
- 10.5. GameFly (PlayCast)
- 10.6. Ubitus
- 10.7. Crytek
- 10.8. PlayGiga GmbH
- 10.9. Utomik (Kalydo)
- 10.10. PlayKey
- 10.11. 51ias.com (Gloud)
- 10.12. Yunlian Technology
- 10.13. Amazon Web Services Inc.
- 10.14. Apple, Inc.
- 10.15. Electronic Arts, Inc.
- 10.16. Google Inc.
- 10.17. Intel Corporation
- 10.18. International Business Machines Corporation
- 10.19. Microsoft Corporation
Data Library Research are conducted by industry experts who offer insight on industry structure, market segmentations technology assessment and competitive landscape (CL), and penetration, as well as on emerging trends. Their analysis is based on primary interviews (~ 80%) and secondary research (~ 20%) as well as years of professional expertise in their respective industries. Adding to this, by analysing historical trends and current market positions, our analysts predict where the market will be headed for the next five years. Furthermore, the varying trends of segment & categories geographically presented are also studied and the estimated based on the primary & secondary research.
In this particular report from the supply side Data Library Research has conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and SOFT) of the companies that active & prominent as well as the midsized organization
FIGURE 1: DLR RESEARH PROCESSPrimary Research
Extensive primary research was conducted to gain a deeper insight of the market and industry performance. The analysis is based on both primary and secondary research as well as years of professional expertise in the respective industries.
In addition to analysing current and historical trends, our analysts predict where the market is headed over the next five years.
It varies by segment for these categories geographically presented in the list of market tables. Speaking about this particular report we have conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and many more) of the major players active in the market.
Secondary ResearchSecondary research was mainly used to collect and identify information useful for the extensive, technical, market-oriented, and Friend’s study of the Global Extra Neutral Alcohol. It was also used to obtain key information about major players, market classification and segmentation according to the industry trends, geographical markets, and developments related to the market and technology perspectives. For this study, analysts have gathered information from various credible sources, such as annual reports, sec filings, journals, white papers, SOFT presentations, and company web sites.
Market Size EstimationBoth, top-down and bottom-up approaches were used to estimate and validate the size of the Global market and to estimate the size of various other dependent submarkets in the overall Extra Neutral Alcohol. The key players in the market were identified through secondary research and their market contributions in the respective geographies were determined through primary and secondary research.
Forecast Model