Cloud Gaming Market by Offering (Infrastructure, Platform, Solution), by Deployment (Public, Private, Hybrid), by Type (Video Streaming, File Streaming), by Region (Asia Pacific, Europe, Middle East and Africa, South America, North America) – Global Forecast 2018 to 2025

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Cloud Gaming Market: Summary

The Global Cloud Gaming Market is estimated to reach USD 4.3 Billion by 2025 at a CAGR of 52.4%, observes forencis research (FSR).

Cloud gaming is defined as a type of game that exists on a company server instead of computer or device of the gamer. To join these game, gamer has to install the client program which have access to the server where the games are running. The input action of the users is sent through the network to the server and the device receives streaming video. In cloud gaming all the heavy lifting is done in the cloud itself which eliminates the requirement of powerful graphic hardware in the user devices. Basic leverage companies get in cloud gaming is that they can upgrade the games by neglecting capabilities of the user devices.

 

Cloud Gaming Market: Drivers & Challenges

Market Drivers:

  • Adoption of 5G Technology

5G technology is penetrating the market at faster pace worldwide, this can be beneficial for the cloud gaming industry. 5G network provides high bandwidth and low latency, these aspects can transform conventional gaming industry drastically. Technology improves the quality of game, gives faster downloading speed, enhanced graphic quality, and smoother gaming experience.

Thus, adoption of 5G technology may contribute in the growth of the cloud gaming market, during the forecast period.

Market Challenges:

  • Data Privacy and Security Issues

The major concern in cloud gaming is privacy and security issues. A loT of data is collected by the data centres, from web cookies, gamer location, and credit card information, which is vulnerable to theft. Hacking the account of the gamer is another possibility which could result into loss of virtual gaming currency and other virtual items purchased by the gamer. In addition, to this other possible threats are also there such as malware attack, phishing, amongst others.

Thus, data privacy and security issues can be challenging for the growth of the cloud gaming market, during the forecast period.

Cloud Gaming Market: Key Segments

  • Segmentation based on offering covers: Infrastructure, Platform, and
  • Segmentation based on deployment covers: Public Cloud, Private Cloud, and Hybrid Cloud
  • Segmentation based on type covers: Video Streaming and File Streaming.
  • Segmentation based on device type covers: Console, Mobile Device, Personal Computer and
  • Segmentation based on end user covers: Casual Gamer, Hard-core Gamer, Avid Gamer and
  • Segmentation based on region covers: North America, South America, Europe, Asia-Pacific, Middle East & Africa and South America, with individual country-level analysis.

Cloud Gaming Market: Report Scope

The report on the cloud gaming market covers a deep dive analysis of historic, recent and current market trends. Furthermore, market share/ranking analysis of key players, market dynamics, competition landscape, country wise analysis for each region covered and the entire supply chain dynamics are covered through the below segmentation.

Report Features

Specifics

Historical/Estimated/Forecasted Market Size Years

2018-2025

Base Year for Market Calculation

2019

Forecasted Period

2020-2025 (2020 estimated year, forecasted up to 2025)

Measured Units

Value (USD Million)

Segments Included

Offering, Deployment, Type, Device Type, End User and Region

Regional Coverage

Asia-Pacific, Europe, Middle East and Africa, South Africa and North America

  

Key Companies Covered

  • NVIDIA Corporation (Company Description, Company Overview, Product Synopsis, Key Developments, SWOT Analysis)
  • Alphabet Inc.
  • Alibaba Cloud
  • Advanced Micro Devices, Inc.
  • Microsoft Corporation
  • Ubitus Inc.
  • IBM
  • Tencent Holdings Ltd
  • Zynga Inc.
  • Other Key Companies

Cloud Gaming Market: Report Segmentation

For the scope of report, In-depth segmentation is offered by Forencis Research

Cloud Gaming Market, by Offering

  • Infrastructure
  • Platform
  • Solution

Cloud Gaming Market, by Deployment

  • Public Cloud
  • Private Cloud
  • Hybrid Cloud

Cloud Gaming Market, by Type

  • Video Streaming
  • File Streaming

Cloud Gaming Market, by Device Type

  • Console
  • Mobile Device
  • Personal Computer
  • Others

Cloud Gaming Market, by End User

  • Casual Gamer
  • Hard-core Gamer
  • Avid Gamer
  • Others

Cloud Gaming Market, by Region

  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Rest of Europe
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Rest of Middle East & Africa
  • South America
    • Brazil
    • Argentina
    • Rest of South America

Key Questions answered by the report

  • What are the major developments impacting the market worldwide and its growth?
  • What will be the effects of the developments in the global market on the industry and on the market players in the near and far future?
  • What are the evolving types of the global market?
  • What are the evolving applications of global market?
  • What are the major characteristics that will affect the global market growth during the study period?
  • Who are the key global players operating in the market?
  • How are the major players leveraging in the existing global market conditions?

Report Audience

  • Cloud Gaming Market Providers
  • Cloud Gaming Market Solution and Services Suppliers, Distributors and Dealers
  • End-Users of Varied Segments of Cloud Gaming Market
  • Government Bodies and Intellectual Institutions
  • Associations and Industrial Organizations
  • Research & Consulting Service Providers
  • Research & Development Organizations
  • Investment Banks & Private Equity Firms

60+ MARKET TABLES AND 30+ FIGURES WILL BE INCLUDED IN THE CLOUD GAMING MARKET STUDY

1      INTRODUCTION

1.1       Research Objectives

1.2       Market Definition

1.3       Research Scope

1.4       Regional Coverage

1.5       Research Timeline

1.6       Assumptions

1.7       Limitations

2      RESEARCH DESIGN & SCOPE

2.1       Introduction

2.2       Primary Research

                                  2.2.1    Key Industry Expert Insight

2.3       Secondary Research

                                  2.3.1    Vital Data from Secondary Sources

2.4       Market Size Estimation

2.5       Data Validation & Triangulation

3      EXECUTIVE SUMMARY

4      MARKET DYNAMICS

4.1       Introduction

4.2       Drivers

                                 4.2.1.    Adoption of 5G Technology

4.3       Opportunities

                                 4.3.1.    Multiplayer Gaming

                                 4.3.2.    Cross-Platform Gaming

4.4       Challenges

                                 4.4.1.    Data Privacy

5      INDUSTRY TRENDS – PORTERS FIVE FORCES ANALYSIS

5.1       Introduction

                                 5.1.1.    Power of Buyers

                                 5.1.2.    Power of Suppliers

                                 5.1.3.    Intensity of Competition

                                 5.1.4.    Challenges of Substitutes

                                 5.1.5.    Challenges of New Entrants

5.2       Macro-Economic Indicators

5.3       Value Chain Analysis

6      GLOBAL CLOUD GAMING MARKET BY OFFERING, Market Size in USD Million (2018—2025)

6.1       Introduction

6.2       Infrastructure

6.3       Platform

6.4       Solution

7      GLOBAL CLOUD GAMING MARKET BY DEPLOYMENT, Market Size in USD Million (2018—2025)

7.1       Introduction

7.2       Public Cloud

7.3       Private Cloud

7.4       Hybrid Cloud

8      GLOBAL CLOUD GAMING MARKET BY TYPE, Market Size in USD Million (2018—2025)

8.1       Introduction

8.2       Video Streaming

8.3       File Streaming

9      GLOBAL CLOUD GAMING MARKET BY DEVICE TYPE, Market Size in USD Million (2018—2025)

9.1       Introduction

9.2       Console

9.3       Mobile Device

9.4       Personal Computer

9.5       Others

10   GLOBAL CLOUD GAMING MARKET BY END USER, Market Size in USD Million (2018—2025)

10.1     Introduction

10.2     Casual Gamer

10.3     Hard-core Gamer

10.4     Avid Gamer

10.5     Others

11   GLOBAL CLOUD GAMING MARKET BY REGION, Market Size in USD Million (2018—2025)

11.1     North America

                                11.1.1    US

                                11.1.2    Canada

                                11.1.3    Mexico

11.2     Europe

                                11.2.1    Germany

                                11.2.2    France

                                11.2.3    Italy

                                11.2.4    UK

                                11.2.5    Rest of Europe

11.3     Asia-Pacific

                                11.3.1    China

                                11.3.2    India

                                11.3.3    Japan

                                11.3.4    South Korea

                                11.3.5    Rest of Asia-Pacific

11.4     Middle East and Africa

                                11.4.1    Saudi Arabia

                                11.4.2    UAE

                                11.4.3    Rest of Middle East and Africa

11.5     South America

                                11.5.1    Brazil

                                11.5.2    Argentina

                                11.5.3    Rest of South America

12   COMPETITIVE LANDSCAPE

12.1     Introduction

12.2     Market Ranking/Share Analysis of Key Companies

12.3     Company Benchmarking

13   COMPANY PROFILES

13.1     NVIDIA Corporation

                                13.1.1    Company Overview

                                13.1.2    Financial Overview

                                13.1.3    Products/Solutions/Services Offered

                                13.1.4    Key Developments

                                13.1.5    SWOT Analysis

13.2     Alphabet Inc.

13.3     Alibaba Cloud

13.4     Advanced Micro Devices, Inc.

13.5     Microsoft Corporation

13.6     Ubitus Inc.

13.7     IBM

13.8     Tencent Holdings Ltd

13.9     Zynga Inc.

13.10  Other Key Companies

14   APPENDIX

14.1     Key Industry Expert Insights

14.2     Primary Discussion Guide

14.3     Customization Options

Note1: Tentative table of contents, may get updated during the course of research.

Note2: Company financial information is subject to availability in public domain

 

60+ MARKET TABLES AND 30+ FIGURES WILL BE INCLUDED IN THE STUDY

 

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Research Design

Forencis Research follows robust and deep dive research methodologies to deliver accurate – current, estimated and forecasted market data. Our extensive primary and secondary research help in deriving reliable qualitative and quantitative data to provide verified market insights. Our research team tracks historic trends, existing and recent market dynamics, growth prospects, competitor landscape, and the entire value chain dynamics to attain reliable industry facts to reach accurate market estimates. Primary research is conducted through thorough interviews and detailed surveys with the Key Industry Experts and related participants across the value chain. Secondary research entails acquiring data through paid and reliable databases such as annual reports, SEC filings, research publications, association publications, investor presentations, white papers and other sources. All the above-obtained information is further processed and collated with our existing database prior to its presentation in our publications.

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Key Questions Answered by the Report

  • Major factors impacting the market and its growth
  • Evolving Types of the various products in the Market
  • Evolving Application of the various products in the Market
  • Growing countries in the Global Market
  • Effects of the developments in the market on the industry and on the market players
  • Key market developments undertaken by the leading players

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