Global Cloud Gaming Market Analysis, Drivers, Restraints, Opportunities, Threats, Trends, Applications, and Growth Forecast: 2019–2028
“Global Cloud Gaming Market Analysis Trends, Applications, Analysis, Growth, and Forecast to 2028” is a recent report generated by MarketResearch.biz. The global cloud gaming market report has been segmented as per cloud type, service type, device, end user, and region.
Global Cloud Gaming Market: Overview
Cloud gaming is a type of online gaming which is based on two types such as video streaming and file streaming. The cloud gaming enables gamers to play several games at any place through internet connected devices at free of cost or by paying a subscription fee. Various advantages associated with the cloud gaming such as instant play, integration of gaming into smartphones and computer, not required games physical copies, backup, and update, and others which helps to attract more user towards the cloud gaming.
Global Cloud Gaming Market: Dynamics
Expanding gaming industry in many developed and developing countries along with rising internet and mobile subscriber base across the globe are some major factors anticipated to drive growth of the global market over the forecast period. In addition, an increasing number of online gamers across the globe and the rising popularity of cloud gaming among individuals are factors expected to fuel growth of the target market.
The growing popularity of various cloud gaming such as LOUDPLAY, Vortex, and others among individuals due to rising awareness about various advantages of cloud gaming such as instant gameplay, play the game on any devices, easy spectating, eliminate high-cost hardware, and others. This is a key factor forecasted to expand the global market growth during the forecast period. In addition, rising penetration of laptops, tablets, gaming console, and smartphones across the globe and increasing preference for online multiplayer gaming among core and serious gamers are other factors projected to propel growth of the global market.
Furthermore, rising technological advancements in cloud gaming by major cloud gaming providers across the globe is a factor expected to feed growth of the target market in the upcoming years.
However, device compatibility is a major factor expected to hamper growth of the global cloud gaming market. In addition, security and privacy concerns in the gaming sector is a challenging factor that may affect growth of the target market.
Global Cloud Gaming Market: Segment Analysis
The increasing popularity of cloud gaming based on video streaming service type, owing to the rapid adoption of real-time gaming among individuals is the primary factor driving revenue growth of the video streaming segment among the service type segment.
Among the device segment, the smartphones segment is expected to register significant growth in the global cloud gaming market, owing to the rising number of smartphone users across the globe.
Global Cloud Gaming Market: Region Analysis
The North America cloud gaming market accounted for the highest revenue share and is projected to dominate the target market over the forecast period. High penetration of several smart devices and rapid adoption of cloud technologies in countries such as Canada and the US in this region. The market in the Asia Pacific is expected to witness the highest growth in the global market, owing to rising number of cloud game provider companies and an increasing number of hardcore, serious, and social gamers in countries such as India, China, and Japan in this region. The market in Latin America, Europe, and Middle East & Africa are expected to register moderate growth in terms of revenue, owing to the rising popularity of cloud gaming among individuals in countries in these regions.
Global Cloud Gaming Market Segmentation:
Segmentation by Cloud Type:
Segmentation by Service Type:
- File Streaming
- Video Streaming
Segmentation by Device:
- Gaming Consoles
Segmentation by End User:
- Social Gamer
- Serious Gamer
- Core Gamer
Segmentation by Region:
- North America
- Asia Pacific
- Latin America
- Middle East & Africa
Particular Scope Region
- North America
- Rest of Europe
- Asia Pacific
- South Korea
- Rest of Asia Pacific
- Latin America
- Rest of Latin America
- Middle East and Africa
- South Africa
- Rest of Middle East and Africa
Actual Year 2019 Estimated Year 2020 Forecast Period 2020–2029 Revenue in US$
- Microsoft Corporation
- NVIDIA Corporation
- Amazon Web Services, Inc.
- International Business Machines Corporation
- Sony Corporation
- LiquidSky Software Inc.
- Playcast Media Systems Ltd.
- Parsec Cloud, Inc.
- Ubitus Inc.
- Crytek GmbH
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