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Cloud Gaming Market by Platform, Type, and Geography - Forecast and Analysis 2022-2026

  • Published: Apr 2022
  • Pages: 120
  • SKU: IRTNTR40768
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The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%.

This market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers market segmentation by platform (gaming consoles, computing devices, smart TVs, and mobile devices), type (video streaming and file streaming), and geography (North America, APAC, Europe, South America, and Middle East and Africa). The cloud gaming report also offers information on several market vendors, including Advanced Micro Devices Inc., Alibaba Group Holding Ltd., Alphabet Inc., Amazon.com Inc., Apple Inc., BLACKNUT, Cloudquest Pvt. Ltd., Crytek GmbH, International Business Machines Corp., Loudplay, Microsoft Corp., Nintendo Co. Ltd., NVIDIA Corp., OVH Groupe SA, Paperspace, RemoteMyApp sp. zoo, Samsung Electronics Co. Ltd., Sony Group Corp., Ubitus KK, and Unity Software Inc. among others.

What will the Cloud Gaming Market Size be During the Forecast Period?

Cloud Gaming Market Size

Download the Free Report Sample to Unlock the Market Size for the Forecast Period and Other Important Statistics

 

Cloud Gaming Market: Key Drivers, Trends, and Challenges

Based on our research output, there has been a positive impact on the market growth during and post COVID-19 era. The cost savings and quick onboarding is notably driving the market growth, although factors such as infrastructural requirements may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the cloud gaming industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Market Driver

The cost savings and quick onboarding is one of the key drivers supporting the market growth. Cloud gaming does not require physical copies of games, which is a major factor that drives the growth of the market. The cloud constantly updates and provides a backup of the games that are stored on the cloud platform. This decreases the overall cost of gaming substantially. It also eliminates the need for regular hardware updates to play the latest games. It also allows users to play the same games on different platforms, including PCs, laptops, tablets, and smartphones. Hence, the adoption of cloud gaming reduces the cost of gaming. Cloud gaming services have a lesser waiting time during loading or updating than traditional gaming. Hence, onboarding is quick. All these factors will drive the market growth during the forecast period.

Key Market Trend

The rising popularity of e-sports is one of the key market trends that is contributing to market growth. E-sports tournaments attract numerous people from across the world to participate in video game competitions. Each country has its own association that organizes such tournaments. For instance, in August 2019, The International (TI), an annual Dota 2 e-sports tournament, was hosted in China. The tournament consisted of 18 teams and followed a year-long tournament series known as the Dota Pro Circuit. Many people across the world watch such tournaments through online streaming. For instance, The League of Legends World Championship Finals had 43 million viewers, and the NBA final game was watched by 31 million viewers. Thus, with the rising popularity of e-sports, more vendors are expected to offer e-sports services, which will drive the growth of the global market during the forecast period.

Key Market Challenge

Infrastructural requirements is one of the factors hindering market growth. The adoption of cloud gaming in emerging economies would be a challenge due to the lack of fast and reliable internet connections. Internet service providers do not find it financially viable to expand into rural areas. For instance, broadband installation is adversely affected by the cost and a low number of users per square mile. With infrastructure such as 5G and broadband largely inaccessible to people in rural areas, it is difficult to adopt cloud gaming services. Due to all such factors, the growth of the cloud gaming market will have a negative impact during the forecast period. Further, under-penetration of 5G is estimated to pose a significant hindrance to market growth. Not all nations have the required resources to support the bandwidth requirements of new technologies such as 5G, and massive infrastructure improvements will be necessary to fully realize the same. In addition, buyers, i.e., gamers, are estimated to incur significant capital expenditure while procuring such cloud gaming infrastructure. These factors are a key challenge for the market in focus during the forecast period.

This market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

Parent Market Analysis

Technavio categorizes the global market as a part of the global interactive home entertainment market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the market during the forecast period.

Who are the Major Cloud Gaming Market Vendors?

The report analyzes the market's competitive landscape and offers information on several market vendors, including:

 

  • Advanced Micro Devices Inc.
  • Alibaba Group Holding Ltd.
  • Alphabet Inc.
  • Amazon.com Inc.
  • Apple Inc.
  • BLACKNUT
  • Cloudquest Pvt. Ltd.
  • Crytek GmbH
  • International Business Machines Corp.
  • Loudplay
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NVIDIA Corp.
  • OVH Groupe SA
  • Paperspace
  • RemoteMyApp sp. zoo
  • Samsung Electronics Co. Ltd.
  • Sony Group Corp.
  • Ubitus KK
  • Unity Software Inc.

 

This statistical study of the market encompasses successful business strategies deployed by the key vendors. The market is fragmented and the vendors are deploying organic and inorganic growth strategies to compete in the market.

Product Insights and News

  • Alphabet Inc. - Under the google services segment, the company includes products and services such as Google Ads, Android, Chrome, Google Maps, Google Play, Search, YouTube and hardware. 
  • Alphabet Inc. - The company offers great player experiences and empowers game developers by minimizing infrastructure complexity and accelerating data insights with Google Cloud for gaming.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Cloud Gaming Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for Cloud Gaming Market?

Cloud Gaming Market Market segmentation by region

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46% of the market's growth will originate from North America during the forecast period. The US is the key market for the cloud gaming in North America. Market growth in this region will be faster than the growth of the market in other regions.

The rising adoption of secured cloud services and advanced technologies such as 5G and artificial intelligence in gaming will facilitate market growth in North America over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

In 2020, the COVID-19 pandemic led to the imposition of severe lockdowns in countries such as the US, Canada, and Mexico, which positively impacted market growth. Moreover, successful vaccination drives led to the lifting of lockdown restrictions at the end of 2020, which normalized the demand for cloud gaming in the region. Such factors are expected to negatively impact the market during the forecast period.

What are the Revenue-generating Platform Segments in the Cloud Gaming Market?

Cloud Gaming Market Segmentation

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The market share growth by the gaming consoles segment will be significant during the forecast period. The growing number of games with gesture control features and 3D integrated cameras with gesture recognition technology is expected to support the growth of the global gaming console market. Sony and Nintendo are likely to dominate the gaming console market during the forecast period. Most of the latest gaming consoles are equipped with 3D cameras for gesture recognition. Therefore, the expected growth of new generation gaming consoles that integrate gesture recognition technology and AR/VR support will drive the growth of the market during the forecast period. 

This report provides an accurate prediction of the contribution of all the segments to the growth of the market size and actionable market insights on post COVID-19 impact on each segment.

 

Cloud Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Decelerate at a CAGR of 31.13%

Market growth 2022-2026

$ 5.73 billion

Market structure

Fragmented

YoY growth (%)

33.54

Regional analysis

North America, APAC, Europe, South America, and Middle East and Africa

Performing market contribution

North America at 46%

Key consumer countries

US, China, Japan, South Korea, and Germany

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Advanced Micro Devices Inc., Alibaba Group Holding Ltd., Alphabet Inc., Amazon.com Inc., Apple Inc., BLACKNUT, Cloudquest Pvt. Ltd., Crytek GmbH, International Business Machines Corp., Loudplay, Microsoft Corp., Nintendo Co. Ltd., NVIDIA Corp., OVH Groupe SA, Paperspace, RemoteMyApp sp. zoo, Samsung Electronics Co. Ltd., Sony Group Corp., Ubitus KK, and Unity Software Inc.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for the forecast period

Customization purview

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What are the Key Data Covered in this Cloud Gaming Market Report?

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive market growth during the next five years
  • Precise estimation of the market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behaviour
  • The growth of the cloud gaming industry across North America, APAC, Europe, South America, and Middle East and Africa
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of market vendors

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1 Executive Summary

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 01: Parent market
    • Exhibit 02: Market characteristics
  • 2.2 Value chain analysis
    • Exhibit 03: Value chain analysis – Interactive home entertainement

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 04: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 05: Market segments
  • 3.3 Market size 2020
    • 3.4 Market outlook: Forecast for 2020 - 2025
      • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
      • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

    4 Five Forces Analysis

    • 4.1 Five Force Summary
      • Exhibit 08: Five forces analysis 2020 & 2025
    • 4.2 Bargaining power of buyers
      • Exhibit 09: Bargaining power of buyers
    • 4.3 Bargaining power of suppliers
      • Exhibit 10: Bargaining power of suppliers
    • 4.4 Threat of new entrants
      • Exhibit 11: Threat of new entrants
    • 4.5 Threat of substitutes
      • Exhibit 12: Threat of substitutes
    • 4.6 Threat of rivalry
      • Exhibit 13: Threat of rivalry
    • 4.7 Market condition
      • Exhibit 14: Market condition - Five forces 2020

    5 Market Segmentation by Type

    • 5.1 Market segments
      • Exhibit 15: Type - Market share 2020-2025 (%)
    • 5.2 Comparison by Type
      • Exhibit 16: Comparison by Type
    • 5.3 Video streaming - Market size and forecast 2020-2025
      • Exhibit 17: Video streaming - Market size and forecast 2020-2025 ($ million)
      • Exhibit 18: Video streaming - Year-over-year growth 2020-2025 (%)
    • 5.4 File streaming - Market size and forecast 2020-2025
      • Exhibit 19: File streaming - Market size and forecast 2020-2025 ($ million)
      • Exhibit 20: File streaming - Year-over-year growth 2020-2025 (%)
    • 5.5 Market opportunity by Type
      • Exhibit 21: Market opportunity by Type

    6 Market Segmentation by Platform

    • 6.1 Market segments
      • Exhibit 22: Platform - Market share 2020-2025 (%)
    • 6.2 Comparison by Platform
      • Exhibit 23: Comparison by Platform
    • 6.3 Gaming consoles - Market size and forecast 2020-2025
      • Exhibit 24: Gaming consoles - Market size and forecast 2020-2025 ($ million)
      • Exhibit 25: Gaming consoles - Year-over-year growth 2020-2025 (%)
    • 6.4 Computing devices - Market size and forecast 2020-2025
      • Exhibit 26: Computing devices - Market size and forecast 2020-2025 ($ million)
      • Exhibit 27: Computing devices - Year-over-year growth 2020-2025 (%)
    • 6.5 Smart TVs - Market size and forecast 2020-2025
      • Exhibit 28: Smart TVs - Market size and forecast 2020-2025 ($ million)
      • Exhibit 29: Smart TVs - Year-over-year growth 2020-2025 (%)
    • 6.6 Mobile devices - Market size and forecast 2020-2025
      • Exhibit 30: Mobile devices - Market size and forecast 2020-2025 ($ million)
      • Exhibit 31: Mobile devices - Year-over-year growth 2020-2025 (%)
    • 6.7 Market opportunity by Platform
      • Exhibit 32: Market opportunity by Platform

    7 Customer landscape

    8 Geographic Landscape

    • 8.1 Geographic segmentation
      • Exhibit 34: Market share by geography 2020-2025 (%)
    • 8.2 Geographic comparison
      • Exhibit 35: Geographic comparison
    • 8.3 North America - Market size and forecast 2020-2025
      • Exhibit 36: North America - Market size and forecast 2020-2025 ($ million)
      • Exhibit 37: North America - Year-over-year growth 2020-2025 (%)
    • 8.4 APAC - Market size and forecast 2020-2025
      • Exhibit 38: APAC - Market size and forecast 2020-2025 ($ million)
      • Exhibit 39: APAC - Year-over-year growth 2020-2025 (%)
    • 8.5 Europe - Market size and forecast 2020-2025
      • Exhibit 40: Europe - Market size and forecast 2020-2025 ($ million)
      • Exhibit 41: Europe - Year-over-year growth 2020-2025 (%)
    • 8.6 South America - Market size and forecast 2020-2025
      • Exhibit 42: South America - Market size and forecast 2020-2025 ($ million)
      • Exhibit 43: South America - Year-over-year growth 2020-2025 (%)
    • 8.7 MEA - Market size and forecast 2020-2025
      • Exhibit 44: MEA - Market size and forecast 2020-2025 ($ million)
      • Exhibit 45: MEA - Year-over-year growth 2020-2025 (%)
    • 8.8 Key leading countries
      • Exhibit 46: Key leading countries
    • 8.9 Market opportunity by geography
      • Exhibit 47: Market opportunity by geography ($ million)

    9 Drivers, Challenges, and Trends

    • 9.1 Volume drivers-demand-led-growth
      • 9.2 Market challenges
        • 9.3 Market trends

          10 Vendor Landscape

          • 10.1 Vendor Landscape
            • Exhibit 49: Vendor landscape
          • 10.2 Landscape disruption
            • Exhibit 50: Landscape disruption
            • Exhibit 51: Industry risks

          11 Vendor Analysis

          • 11.1 Vendors covered
            • Exhibit 52: Vendors covered
          • 11.2 Market positioning of vendors
            • Exhibit 53: Market positioning of vendors
          • 11.3 Alphabet Inc.
            • Exhibit 54: Alphabet Inc. - Overview
            • Exhibit 55: Alphabet Inc. - Business segments
            • Exhibit 56: Alphabet Inc. - Key news
            • Exhibit 57: Alphabet Inc. - Key offerings
            • Exhibit 58: Alphabet Inc. - Segment focus
          • 11.4 Apple Inc.
            • Exhibit 59: Apple Inc. - Overview
            • Exhibit 60: Apple Inc. - Business segments
            • Exhibit 61: Apple Inc. - Key news
            • Exhibit 62: Apple Inc. - Key offerings
            • Exhibit 63: Apple Inc. - Segment focus
          • 11.5 Blade SAS
            • Exhibit 64: Blade SAS - Overview
            • Exhibit 65: Blade SAS - Product and service
            • Exhibit 66: Blade SAS - Key offerings
          • 11.6 International Business Machines Corp.
            • Exhibit 67: International Business Machines Corp. - Overview
            • Exhibit 68: International Business Machines Corp. - Business segments
            • Exhibit 69: International Business Machines Corp. - Key news
            • Exhibit 70: International Business Machines Corp. - Key offerings
            • Exhibit 71: International Business Machines Corp. - Segment focus
          • 11.7 LiquidSky Software Inc.
            • Exhibit 72: LiquidSky Software Inc. - Overview
            • Exhibit 73: LiquidSky Software Inc. - Product and service
            • Exhibit 74: LiquidSky Software Inc. - Key offerings
          • 11.8 Microsoft Corp.
            • Exhibit 75: Microsoft Corp. - Overview
            • Exhibit 76: Microsoft Corp. - Business segments
            • Exhibit 77: Microsoft Corp. - Key news
            • Exhibit 78: Microsoft Corp. - Key offerings
            • Exhibit 79: Microsoft Corp. - Segment focus
          • 11.9 NVIDIA Corp.
            • Exhibit 80: NVIDIA Corp. - Overview
            • Exhibit 81: NVIDIA Corp. - Business segments
            • Exhibit 82: NVIDIA Corp. - Key news
            • Exhibit 83: NVIDIA Corp. - Key offerings
            • Exhibit 84: NVIDIA Corp. - Segment focus
          • 11.10 Samsung Electronics Co. Ltd.
            • Exhibit 85: Samsung Electronics Co. Ltd. - Overview
            • Exhibit 86: Samsung Electronics Co. Ltd. - Business segments
            • Exhibit 87: Samsung Electronic Co. Ltd. - Key news
            • Exhibit 88: Samsung Electronics Co. Ltd. - Key offerings
            • Exhibit 89: Samsung Electronics Co. Ltd. - Segment focus
          • 11.11 Sony Corp.
            • Exhibit 90: Sony Corp. - Overview
            • Exhibit 91: Sony Corp. - Business segments
            • Exhibit 92: Sony Corp. - Key news
            • Exhibit 93: Sony Corp. - Key offerings
            • Exhibit 94: Sony Corp. - Segment focus
          • 11.12 Ubitus KK
            • Exhibit 95: Ubitus KK - Overview
            • Exhibit 96: Ubitus KK - Product and service
            • Exhibit 97: Ubitus KK - Key offerings

          12 Appendix

          • 12.1 Scope of the report
            • 12.2 Currency conversion rates for US$
              • Exhibit 98: Currency conversion rates for US$
            • 12.3 Research methodology
              • Exhibit 99: Research Methodology
              • Exhibit 100: Validation techniques employed for market sizing
              • Exhibit 101: Information sources
            • 12.4 List of abbreviations
              • Exhibit 102: List of abbreviations

            Research Framework

            Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

            TechnavioINFORMATION SOURCES

            Primary sources

            • Manufacturers and suppliers
            • Channel partners
            • Industry experts
            • Strategic decision makers

            Secondary sources

            • Industry journals and periodicals
            • Government data
            • Financial reports of key industry players
            • Historical data
            • Press releases
            Technavio

            TechnavioDATA ANALYSIS

            Data Synthesis

            • Collation of data
            • Estimation of key figures
            • Analysis of derived insights

            Data Validation

            • Triangulation with data models
            • Reference against proprietary databases
            • Corroboration with industry experts
            Technavio

            TechnavioREPORT WRITING

            Qualitative

            • Market drivers
            • Market challenges
            • Market trends
            • Five forces analysis

            Quantitative

            • Market size and forecast
            • Market segmentation
            • Geographical insights
            • Competitive landscape
            Interested in this report?
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            Cloud Gaming Market market growth will increase by $5.73 bn during 2021-2025.
            The cloud gaming market market is expected to grow at a CAGR of 31.13% during 2021-2025.
            Technavio has segmented the cloud gaming market market by type (video streaming, file streaming, Smart TVs, and Mobile devices) and geography (North America, APAC, Europe, South America, Middle East, North America, APAC, Europe, South America, and Middle East).
            Alphabet Inc., Apple Inc., Blade SAS, International Business Machines Corp., LiquidSky Software Inc., Microsoft Corp., NVIDIA Corp., Samsung Electronics Co. Ltd., Sony Corp., Ubitus KK are a few of the key vendors in the cloud gaming market market.
            North America will register the highest growth rate of 46% among the other regions. Therefore, the cloud gaming market market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
            • US
            • Japan
            • China
            • Germany
            • UK
            • South Korea (Republic of Korea)
            The key factors driving the cloud gaming market market growth are:
            • Cost savings and quick onboarding
            • Rising popularity of e-sports
            The cloud gaming market market vendors should focus on grabbing business opportunities from the video streaming segment as it accounted for the largest market share in the base year.
            • What are the key global market and the regional market share?
            • What are the revenue-generating key market segments?
            • What are the key factors driving and challenging this market’s growth?
            • Who are the key market vendors and their growth strategies?
            • What are the latest trends influencing the growth of this market?
            • What are the variables influencing the market growth in the primary regions?
            • What are the factors influencing the growth of the parent market?
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            • Covid-19 impact and recovery analysis
            • Data on revenue-generating market segments
            • Details on the market shares of various regions
            • Five-force market analysis

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