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Cloud Gaming Market, Global Outlook and Forecast 2023-2029

Cloud Gaming Market, Global Outlook and Forecast 2023-2029

  • Published on : 17 March 2023
  • Pages :103
  • Report Code:SMR-7605014

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Report overview

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming.
This report aims to provide a comprehensive presentation of the global market for Cloud Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Cloud Gaming. This report contains market size and forecasts of Cloud Gaming in global, including the following market information:
Global Cloud Gaming Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Cloud Gaming market was valued at US$ 194.5 million in 2022 and is projected to reach US$ 1499 million by 2029, at a CAGR of 33.9% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Global Cloud Gaming key players include Sony(Gaikai,Onlive), GameFly(PlayCast) , Nvidia, Ubitus, etc. Global top four manufacturers hold a share about 30%.
USA is the largest market, with a share over 40%, followed by Europe and China, both have a share about 40 percent.
In terms of application, the largest application is PC, followed by Connected TV, Tablet, Smartphone.
We surveyed the Cloud Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Cloud Gaming Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Cloud Gaming Market Segment Percentages, by Type, 2022 (%)
Video Streaming
File Streaming
Global Cloud Gaming Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Cloud Gaming Market Segment Percentages, by Application, 2022 (%)
PC
Connected TV
Tablet
Smartphone
Global Cloud Gaming Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Cloud Gaming Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Cloud Gaming revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Cloud Gaming revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias.com (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
BlacknutSAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud
Outline of Major Chapters:
Chapter 1: Introduces the definition of Cloud Gaming, market overview.
Chapter 2: Global Cloud Gaming market size in revenue.
Chapter 3: Detailed analysis of Cloud Gaming company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Cloud Gaming in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.