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Cloud Gaming BaaS Market, Global Outlook and Forecast 2023-2029

Cloud Gaming BaaS Market, Global Outlook and Forecast 2023-2029

  • Published on : 21 June 2023
  • Pages :64
  • Report Code:SMR-7728360

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Report overview

Cloud Gaming BaaS is the bridge architecture between Platform-as-a-Service (PaaS) and Games-as-a-Service (GaaS). In order to create cloud-based technologies or toolsets for game development, BaaS uses SDKs (software development kits) and APIs (application programming interfaces). To power up games running on a GaaS model, BaaS features like user account and profile management, push notifications, cloud storage, social interactions, commerce, and game telemetry are made easily integrated into game applications through APIs. This greatly reduces the time and manpower required to build such services from scratch.
This report aims to provide a comprehensive presentation of the global market for Cloud Gaming BaaS, 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 BaaS. This report contains market size and forecasts of Cloud Gaming BaaS in global, including the following market information:
Global Cloud Gaming BaaS Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Cloud Gaming BaaS market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Professional Services Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Cloud Gaming BaaS include AWS, Microsoft Azure, Google, ChilliConnect (Unity), Photon Engine, brainCloud, Tavant Technologies, Back4App and ShepHertz, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Cloud Gaming BaaS 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 BaaS Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Cloud Gaming BaaS Market Segment Percentages, by Type, 2022 (%)
Professional Services
Support and Maintenance
Access and Identity Management
Usage Analytics
Others
Global Cloud Gaming BaaS Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Cloud Gaming BaaS Market Segment Percentages, by Application, 2022 (%)
SMEs
Large Enterprises
Global Cloud Gaming BaaS Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Cloud Gaming BaaS 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 BaaS revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Cloud Gaming BaaS revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
AWS
Microsoft Azure
Google
ChilliConnect (Unity)
Photon Engine
brainCloud
Tavant Technologies
Back4App
ShepHertz
XtraLife
Huawei
Tencent
LeanCloud
Outline of Major Chapters:
Chapter 1: Introduces the definition of Cloud Gaming BaaS, market overview.
Chapter 2: Global Cloud Gaming BaaS market size in revenue.
Chapter 3: Detailed analysis of Cloud Gaming BaaS 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 BaaS 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.