Download Free Sample Report

TV and Cloud Gaming Market, Global Outlook and Forecast 2023-2030

TV and Cloud Gaming Market, Global Outlook and Forecast 2023-2030

  • Published on : 06 December 2023
  • Pages :61
  • Report Code:SMR-7870604

Download Report PDF Instantly

Leave This Empty:

Secure

Report overview

The global TV and Cloud Gaming 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 USA market for Global TV and Cloud Gaming market is estimated to increase from USD million in 2022 to reach USD million by 2030, at a CAGR during the forecast period of 2023 through 2030.

The China market for Global TV and Cloud Gaming market is estimated to increase from USD million in 2022 to reach USD million by 2030, at a CAGR during the forecast period of 2023 through 2030.

The Europe market for Global TV and Cloud Gaming market is estimated to increase from USD million in 2022 to reach USD million by 2030, at a CAGR during the forecast period of 2023 through 2030.

This report aims to provide a comprehensive presentation of the global market for TV and 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 TV and Cloud Gaming.

This report contains market size and forecasts of TV and Cloud Gaming in global, including the following market information:

  • Global TV and Cloud Gaming Market Revenue, 2018-2023, 2024-2030, ($ millions)
  • Global top five companies in 2022 (%)

The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Touch Screen Control Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of TV and Cloud Gaming include Google Stadia, Nvidia GeForce Now, Sony PlayStation, Microsoft, TenCent Start, AppleTV and China Digital TV Holding, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the TV and 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 TV and Cloud Gaming Market, by Type, 2018-2023, 2024-2030 ($ millions)
Global TV and Cloud Gaming Market Segment Percentages, by Type, 2022 (%)

  • Touch Screen Control
  • Handle Control
  • Keyboard Control
  • Dance Mat Control
  • Other

Global TV and Cloud Gaming Market, by Application, 2018-2023, 2024-2030 ($ millions)
Global TV and Cloud Gaming Market Segment Percentages, by Application, 2022 (%)

  • Single
  • Double
  • Multiplayer

Global TV and Cloud Gaming Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)
Global TV and Cloud Gaming Market Segment Percentages, By Region and Country, 2022 (%)

  • North America (United States, Canada, Mexico)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, South Korea, Australia, Rest of APAC)
  • The Middle East and Africa (Middle East, Africa)
  • South and Central America (Brazil, Argentina, Rest of SCA)

Competitor Analysis
The report also provides analysis of leading market participants including:

  • Key companies TV and Cloud Gaming revenues in global market, 2018-2023 (estimated), ($ millions)
  • Key companies TV and Cloud Gaming revenues share in global market, 2022 (%)

Further, the report presents profiles of competitors in the market, key players include:

  • Google Stadia
  • Nvidia GeForce Now
  • Sony PlayStation
  • Microsoft
  • TenCent Start
  • AppleTV
  • China Digital TV Holding

Outline of Major Chapters:
Chapter 1: Introduces the definition of TV and Cloud Gaming, market overview.
Chapter 2: Global TV and Cloud Gaming market size in revenue.
Chapter 3: Detailed analysis of TV and 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 TV and 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.