Cloud Gaming Market Size By Type (File Streaming, Video Streaming), By Device (Consoles, PCs & Laptops, Smartphones & Tablets, Connected Television), By Business Model (Business-to-Consumer [B2C], Business-to-Business [B2B]) Industry Analysis Report, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2019– 2025

Published Date: July - 2024 | Publisher: MRA | No of Pages: 240 | Industry: Media and IT | Format: Report available in PDF / Excel Format

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Cloud Gaming Market Size By Type (File Streaming, Video Streaming), By Device (Consoles, PCs & Laptops, Smartphones & Tablets, Connected Television), By Business Model (Business-to-Consumer [B2C], Business-to-Business [B2B]) Industry Analysis Report, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2019– 2025

Cloud Gaming Market Size

Cloud Gaming Market size surpassed USD 1 billion in 2018 and is anticipated to grow at a CAGR of more than 30% from 2019 to 2025. 

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Hey there, game enthusiasts and tech peeps! 5G is here to revolutionize the gaming world like never before. It's not just a buzzword; it's a game-changer for the industry. Countries like China, the US, South Korea, and Japan are going all-in on 5G to boost their economies and improve connectivity. 5G is like the supercharged version of your Wi-Fi. It's way faster and can handle more data than ever before. And that's essential for cloud gaming. Cloud gaming is like having all your games stored in the internet cloud, so you can play them on any device without downloading them. But it needs super-fast speeds to work smoothly, which is where 5G comes in. Not only does 5G make cloud gaming possible, but it also solves those annoying lag issues. Lag is like the arch-nemesis of gamers, making your game all choppy and frustrating. But with 5G, it's like playing on a super-smooth ice rink – no more stuttering or freezing. So, if you're a gamer or just want to stay ahead of the tech curve, get ready for 5G to unlock a whole new level of gaming awesomeness!

Cloud Gaming Market Report Attributes
Report Attribute Details
Base Year 2018
Cloud Gaming Market Size in 2018 1 Billion (USD)
Forecast Period 2019 to 2025
Forecast Period 2019 to 2025 CAGR 30%
2025 Value Projection 8 Billion (USD)
Historical Data for 2014 to 2018
No. of Pages 250
Tables, Charts & Figures 234
Segments covered Type, Device, Business Model and Region
Growth Drivers
  • High cost gaming hardware’s and consoles
  • Increasing demand for on OTT gaming services
  • Increasing investment on 5G infrastructure in certain economies
  • Simultaneous access of numerous games at affordable prices
  • Growing popularity of GPU-as-a-service
Pitfalls & Challenges
  • Lack of awareness regarding cloud gaming platforms
  • Absence of high speed internet connectivity in underdeveloped economies

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Hey there! If you're a serious gamer, getting a top-notch gaming rig can put a big dent in your wallet. Just building a basic gaming system with decent consoles will set you back around $300-$400. And if you want the best of the best, be prepared to shell out $4,000-$5,000. Most gamers spend about $800-$1,000 on their setups. But here's the catchprices are constantly changing year to year and as new tech comes out. And these high prices can keep a lot of people from getting into gaming. In fact, around 70% of gamers can't afford to buy the systems they need to play the latest and greatest games. That's 60% of gamers worldwide who don't have computers that can handle those high-demand AAA titles. That's where cloud gaming comes in. It can help companies make more money and reach new customers.

Cloud Gaming Market Analysis

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Get ready for a gaming revolution! The way we stream games from the cloud is about to change the game forever. Over the next few years, the file streaming cloud gaming market is expected to explode, growing by more than 25% each year. Big players like PlayStation Now and Xbox Game Pass are already using file streaming to give their customers an amazing gaming experience. Why? Because it lets them play games with lightning-fast speeds, even if their internet isn't the best. Plus, they can build their own custom game library, save their progress, and pick up right where they left off anytime, anywhere. But there's a catch. To make file streaming work perfectly, you need a special gaming console. That's why some cloud gaming providers who offer services on smartphones, PCs, and laptops aren't able to use it yet. But don't worry, it won't be long before everyone can enjoy the seamless, fast-paced gaming experience that file streaming brings!

The video streaming market has dominated the cloud gaming landscape with over 55% market share in 2018. The video streaming mechanisms are widely implemented by the start-ups operating in the market as they virtually eliminate the need for any expensive external gaming consoles or any computer-based tech devices to stream the gaming content. The lack of adequate telecommunication infrastructure in emerging countries such as India, Brazil, and Indonesia is limiting its usage among large players.  

The console segment held over 60% share in the cloud gaming market due to the extensive and robust distribution network of major players such as Sony and Microsoft. These large players are primarily using their cloud gaming platforms to generate recurring revenue streams through their existing gaming customer base. The high price associated with the purchase of every new game inherently limits its usage among cost-sensitive buyers. The introduction of cloud gaming platforms has provided console manufacturers with a lucrative opportunity to monetize on their already existing large library of gaming content and augment their product capabilities. 

The smartphones and tablets segment is expected to grow at a CAGR of over 45% over the forecast timeframe due to steadily increasing adoption of smartphones across the globe. The worldwide smartphone penetration was over 39% in 2018 and is expected to grow to over 48% by 2022. The players in the market are leveraging on the widespread adoption of smartphones and tablets to increase their customer base, thereby increasing their profitability. Moreover, it also allows companies to launch their services in various price-sensitive regions with an under-developed communication infrastructure.

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The Business-to-Business (B2B) cloud gaming market is expected to register a CAGR of over 40% during the forecast time duration. The cloud gaming platforms are focusing on signing partnerships with internet service providers and telecom companies to further extend the distribution network of their services. Furthermore, the set-top box manufacturers and telecom operators are showing interest in monetizing their fiber investments. With the increasing deployment of 5G services, particularly in countries such as South Korea, the U.S., and the MEA region, the telecom providers are focusing on forming exclusive contracts with cloud gaming platforms to augment their service offerings.

The Business-to-Consumer (B2C) model is mainly adopted by gaming giants such as Sony, Microsoft, and NVIDIA. The use B2C model reduces the company’s dependency on external stakeholders such as telecom providers and allows the companies to personalize their service offerings to best suit the customer needs. The inherent requirement for high capital expenditure is limiting its adoption among smaller players and start-ups.

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Hey there! The Asia Pacific region is getting ready to blow up in the cloud gaming world! It's expected to grow like crazy, with a CAGR of over 46% from now until 2025. Why? Because countries in the region are pumping money into building 5G networks. For example, South Korea's big telecom companies have already launched 5G all over the country. With faster internet speeds, people are getting their hands on more smartphones and gaming consoles. And let's not forget the huge number of people who are always online! This is creating a goldmine of opportunities for cloud gaming companies. And here's the best partcloud gaming platforms are super affordable. This means even people who don't want to spend a fortune on fancy gaming systems can get in on the action. So, get ready for the Asia Pacific cloud gaming market to take off like a rocket!

Europe accounted for over 34% of the share in the market in 2018 due to the presence of a large number of gaming enthusiasts and high penetration of gaming consoles such as PlayStation and Xbox. The companies operating in the landscape are introducing their product offerings in countries such as the UK, Germany, France, and the Netherlands due to the presence of robust and high-speed connectivity architecture in the region.

Cloud Gaming Market Share

The cloud gaming market is led by prominent players such as

  • Sony
  • Microsoft
  • Electronic Arts
  • Micro Devices
  • Apple
  • Broadmedia GC
  • Cloudzen
  • Electronic Arts 
  • Loudplay
  • Microsoft
  • Numecent
  • NVIDIA
  • Paperspace
  • Parsec
  • Playcast
  • Playgiga
  • PlayKey
  • Rainway
  • RemoteMyApp
  • RemotrCloud
  • Wiztivi.

The major players are working on forming partnerships with each other to strengthen their existing cloud gaming product portfolio. For instance, in May 2019, Microsoft entered into a partnership with Sony to jointly develop new & innovative cloud gaming platforms and content streaming solutions. The start-ups in the cloud gaming landscape are forming tie-ups with GPU-as-a-service providers such as NVIDIA, AMD, and Huawei to enhance the performance of their existing streaming services. They are also conducting various R&D initiatives to develop various customized solutions to accommodate as per the changing user requirements based on their geographical location.   

Industry Background

Hey there! Have you heard about cloud gaming? It's a crazy new way to enjoy your favorite games without needing a super powerful computer or expensive console. Imagine thisinstead of buying a brand-new gaming setup, you can just stream games directly from the internet. That means you can play the latest and greatest games, even if your PC or phone isn't up to the task. Companies like Sony and Microsoft have been making a killing in this market. Why? Well, besides the obvious convenience, there are a few other reasonsGaming consoles are getting more and more expensive, and so are the specs you need to run the latest games. 5G networks are getting faster and more accessible, making it easier to stream games with no lag. With cloud gaming, you can pay a monthly fee and get access to hundreds of games, instead of buying each one separately. It's like Netflix for video games!

 

Table of Content

Report Content

Chapter 1. Methodology & Scope

1.1. Methodology

1.1.1. Initial data exploration

1.1.2. Statistical model and forecast

1.1.3. Industry insights and validation

1.1.4. Scope

1.1.5. Definitions

1.1.6. Methodology & forecast parameters

1.2. Data Sources

1.2.1. Secondary

1.2.1.1. Paid sources

1.2.1.2. Public sources

1.2.2. Primary

Chapter 2. Executive Summary

2.1. Cloud Gaming industry 360º synopsis, 2015 - 2025

2.2. Business trends

2.3. Regional trends

2.4. Type trends

2.5. Device trends

2.6. Business model trends

Chapter 3. Cloud Gaming Industry Insights

3.1. Introduction

3.2. Industry segmentation

3.3. Industry landscape, 2015 - 2025

3.4. Industry ecosystem analysis

3.5. Market evolution

3.6. Regulatory landscape

3.7. Technology and innovation landscape

3.7.1. Virtual Reality (VR)

3.7.2. Augmented Reality (AR)

3.7.3. GPU-as-a-Service (GPUaaS)

3.7.4. Mobile Edge Computing (MEC)

3.8. Industry impact forces

3.8.1. Growth drivers

3.8.1.1. High cost gaming hardwares and consoles

3.8.1.2. Increasing demand for on OTT gaming services

3.8.1.3. Increasing investment on 5G infrastructure in certain economies

3.8.1.4. Simultaneous access of numeous games at affordable prices

3.8.1.5. Growing popularity of GPU-as-a-service

3.8.2. Industry pitfalls & challenges

3.8.2.1. Lack of awareness regarding cloud gaming platforms

3.8.2.2. Absence of high speed internet connectivity in underdeveloped econmies

3.9. Growth potential analysis

3.10. Porter’s analysis

3.11. PESTLE analysis

Chapter 4. Competitive Landscape, 2018

4.1. Introduction

4.2. Major market players, 2018

4.2.1. Sony

4.2.2. Microsoft

4.2.3. EA Sports

4.2.4. NVIDIA

4.3. Major market players, 2018

4.3.1. PlayGiga

4.3.2. PlayKey

4.3.3. Loudplay

4.3.4. Blacknut

4.4. Other prominet vendors

Chapter 5. Global Cloud Gaming Market, By Type

5.1. Key trends, by type

5.2. File streaming

5.2.1. Market estimates and forecast, 2015 - 2025

5.3. Video streaming

5.3.1. Market estimates and forecast, 2015 - 2025

Chapter 6. Global Cloud Gaming Market, By Device

6.1. Key trends, by device

6.2. Consoles

6.2.1. Market estimates and forecast, 2015 - 2025

6.3. PCs & laptops

6.3.1. Market estimates and forecast, 2015 - 2025

6.4. Smartphones & tablets

6.4.1. Market estimates and forecast, 2015 - 2025

6.5. Connected television

6.5.1. Market estimates and forecast, 2015 - 2025

Chapter 7. Global Cloud Gaming Market, By Business Model

7.1. Key trends, by business model

7.2. Business-to-Consumer (B2C)

7.2.1. Market estimates and forecast, 2015 - 2025

7.3. Business-to-Business (B2B)

7.3.1. Market estimates and forecast, 2015 - 2025

Chapter 8. Global Cloud Gaming Market, By Region

8.1. Key trends, by region

8.2. North America

8.2.1. Market estimates and forecast, 2015 - 2025

8.2.2. Market estimates and forecast, by type, 2015 - 2025

8.2.3. Market estimates and forecast, by device, 2015 – 2025

8.2.4. Market estimates and forecast, by business model, 2015 – 2025

8.2.5. U.S.

8.2.5.1. Market estimates and forecast, 2015 - 2025

8.2.5.2. Market estimates and forecast, by type, 2015 - 2025

8.2.5.3. Market estimates and forecast, by device, 2015 – 2025

8.2.5.4. Market estimates and forecast, by business model, 2015 – 2025

8.2.6. Canada

8.2.6.1. Market estimates and forecast, 2015 - 2025

8.2.6.2. Market estimates and forecast, by type, 2015 - 2025

8.2.6.3. Market estimates and forecast, by device, 2015 – 2025

8.2.6.4. Market estimates and forecast, by business model, 2015 – 2025

8.3. Europe

8.3.1. Market estimates and forecast, 2015 - 2025

8.3.2. Market estimates and forecast, by type, 2015 - 2025

8.3.3. Market estimates and forecast, by device, 2015 – 2025

8.3.4. Market estimates and forecast, by business model, 2015 – 2025

8.3.5. Germany

8.3.5.1. Market estimates and forecast, 2015 - 2025

8.3.5.2. Market estimates and forecast, by type, 2015 - 2025

8.3.5.3. Market estimates and forecast, by device, 2015 – 2025

8.3.5.4. Market estimates and forecast, by business model, 2015 – 2025

8.3.6. UK

8.3.6.1. Market estimates and forecast, 2015 - 2025

8.3.6.2. Market estimates and forecast, by type, 2015 - 2025

8.3.6.3. Market estimates and forecast, by device, 2015 – 2025

8.3.6.4. Market estimates and forecast, by business model, 2015 – 2025

8.3.7. France

8.3.7.1. Market estimates and forecast, 2015 - 2025

8.3.7.2. Market estimates and forecast, by type, 2015 - 2025

8.3.7.3. Market estimates and forecast, by device, 2015 – 2025

8.3.7.4. Market estimates and forecast, by business model, 2015 – 2025

8.3.8. Italy

8.3.8.1. Market estimates and forecast, 2015 - 2025

8.3.8.2. Market estimates and forecast, by type, 2015 - 2025

8.3.8.3. Market estimates and forecast, by device, 2015 – 2025

8.3.8.4. Market estimates and forecast, by business model, 2015 – 2025

8.3.9. Spain

8.3.9.1. Market estimates and forecast, 2015 - 2025

8.3.9.2. Market estimates and forecast, by type, 2015 - 2025

8.3.9.3. Market estimates and forecast, by device, 2015 – 2025

8.3.9.4. Market estimates and forecast, by business model, 2015 – 2025

8.3.10. Netherlands

8.3.10.1. Market estimates and forecast, 2015 - 2025

8.3.10.2. Market estimates and forecast, by type, 2015 - 2025

8.3.10.3. Market estimates and forecast, by device, 2015 – 2025

8.3.10.4. Market estimates and forecast, by business model, 2015 – 2025

8.4. Asia Pacific

8.4.1. Market estimates and forecast, 2015 - 2025

8.4.2. Market estimates and forecast, by type, 2015 - 2025

8.4.3. Market estimates and forecast, by device, 2015 – 2025

8.4.4. Market estimates and forecast, by business model, 2015 – 2025

8.4.5. Australia

8.4.5.1. Market estimates and forecast, 2015 - 2025

8.4.5.2. Market estimates and forecast, by type, 2015 - 2025

8.4.5.3. Market estimates and forecast, by device, 2015 – 2025

8.4.5.4. Market estimates and forecast, by business model, 2015 – 2025

8.4.6. China

8.4.6.1. Market estimates and forecast, 2015 - 2025

8.4.6.2. Market estimates and forecast, by type, 2015 - 2025

8.4.6.3. Market estimates and forecast, by device, 2015 – 2025

8.4.6.4. Market estimates and forecast, by business model, 2015 – 2025

8.4.7. India

8.4.7.1. Market estimates and forecast, 2015 - 2025

8.4.7.2. Market estimates and forecast, by type, 2015 - 2025

8.4.7.3. Market estimates and forecast, by device, 2015 – 2025

8.4.7.4. Market estimates and forecast, by business model, 2015 – 2025

8.4.8. Japan

8.4.8.1. Market estimates and forecast, 2015 - 2025

8.4.8.2. Market estimates and forecast, by type, 2015 - 2025

8.4.8.3. Market estimates and forecast, by device, 2015 – 2025

8.4.8.4. Market estimates and forecast, by business model, 2015 – 2025

8.4.9. South Korea

8.4.9.1. Market estimates and forecast, 2015 - 2025

8.4.9.2. Market estimates and forecast, by type, 2015 - 2025

8.4.9.3. Market estimates and forecast, by device, 2015 – 2025

8.4.9.4. Market estimates and forecast, by business model, 2015 – 2025

8.5. LAMEA

8.5.1. Market estimates and forecast, 2015 - 2025

8.5.2. Market estimates and forecast, by type, 2015 - 2025

8.5.3. Market estimates and forecast, by device, 2015 – 2025

8.5.4. Market estimates and forecast, by business model, 2015 – 2025

8.5.5. Brazil

8.5.5.1. Market estimates and forecast, 2015 - 2025

8.5.5.2. Market estimates and forecast, by type, 2015 - 2025

8.5.5.3. Market estimates and forecast, by device, 2015 – 2025

8.5.5.4. Market estimates and forecast, by business model, 2015 – 2025

8.5.6. Mexico

8.5.6.1. Market estimates and forecast, 2015 - 2025

8.5.6.2. Market estimates and forecast, by type, 2015 - 2025

8.5.6.3. Market estimates and forecast, by device, 2015 – 2025

8.5.6.4. Market estimates and forecast, by business model, 2015 – 2025

8.5.7. Saudi Arabia

8.5.7.1. Market estimates and forecast, 2015 - 2025

8.5.7.2. Market estimates and forecast, by type, 2015 - 2025

8.5.7.3. Market estimates and forecast, by device, 2015 – 2025

8.5.7.4. Market estimates and forecast, by business model, 2015 – 2025

8.5.8. UAE

8.5.8.1. Market estimates and forecast, 2015 - 2025

8.5.8.2. Market estimates and forecast, by type, 2015 - 2025

8.5.8.3. Market estimates and forecast, by device, 2015 – 2025

8.5.8.4. Market estimates and forecast, by business model, 2015 – 2025

Chapter 9. Company Profiles

9.1. Advanced Micro Devices, Inc

9.1.1. Business overview

9.1.2. Financial data

9.1.3. Product landscape

9.1.4. Strategic outlook

9.1.5. SWOT analysis

9.2. Apple, Inc.

9.2.1. Business overview

9.2.2. Financial data

9.2.3. Product landscape

9.2.4. Strategic outlook

9.2.5. SWOT analysis

9.3. Blacknut

9.3.1. Business overview

9.3.2. Financial data

9.3.3. Product landscape

9.3.4. Strategic outlook

9.3.5. SWOT analysis

9.4. Blade SAS

9.4.1. Business overview

9.4.2. Financial data

9.4.3. Product landscape

9.4.4. Strategic outlook

9.4.5. SWOT analysis

9.5. Broadmedia GC Corporation

9.5.1. Business overview

9.5.2. Financial data

9.5.3. Product landscape

9.5.4. Strategic outlook

9.5.5. SWOT analysis

9.6. Cloudzen

9.6.1. Business overview

9.6.2. Financial data

9.6.3. Product landscape

9.6.4. Strategic outlook

9.6.5. SWOT analysis

9.7. Electronic Arts, Inc.

9.7.1. Business overview

9.7.2. Financial data

9.7.3. Product landscape

9.7.4. Strategic outlook

9.7.5. SWOT analysis

9.8. Kalydo

9.8.1. Business overview

9.8.2. Financial data

9.8.3. Product landscape

9.8.4. Strategic outlook

9.8.5. SWOT analysis

9.9. Loudplay Global Ltd.

9.9.1. Business overview

9.9.2. Financial data

9.9.3. Product landscape

9.9.4. Strategic outlook

9.9.5. SWOT analysis

9.10. Microsoft Corporation

9.10.1. Business overview

9.10.2. Financial data

9.10.3. Product landscape

9.10.4. Strategic outlook

9.10.5. SWOT analysis

9.11. Numecent

9.11.1. Business overview

9.11.2. Financial data

9.11.3. Product landscape

9.11.4. Strategic outlook

9.11.5. SWOT analysis

9.12. NVIDIA Corporation

9.12.1. Business overview

9.12.2. Financial data

9.12.3. Product landscape

9.12.4. Strategic outlook

9.12.5. SWOT analysis

9.13. Paperspace Co.

9.13.1. Business overview

9.13.2. Financial data

9.13.3. Product landscape

9.13.4. Strategic outlook

9.13.5. SWOT analysis

9.14. Parsec Cloud, Inc.

9.14.1. Business overview

9.14.2. Financial data

9.14.3. Product landscape

9.14.4. Strategic outlook

9.14.5. SWOT analysis

9.15. Playcast

9.15.1. Business overview

9.15.2. Financial data

9.15.3. Product landscape

9.15.4. Strategic outlook

9.15.5. SWOT analysis

9.16. Playcloud, Inc.

9.16.1. Business overview

9.16.2. Financial data

9.16.3. Product landscape

9.16.4. Strategic outlook

9.16.5. SWOT analysis

9.17. Playgiga

9.17.1. Business overview

9.17.2. Financial data

9.17.3. Product landscape

9.17.4. Strategic outlook

9.17.5. SWOT analysis

9.18. PlayKey

9.18.1. Business overview

9.18.2. Financial data

9.18.3. Product landscape

9.18.4. Strategic outlook

9.18.5. SWOT analysis

9.19. Rainway, Inc.

9.19.1. Business overview

9.19.2. Financial data

9.19.3. Product landscape

9.19.4. Strategic outlook

9.19.5. SWOT analysis

9.20. RemoteMyApp sp. z o.o.

9.20.1. Business overview

9.20.2. Financial data

9.20.3. Product landscape

9.20.4. Strategic outlook

9.20.5. SWOT analysis

9.21. RemotrCloud

9.21.1. Business overview

9.21.2. Financial data

9.21.3. Product landscape

9.21.4. Strategic outlook

9.21.5. SWOT analysis

9.22. Sony Interactive Entertainment LLC

9.22.1. Business overview

9.22.2. Financial data

9.22.3. Product landscape

9.22.4. Strategic outlook

9.22.5. SWOT analysis

9.23. Wiztivi

9.23.1. Business overview

9.23.2. Financial data

9.23.3. Product landscape

9.23.4. Strategic outlook

9.23.5. SWOT analysis
 

  • Sony
  • Microsoft
  • Electronic Arts
  • Micro Devices
  • Apple
  • Broadmedia GC
  • Cloudzen
  • Electronic Arts 
  • Loudplay
  • Microsoft
  • Numecent
  • NVIDIA
  • Paperspace
  • Parsec
  • Playcast
  • Playgiga
  • PlayKey
  • Rainway
  • RemoteMyApp
  • RemotrCloud
  • Wiztivi.

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