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Cloud Gaming Market - Global Industry Analysis

Cloud Gaming Market by Cloud Type (Public, Private, and Hybrid), by Streaming Type (Video and File), and by Device (Smart Phones, Tablets, Gaming Consoles, and PCs): Global Industry Perspective, Comprehensive Analysis, and Forecast, 2018—2026

Published Date: 27-Dec-2018 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-3676 Status : Published

Global cloud gaming market expected to generate revenue of around USD 6,944 Million by 2026, growing at a CAGR of around 27.2% between 2018 and 2026. The increasing number of gaming devices and audiences is anticipated to fuel the implementation of cloud gaming, which, in turn, will propel this market’s growth in the upcoming years.

Description

The report covers a forecast and an analysis of the cloud gaming market on a global and regional level. The study provides historical data from 2016 to 2017 along with a forecast from 2018 to 2026 based on revenue (USD Million). The study includes drivers and restraints for the cloud gaming market along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the cloud gaming market on a global level.

In order to give the users of this report a comprehensive view of the cloud gaming market, we have included a competitive landscape and analysis of Porter’s Five Forces model for the market. The study encompasses a market attractiveness analysis, wherein all the segments are benchmarked based on their market size, growth rate, and general attractiveness.

Global Cloud Gaming Market

The report provides company market share analysis to give a broader overview of the key market players. In addition, the report also covers key strategic developments of the market including acquisitions & mergers, new service type launch, agreements, partnerships, collaborations & joint ventures, research & development, service type, and regional expansion of major participants involved in the market.

The study provides a decisive view of the cloud gaming market by segmenting it on the basis of cloud type, streaming type, device, and region. All the segments have been analyzed based on present and future trends and the market is estimated from 2018 to 2026. The regional segmentation includes the current and forecast demand for North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. This segmentation includes demand for cloud gaming market based on all segments in all the regions and countries.

Some key players of the global cloud gaming market are IBM, NVIDIA Corporation, Ubitus Inc., Simplay, LiquidSky Software, Inc., RemoteMyApp, GameFly, Inc., Hatch Entertainment Ltd., Cloudzen, Sony Corporation, ParsecCloud Inc., Microsoft, Crytek GmbH, Amazon Web Services Inc., Blade (Shadow), Samsung Electronics, and Google Inc.

This report segments the global cloud gaming market as follows:

Global Cloud Gaming Market: Cloud Type Analysis

  • Public
  • Private
  • Hybrid

Global Cloud Gaming Market: Streaming Type Analysis

  • Video
  • File

Global Cloud Gaming Market: Device Analysis

  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs

Global Cloud Gaming Market: Regional Analysis

  • North America
    • The U.S.
  • Europe
    • UK
    • France
    • Germany
  • Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • Middle East and Africa

Table Of Content

  • Chapter 1. Introduction
    • 1.1. Report description and scope
    • 1.2. Research scope
    • 1.3. Research methodology
      • 1.3.1. Market research process
      • 1.3.2. Market research methodology
  •  
  • Chapter 2. Executive Summary
    • 2.1. Global cloud gaming market, 2016 - 2026 (USD Million)
    • 2.2. Global cloud gaming market: Snapshot
  •  
  • Chapter 3. Cloud Gaming Market- Industry Dynamics
    • 3.1. Introduction
    • 3.2. Market drivers
      • 3.2.1. Global cloud gaming market drivers: Impact analysis
      • 3.2.2. Speedy Increasing in Gaming Devices and Audiences
      • 3.2.3. Growing Adoption of Cloud-Based Games
    • 3.3. Market Restraints
      • 3.3.1. Global cloud gaming market restraints: Impact analysis
      • 3.3.2. Vulnerability Faced by Market
    • 3.4. Opportunities
      • 3.4.1. Rising Uptake of Smart Phone and Internet Penetration
    • 3.5. Porter's five forces analysis
      • 3.5.1. Bargaining power of suppliers
      • 3.5.2. Bargaining power of buyers
      • 3.5.3. The threat from new entrants
      • 3.5.4. The threat from new substitutes
      • 3.5.5. Degree of competition
    • 3.6. Market attractiveness analysis
      • 3.6.1. Market attractiveness analysis, by cloud type
      • 3.6.2. Market attractiveness analysis, by streaming type
      • 3.6.3. Market attractiveness analysis, by device
      • 3.6.4. Market attractiveness analysis, by region
  •  
  • Chapter 4. Global Cloud Gaming Market- Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global cloud gaming market: company market share, 2016
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New material launch
      • 4.2.3. Agreements, partnerships, collaborations and joint ventures
      • 4.2.4. Research and development and regional expansion
  •  
  • Chapter 5. Global Cloud Gaming Market - Cloud Type Analysis
    • 5.1. Global cloud gaming market: Cloud Type overview
      • 5.1.1. Global cloud gaming market revenue share, by cloud type, 2017 and 2026
    • 5.2. Public
      • 5.2.1. Global cloud gaming market for public, 2016 - 2026 (USD Million)
    • 5.3. Private
      • 5.3.1. Global cloud gaming market for private,2016 - 2026 (USD Million)
    • 5.4. Hybrid
      • 5.4.1. Global cloud gaming market for hybrid, 2016 - 2026 (USD Million)
  •  
  • Chapter 6. Global Cloud Gaming Market - Streaming Type Analysis
    • 6.1. Global cloud gaming market: Streaming Type overview
      • 6.1.1. Global cloud gaming market revenue share, by streaming type, 2017 and 2026
    • 6.2. Video
      • 6.2.1. Global cloud gaming market for video, 2016 - 2026 (USD Million)
    • 6.3. File
      • 6.3.1. Global cloud gaming market for file, 2016 - 2026 (USD Million)
  •  
  • Chapter 7. Global Cloud Gaming Market - Device Analysis
    • 7.1. Global cloud gaming market: Device overview
      • 7.1.1. Global cloud gaming market revenue share, by device, 2017 and 2026
    • 7.2. Smartphones
      • 7.2.1. Global cloud gaming market for smartphones, 2016 - 2026 (USD Million)
    • 7.3. Tablets
      • 7.3.1. Global cloud gaming market for tablets, 2016 - 2026 (USD Million)
    • 7.4. Gaming Consoles
      • 7.4.1. Global cloud gaming market for gaming consoles, 2016 - 2026 (USD Million)
    • 7.5. PCs
      • 7.5.1. Global cloud gaming market for PCs, 2016 - 2026 (USD Million)
  •  
  • Chapter 8. Global Cloud Gaming Market - Regional Analysis
    • 8.1. Global cloud gaming market: Regional overview
      • 8.1.1. Global cloud gaming market revenue share, by region, 2017 and 2026
    • 8.2. North America
      • 8.2.1. North America cloud gaming market, 2016 - 2026 (USD Million)
      • 8.2.2. North America cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
      • 8.2.3. North America cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
      • 8.2.4. North America cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.2.5. The U.S.
        • 8.2.5.1. The U.S. cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.2.5.2. The U.S. cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.2.5.3. The U.S. cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.2.6. Rest of North America
        • 8.2.6.1. Rest of North America cloud gaming market revenue, by liquid cloud type, 2016 - 2026 (USD Million)
        • 8.2.6.2. Rest of North America cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.2.6.3. Rest of North America cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
    • 8.3. Europe
      • 8.3.1. Europe cloud gaming market, 2016 - 2026 (USD Million)
      • 8.3.2. Europe cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
      • 8.3.3. Europe cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
      • 8.3.4. Europe cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.5. UK
        • 8.3.5.1. UK cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.5.2. UK cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.5.3. UK cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.6. Germany
        • 8.3.6.1. Germany cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.6.2. Germany cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.6.3. Germany cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.7. France
        • 8.3.7.1. France cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.7.2. France cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.7.3. France cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.8. Spain
        • 8.3.8.1. Spain cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.8.2. Spain cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.8.3. Spain cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.9. Italy
        • 8.3.9.1. Italy cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.9.2. Italy cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.9.3. Italy cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.10. Russia
        • 8.3.10.1. Russia cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.10.2. Russia cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.10.3. Russia cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.3.11. Rest of Europe
        • 8.3.11.1. Rest of Europe cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.3.11.2. Rest of Europe cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.3.11.3. Rest of Europe cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
    • 8.4. Asia Pacific
      • 8.4.1. Asia Pacific cloud gaming market, 2016 - 2026 (USD Million)
      • 8.4.2. Asia Pacific cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
      • 8.4.3. Asia Pacific cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
      • 8.4.4. Asia Pacific cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.4.5. China
        • 8.4.5.1. China cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.4.5.2. China cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.4.5.3. China cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.4.6. Japan
        • 8.4.6.1. Japan cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.4.6.2. Japan cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.4.6.3. Japan cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.4.7. India
        • 8.4.7.1. India cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.4.7.2. India cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.4.7.3. India cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.4.8. South East Asia
        • 8.4.8.1. South East Asia cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.4.8.2. South East Asia cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.4.8.3. South East Asia cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.4.9. Rest of Asia Pacific
        • 8.4.9.1. Rest of Asia Pacific cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.4.9.2. Rest of Asia Pacific cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.4.9.3. Rest of Asia Pacific cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
    • 8.5. Latin America
      • 8.5.1. Latin America cloud gaming market, 2016 - 2026 (USD Million)
      • 8.5.2. Latin America cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
      • 8.5.3. Latin America cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
      • 8.5.4. Latin America cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.5.5. Brazil
        • 8.5.5.1. Brazil cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.5.5.2. Brazil cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.5.5.3. Brazil cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.5.6. Rest of Latin America
        • 8.5.6.1. Rest of Latin America cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.5.6.2. Rest of Latin America cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.5.6.3. Rest of Latin America cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
    • 8.6. The Middle East and Africa
      • 8.6.1. The Middle East and Africa cloud gaming market, 2016 - 2026 (USD Million)
      • 8.6.2. The Middle East and Africa cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
      • 8.6.3. The Middle East and Africa cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
      • 8.6.4. The Middle East and Africa cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.6.5. GCC Countries
        • 8.6.5.1. GCC Countries cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.6.5.2. GCC Countries cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.6.5.3. GCC Countries cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.6.6. South Africa
        • 8.6.6.1. South Africa cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.6.6.2. South Africa cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.6.6.3. South Africa cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
      • 8.6.7. Rest of MEA
        • 8.6.7.1. Rest of MEA cloud gaming market revenue, by cloud type, 2016 - 2026 (USD Million)
        • 8.6.7.2. Rest of MEA cloud gaming market revenue, by streaming type, 2016 - 2026 (USD Million)
        • 8.6.7.3. Rest of MEA cloud gaming market revenue, by device, 2016 - 2026 (USD Million)
  •  
  • Chapter 9. Company Profile
    • 9.1. NVIDIA Corporation
      • 9.1.1. Overview
      • 9.1.2. Financials
      • 9.1.3. Product Portfolio
      • 9.1.4. Business Strategy
      • 9.1.5. Recent Developments
    • 9.2. LiquidSky Software, Inc.
      • 9.2.1. Overview
      • 9.2.2. Financials
      • 9.2.3. Product Portfolio
      • 9.2.4. Business Strategy
      • 9.2.5. Recent Developments
    • 9.3. Cloudzen
      • 9.3.1. Overview
      • 9.3.2. Financials
      • 9.3.3. Product Portfolio
      • 9.3.4. Business Strategy
      • 9.3.5. Recent Developments
    • 9.4. IBM
      • 9.4.1. Overview
      • 9.4.2. Financials
      • 9.4.3. Product Portfolio
      • 9.4.4. Business Strategy
      • 9.4.5. Recent Developments
    • 9.5. Ubitus Inc.
      • 9.5.1. Overview
      • 9.5.2. Financials
      • 9.5.3. Product Portfolio
      • 9.5.4. Business Strategy
      • 9.5.5. Recent Developments
    • 9.6. Hatch Entertainment Ltd.
      • 9.6.1. Overview
      • 9.6.2. Financials
      • 9.6.3. Product Portfolio
      • 9.6.4. Business Strategy
      • 9.6.5. Recent Developments
    • 9.7. RemoteMyApp
      • 9.7.1. Overview
      • 9.7.2. Financials
      • 9.7.3. Product Portfolio
      • 9.7.4. Business Strategy
      • 9.7.5. Recent Developments
    • 9.8. GameFly, Inc.
      • 9.8.1. Overview
      • 9.8.2. Financials
      • 9.8.3. Product Portfolio
      • 9.8.4. Business Strategy
      • 9.8.5. Recent Developments
    • 9.9. Simplay
      • 9.9.1. Overview
      • 9.9.2. Financials
      • 9.9.3. Product Portfolio
      • 9.9.4. Business Strategy
      • 9.9.5. Recent Developments
    • 9.10. Google Inc.
      • 9.10.1. Overview
      • 9.10.2. Financials
      • 9.10.3. Product Portfolio
      • 9.10.4. Business Strategy
      • 9.10.5. Recent Developments
    • 9.11. Sony Corporation
      • 9.11.1. Overview
      • 9.11.2. Financials
      • 9.11.3. Product Portfolio
      • 9.11.4. Business Strategy
      • 9.11.5. Recent Developments
    • 9.12. ParsecCloud Inc.
      • 9.12.1. Overview
      • 9.12.2. Financials
      • 9.12.3. Product Portfolio
      • 9.12.4. Business Strategy
      • 9.12.5. Recent Developments
    • 9.13. Microsoft
      • 9.13.1. Overview
      • 9.13.2. Financials
      • 9.13.3. Product Portfolio
      • 9.13.4. Business Strategy
      • 9.13.5. Recent Developments
    • 9.14. Crytek GmbH
      • 9.14.1. Overview
      • 9.14.2. Financials
      • 9.14.3. Product Portfolio
      • 9.14.4. Business Strategy
      • 9.14.5. Recent Developments
    • 9.15. Amazon Web Services Inc.
      • 9.15.1. Overview
      • 9.15.2. Financials
      • 9.15.3. Product Portfolio
      • 9.15.4. Business Strategy
      • 9.15.5. Recent Developments
    • 9.16. Blade
      • 9.16.1. Overview
      • 9.16.2. Financials
      • 9.16.3. Product Portfolio
      • 9.16.4. Business Strategy
      • 9.16.5. Recent Developments
    • 9.17. Samsung Electronics
      • 9.17.1. Overview
      • 9.17.2. Financials
      • 9.17.3. Product Portfolio
      • 9.17.4. Business Strategy
      • 9.17.5. Recent Developments

Methodology

Free Analysis

The activity of playing games on the internet through a client is known as cloud gaming. Cloud gaming mainly refers to a game that is available on a company’s server rather than on a gamer’s device. The gamer can enter the game by installing the client program that gives access to the server, where the games run. The advantage of cloud gaming is that the company developing software can update its games without worrying about the capabilities of users’ devices.

The increasing number of gaming devices and audiences is anticipated to fuel the implementation of cloud gaming, which, in turn, will propel this market’s growth in the upcoming years. Technological advancements and innovation in graphics that show realistic views are fascinating for new users and gamers across the world. Moreover, the capability of multi-player gaming is growing, which, in turn, is expected to positively impact the cloud gaming market over the forecast time period. The increasing popularity of multi-player games is due to the wide range of benefits offered to the users, such as enabling gameplay without downloads and installations, providing good network connectivity, and the availability of the click-and-play feature.

Global Cloud Gaming Market

The cloud gaming market is divided based on cloud type, streaming type, and device. By cloud type, the market is classified into public, private, and hybrid. Public cloud type is anticipated to dominate the market in the future, as it offers the least maintenance charges. The streaming type segment is bifurcated into video and file. The video streaming segment dominated the market, whereas file streaming type is anticipated to show a higher rate of growth in the upcoming timeframe. By device, the cloud gaming market is categorized into smartphones, tablets, gaming consoles, and PCs. Gaming consoles are projected to dominate this global market, due to improved console features.

By region, North America is projected to lead the cloud gaming market in the estimated period. This can be attributed to the availability of high-speed internet and high penetration of smart devices. The Asia Pacific region is predicted to show the highest rate of growth in the cloud gaming market, due to the region’s developments related to digital technology with foreign investments and the increase in the number of companies developing cloud games over the forecast time period.

Some key players of the global cloud gaming market are IBM, NVIDIA Corporation, Ubitus Inc., Simplay, LiquidSky Software, Inc., RemoteMyApp, GameFly, Inc., Hatch Entertainment Ltd., Cloudzen, Sony Corporation, ParsecCloud Inc., Microsoft, Crytek GmbH, Amazon Web Services Inc., Blade (Shadow), Samsung Electronics, and Google Inc.

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