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Synopsis
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.
The global Cloud Gaming market size is expected to reach US$ 1611.9 million by 2029, growing at a CAGR of 35.4% from 2023 to 2029. The market is mainly driven by the significant applications of Cloud Gaming in various end use industries. The expanding demands from the PC, Connected TV, Tablet and Smartphone, are propelling Cloud Gaming market. Video Streaming, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the File Streaming segment is estimated at % CAGR for the next seven-year period.
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.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Cloud Gaming, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Cloud Gaming market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Cloud Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Cloud Gaming sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Cloud Gaming covered in this report include Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo) and 51ias.com (Gloud), etc.
The global Cloud Gaming market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Global Cloud Gaming market, by region:
Global Cloud Gaming market, Segment by Type:
Global Cloud Gaming market, by Application
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: 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 Three: 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 Four: Detailed analysis of Cloud Gaming companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Cloud Gaming
1.1 Cloud Gaming Market Overview
1.1.1 Cloud Gaming Product Scope
1.1.2 Cloud Gaming Market Status and Outlook
1.2 Global Cloud Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Cloud Gaming Market Size by Region (2018-2029)
1.4 Global Cloud Gaming Historic Market Size by Region (2018-2023)
1.5 Global Cloud Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Cloud Gaming Market Size (2018-2029)
1.6.1 North America Cloud Gaming Market Size (2018-2029)
1.6.2 Europe Cloud Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific Cloud Gaming Market Size (2018-2029)
1.6.4 Latin America Cloud Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa Cloud Gaming Market Size (2018-2029)
2 Cloud Gaming Market by Type
2.1 Introduction
2.1.1 Video Streaming
2.1.2 File Streaming
2.2 Global Cloud Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Cloud Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global Cloud Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Cloud Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Cloud Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Cloud Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Cloud Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Cloud Gaming Revenue Breakdown by Type (2018-2029)
3 Cloud Gaming Market Overview by Application
3.1 Introduction
3.1.1 PC
3.1.2 Connected TV
3.1.3 Tablet
3.1.4 Smartphone
3.2 Global Cloud Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Cloud Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global Cloud Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Cloud Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Cloud Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Cloud Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Cloud Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Cloud Gaming Revenue Breakdown by Application (2018-2029)
4 Cloud Gaming Competition Analysis by Players
4.1 Global Cloud Gaming Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Cloud Gaming as of 2022)
4.3 Date of Key Players Enter into Cloud Gaming Market
4.4 Global Top Players Cloud Gaming Headquarters and Area Served
4.5 Key Players Cloud Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 Cloud Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Sony
5.1.1 Sony Profile
5.1.2 Sony Main Business
5.1.3 Sony Cloud Gaming Products, Services and Solutions
5.1.4 Sony Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Sony Recent Developments
5.2 GameFly (PlayCast)
5.2.1 GameFly (PlayCast) Profile
5.2.2 GameFly (PlayCast) Main Business
5.2.3 GameFly (PlayCast) Cloud Gaming Products, Services and Solutions
5.2.4 GameFly (PlayCast) Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 GameFly (PlayCast) Recent Developments
5.3 Nvidia
5.3.1 Nvidia Profile
5.3.2 Nvidia Main Business
5.3.3 Nvidia Cloud Gaming Products, Services and Solutions
5.3.4 Nvidia Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 Ubitus Recent Developments
5.4 Ubitus
5.4.1 Ubitus Profile
5.4.2 Ubitus Main Business
5.4.3 Ubitus Cloud Gaming Products, Services and Solutions
5.4.4 Ubitus Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 Ubitus Recent Developments
5.5 PlayGiga
5.5.1 PlayGiga Profile
5.5.2 PlayGiga Main Business
5.5.3 PlayGiga Cloud Gaming Products, Services and Solutions
5.5.4 PlayGiga Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 PlayGiga Recent Developments
5.6 Crytek GmbH
5.6.1 Crytek GmbH Profile
5.6.2 Crytek GmbH Main Business
5.6.3 Crytek GmbH Cloud Gaming Products, Services and Solutions
5.6.4 Crytek GmbH Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 Crytek GmbH Recent Developments
5.7 PlayKey
5.7.1 PlayKey Profile
5.7.2 PlayKey Main Business
5.7.3 PlayKey Cloud Gaming Products, Services and Solutions
5.7.4 PlayKey Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 PlayKey Recent Developments
5.8 Utomik (Kalydo)
5.8.1 Utomik (Kalydo) Profile
5.8.2 Utomik (Kalydo) Main Business
5.8.3 Utomik (Kalydo) Cloud Gaming Products, Services and Solutions
5.8.4 Utomik (Kalydo) Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 Utomik (Kalydo) Recent Developments
5.9 51ias.com (Gloud)
5.9.1 51ias.com (Gloud) Profile
5.9.2 51ias.com (Gloud) Main Business
5.9.3 51ias.com (Gloud) Cloud Gaming Products, Services and Solutions
5.9.4 51ias.com (Gloud) Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 51ias.com (Gloud) Recent Developments
5.10 Cyber Cloud
5.10.1 Cyber Cloud Profile
5.10.2 Cyber Cloud Main Business
5.10.3 Cyber Cloud Cloud Gaming Products, Services and Solutions
5.10.4 Cyber Cloud Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 Cyber Cloud Recent Developments
5.11 Yunlian Technology
5.11.1 Yunlian Technology Profile
5.11.2 Yunlian Technology Main Business
5.11.3 Yunlian Technology Cloud Gaming Products, Services and Solutions
5.11.4 Yunlian Technology Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.11.5 Yunlian Technology Recent Developments
5.12 Liquidsky
5.12.1 Liquidsky Profile
5.12.2 Liquidsky Main Business
5.12.3 Liquidsky Cloud Gaming Products, Services and Solutions
5.12.4 Liquidsky Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.12.5 Liquidsky Recent Developments
5.13 BlacknutSAS
5.13.1 BlacknutSAS Profile
5.13.2 BlacknutSAS Main Business
5.13.3 BlacknutSAS Cloud Gaming Products, Services and Solutions
5.13.4 BlacknutSAS Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.13.5 BlacknutSAS Recent Developments
5.14 Alibaba Cloud
5.14.1 Alibaba Cloud Profile
5.14.2 Alibaba Cloud Main Business
5.14.3 Alibaba Cloud Cloud Gaming Products, Services and Solutions
5.14.4 Alibaba Cloud Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.14.5 Alibaba Cloud Recent Developments
5.15 Baidu
5.15.1 Baidu Profile
5.15.2 Baidu Main Business
5.15.3 Baidu Cloud Gaming Products, Services and Solutions
5.15.4 Baidu Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.15.5 Baidu Recent Developments
5.16 Tencent Cloud
5.16.1 Tencent Cloud Profile
5.16.2 Tencent Cloud Main Business
5.16.3 Tencent Cloud Cloud Gaming Products, Services and Solutions
5.16.4 Tencent Cloud Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.16.5 Tencent Cloud Recent Developments
5.17 Ksyun (Kingsoft)
5.17.1 Ksyun (Kingsoft) Profile
5.17.2 Ksyun (Kingsoft) Main Business
5.17.3 Ksyun (Kingsoft) Cloud Gaming Products, Services and Solutions
5.17.4 Ksyun (Kingsoft) Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.17.5 Ksyun (Kingsoft) Recent Developments
5.18 LeCloud
5.18.1 LeCloud Profile
5.18.2 LeCloud Main Business
5.18.3 LeCloud Cloud Gaming Products, Services and Solutions
5.18.4 LeCloud Cloud Gaming Revenue (US$ Million) & (2018-2023)
5.18.5 LeCloud Recent Developments
6 North America
6.1 North America Cloud Gaming Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Cloud Gaming Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Cloud Gaming Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Cloud Gaming Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Cloud Gaming Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Cloud Gaming Market Dynamics
11.1 Cloud Gaming Industry Trends
11.2 Cloud Gaming Market Drivers
11.3 Cloud Gaming Market Challenges
11.4 Cloud Gaming Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List
Published By : QY Research