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Global Cloud-native Games Market Research Report 2024

Global Cloud-native Games Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1909032

No of Pages : 79

Synopsis
Cloud-native games are inherently designed to perform equally well no matter which device the player chooses to play with. They are inherently designed to mitigate challenges like latency and varying quality of internet connections.
The global Cloud-native Games market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Cloud-native Games is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Cloud-native Games is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Cloud-native Games in PC is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Cloud-native Games include DJ2 Entertainment, Return Entertainment, Pipeworks Studio, Nvidia, Tencent Cloud, Microsoft, Weiling Times and Ubisoft, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Cloud-native Games, 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-native Games.
Report Scope
The Cloud-native Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Cloud-native Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Cloud-native Games companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
DJ2 Entertainment
Return Entertainment
Pipeworks Studio
Nvidia
Tencent Cloud
Microsoft
Weiling Times
Ubisoft
Segment by Type
Video Streaming
File Streaming
Segment by Application
PC
VR
SmartTV
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. 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 2: Introduces executive summary of global market size, regional market size, 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 3: Detailed analysis of Cloud-native Games companies’ competitive landscape, revenue 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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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, and capacity of each country in the world.
Chapter 11: 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 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Cloud-native Games Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Video Streaming
1.2.3 File Streaming
1.3 Market by Application
1.3.1 Global Cloud-native Games Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 PC
1.3.3 VR
1.3.4 SmartTV
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Cloud-native Games Market Perspective (2019-2030)
2.2 Cloud-native Games Growth Trends by Region
2.2.1 Global Cloud-native Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Cloud-native Games Historic Market Size by Region (2019-2024)
2.2.3 Cloud-native Games Forecasted Market Size by Region (2025-2030)
2.3 Cloud-native Games Market Dynamics
2.3.1 Cloud-native Games Industry Trends
2.3.2 Cloud-native Games Market Drivers
2.3.3 Cloud-native Games Market Challenges
2.3.4 Cloud-native Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Cloud-native Games Players by Revenue
3.1.1 Global Top Cloud-native Games Players by Revenue (2019-2024)
3.1.2 Global Cloud-native Games Revenue Market Share by Players (2019-2024)
3.2 Global Cloud-native Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Cloud-native Games Revenue
3.4 Global Cloud-native Games Market Concentration Ratio
3.4.1 Global Cloud-native Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Cloud-native Games Revenue in 2023
3.5 Cloud-native Games Key Players Head office and Area Served
3.6 Key Players Cloud-native Games Product Solution and Service
3.7 Date of Enter into Cloud-native Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Cloud-native Games Breakdown Data by Type
4.1 Global Cloud-native Games Historic Market Size by Type (2019-2024)
4.2 Global Cloud-native Games Forecasted Market Size by Type (2025-2030)
5 Cloud-native Games Breakdown Data by Application
5.1 Global Cloud-native Games Historic Market Size by Application (2019-2024)
5.2 Global Cloud-native Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Cloud-native Games Market Size (2019-2030)
6.2 North America Cloud-native Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Cloud-native Games Market Size by Country (2019-2024)
6.4 North America Cloud-native Games Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Cloud-native Games Market Size (2019-2030)
7.2 Europe Cloud-native Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Cloud-native Games Market Size by Country (2019-2024)
7.4 Europe Cloud-native Games Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Cloud-native Games Market Size (2019-2030)
8.2 Asia-Pacific Cloud-native Games Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Cloud-native Games Market Size by Region (2019-2024)
8.4 Asia-Pacific Cloud-native Games Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Cloud-native Games Market Size (2019-2030)
9.2 Latin America Cloud-native Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Cloud-native Games Market Size by Country (2019-2024)
9.4 Latin America Cloud-native Games Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Cloud-native Games Market Size (2019-2030)
10.2 Middle East & Africa Cloud-native Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Cloud-native Games Market Size by Country (2019-2024)
10.4 Middle East & Africa Cloud-native Games Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 DJ2 Entertainment
11.1.1 DJ2 Entertainment Company Detail
11.1.2 DJ2 Entertainment Business Overview
11.1.3 DJ2 Entertainment Cloud-native Games Introduction
11.1.4 DJ2 Entertainment Revenue in Cloud-native Games Business (2019-2024)
11.1.5 DJ2 Entertainment Recent Development
11.2 Return Entertainment
11.2.1 Return Entertainment Company Detail
11.2.2 Return Entertainment Business Overview
11.2.3 Return Entertainment Cloud-native Games Introduction
11.2.4 Return Entertainment Revenue in Cloud-native Games Business (2019-2024)
11.2.5 Return Entertainment Recent Development
11.3 Pipeworks Studio
11.3.1 Pipeworks Studio Company Detail
11.3.2 Pipeworks Studio Business Overview
11.3.3 Pipeworks Studio Cloud-native Games Introduction
11.3.4 Pipeworks Studio Revenue in Cloud-native Games Business (2019-2024)
11.3.5 Pipeworks Studio Recent Development
11.4 Nvidia
11.4.1 Nvidia Company Detail
11.4.2 Nvidia Business Overview
11.4.3 Nvidia Cloud-native Games Introduction
11.4.4 Nvidia Revenue in Cloud-native Games Business (2019-2024)
11.4.5 Nvidia Recent Development
11.5 Tencent Cloud
11.5.1 Tencent Cloud Company Detail
11.5.2 Tencent Cloud Business Overview
11.5.3 Tencent Cloud Cloud-native Games Introduction
11.5.4 Tencent Cloud Revenue in Cloud-native Games Business (2019-2024)
11.5.5 Tencent Cloud Recent Development
11.6 Microsoft
11.6.1 Microsoft Company Detail
11.6.2 Microsoft Business Overview
11.6.3 Microsoft Cloud-native Games Introduction
11.6.4 Microsoft Revenue in Cloud-native Games Business (2019-2024)
11.6.5 Microsoft Recent Development
11.7 Weiling Times
11.7.1 Weiling Times Company Detail
11.7.2 Weiling Times Business Overview
11.7.3 Weiling Times Cloud-native Games Introduction
11.7.4 Weiling Times Revenue in Cloud-native Games Business (2019-2024)
11.7.5 Weiling Times Recent Development
11.8 Ubisoft
11.8.1 Ubisoft Company Detail
11.8.2 Ubisoft Business Overview
11.8.3 Ubisoft Cloud-native Games Introduction
11.8.4 Ubisoft Revenue in Cloud-native Games Business (2019-2024)
11.8.5 Ubisoft Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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