Cloud Gaming Market

Global Cloud Gaming Market Size, Share & Trends Analysis Report by Device (Smartphones, Gaming Consoles, Personal Computer, and Tablets), and by Type (Video Streaming, and File Streaming) Forecast Period (2022-2028)

Published: Jun 2022 | Report Code: OMR2026664 | Category : Cloud Computing | Delivery Format: /

The global cloud gaming market is anticipated to grow at a significant CAGR of 45.9% during the forecast period. The factor that drives the global cloud gaming market include the emergence of cloud gaming platforms that permit users to stream their favourite video games instead of downloading them on smartphones or any gaming consoles. The prominent players operating in global cloud gaming market are coming up with new platform launches. For instance, in November 2020, Ubitus Inc. introduced an Android gaming solution in collaboration with Intel Corporation. The system is established on an Intel Server GPU, which results in improved gaming performance. However, the expense of installing a connection to the internet with the required version may be too expensive in some countries. Latency and responsiveness can be a problem if the right network and bandwidth requirements are not satisfied.

Impact of COVID-19 Pandemic on Global Cloud Gaming Market

The COVID-19 pandemic has had a positive impact on the global cloud gaming market. During the pandemic, the demand for cloud-based games grew as various key players saw it as a chance to attract additional customers and launched cloud-based gaming platforms. For instance, in May 2021, ATechnos introduced GoGames. Run, a premium gaming as a service platform. It will deliver users various games, including virtual reality and action games. 

Segmental Outlook 

The global cloud gaming market is segmented based on the device and type. Based on the device, the market is segmented into smartphones, gaming consoles, personal computers, and tablets. Based on the type, the market is sub-segmented into video streaming, and file streaming. Among these, the video streaming service is expected to cater a significant share in the global cloud gaming market as it permits gamers to play games anywhere and, on any platform, as long as it is connected to the internet. There has also been an expansion in a broad selection of high-quality games.

Global Cloud Gaming Market Share by Devices, 2021 (%)

Global Cloud Gaming Market Share by Devices

The Gaming Laptop Segment is Expected to Hold the Prominent Share in the Global Cloud Gaming Market

The gaming laptop segment is expected to hold a prominent share in the global cloud gaming market as consumers mainly prefer to buy gaming laptops with different performance characteristics such as faster processor speed, reliable graphic cards, and virtual reality ports implanted in them. Therefore, associated companies are establishing innovative laptops to suit such customers' specific gaming requirements. For instance, in January 2021, Razor Inc. introduced an inventive line of two gaming laptops, Razor Blade 15 2021 and Razor Blade Pro 17 2021, that operates on high-performing NVIDIA 30 Series of laptop GPUs embedded in them.

Regional Outlooks

The global cloud gaming market is further segmented based on geography including North America (the US, and Canada), Europe (Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East & Africa, and Latin America).  The North American region is expected to hold a prominent share in the global cloud gaming market due to the presence of cutting-edge technologies along with a massive number of gamers in this region is expected to stimulate the growth of the cloud gaming market in this region. 

Global Cloud Gaming Market Growth, by Region 2022-2028

Global Cloud Gaming Market Growth, by Region

The Asia-Pacific is Anticipated to be the Fastest-Growing Region in the Global Cloud Gaming Market

The Asia-Pacific is anticipated to be the fastest-growing region in the global cloud gaming market due to the increasing expansion of the gaming companies such as ASUSTeK Computer Inc., Dell Inc., and others in the countries including China and India. For instance, in December 2020, Xiaomi Corporation, a Chinese manufacturer of consumer electronic devices, introduced Xiaomi Mi Notebook Pro 15, a gaming laptop under its brand 'Poco' in India.  Moreover, the adoption of the Internet of Things is pushing significant market growth. 

Market Players Outlook

The major companies serving the global cloud gaming market include Utomik B.V., NVIDIA Corp, Numecent Group, Parsec Cloud, Inc. RemoteMyApp sp. z o.o., Google Inc, IBM Corp, Intel Corp, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers & acquisitions, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in May 2022, Microsoft Corp. plans to introduce a cloud-streaming device by summer 2023. The Redmond-based company is also in talks with Samsung to add the Xbox Game Pass streaming app to internet-connected TVs. It even plans to launch a new device, a.k.a. the “Microsoft Streaming Device,” that will offer gamers to stream games directly to their televisions.

The Report Covers

  • Market value data analysis of 2021 and forecast to 2028.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global cloud gaming market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market entry and market expansion strategies.
  • Competitive strategies by identifying ‘who-stands-where’ in the market.

1. Report Summary

Current Industry Analysis and Growth Potential Outlook

Impact of COVID-19 on the Global Cloud Gaming Market

Recovery Scenario of Global Cloud Gaming Market

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

1.2.2. BY Region

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

3. Competitive Landscape

3.1. Utomik B.V.

3.1.1. Overview

3.1.2. Financial Analysis 

3.1.3. SWOT Analysis

3.1.4. Recent Developments

3.2. NVIDIA Corp

3.2.1. Overview

3.2.2. Financial Analysis 

3.2.3. SWOT Analysis

3.2.4. Recent Developments

3.3. Numecent Group

3.3.1. Overview

3.3.2. Financial Analysis 

3.3.3. SWOT Analysis

3.3.4. Recent Developments

3.4. Parsec Cloud, Inc.

3.4.1. Overview

3.4.2. Financial Analysis 

3.4.3. SWOT Analysis

3.4.4. Recent Developments

3.5. RemoteMyApp sp. z o.o.

3.5.1. Overview

3.5.2. Financial Analysis 

3.5.3. SWOT Analysis

3.5.4. Recent Developments

3.6. Key Strategy Analysis

3.7. Impact of Covid-19 on Key Players

4. Market Segmentation

4.1. Global Cloud Gaming Market by Device

4.1.1. Smartphones

4.1.2. Gaming Consoles

4.1.3. Personal Computer

4.1.4. Gaming Laptop

4.1.5. Tablets

4.2. Global Cloud Gaming Market by Type

4.2.1. Video Streaming

4.2.2. File Streaming

5. Regional Analysis

5.1. North America

5.1.1. United States

5.1.2. Canada

5.2. Europe

5.2.1. UK

5.2.2. Germany

5.2.3. Italy

5.2.4. Spain

5.2.5. France

5.2.6. Rest of Europe 

5.3. Asia-Pacific

5.3.1. China

5.3.2. India

5.3.3. Japan

5.3.4. South Korea

5.3.5. Rest of Asia-Pacific 

5.4. Rest of the World

6. Company Profiles 

6.1. Advanced Micro Devices, Inc

6.2. Amazon Web Services, Inc.

6.3. Blacknut

6.4. Boosteroid Games S.R.L.

6.5. Cubelogy technologies s.r.o.

6.6. Google Inc

6.7. IBM Corp

6.8. Intel Corp

6.9. Microsoft Corp

6.10. Numecent Holdings Ltd.

6.11. Shadow SAS

6.12. Sony Group Corp

6.13. Ubitus K.K.

6.14. Vortex Optics

1. GLOBAL CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)

2. GLOBAL CLOUD GAMING FOR SMARTPHONES MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

3. GLOBAL CLOUD GAMING FOR GAMING CONSOLES MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

4. GLOBAL CLOUD GAMING FOR PERSONAL COMPUTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

5. GLOBAL CLOUD GAMING FOR GAMING LAPTOP MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

6. GLOBAL CLOUD GAMING FOR TABLETS MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

7. GLOBAL CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)

8. GLOBAL VIDEO STREAMING IN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

9. GLOBAL FILE STREAMING IN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

10. GLOBAL CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2021-2028 ($ MILLION)

11. NORTH AMERICAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

12. NORTH AMERICAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)

13. NORTH AMERICAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)

14. EUROPEAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

15. EUROPEAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)

16. EUROPEAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)

17. ASIA-PACIFIC CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

18. ASIA-PACIFIC CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)

19. ASIA-PACIFIC CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)

20. REST OF THE WORLD CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

21. REST OF THE WORLD CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)

22. REST OF THE WORLD CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)

1. IMPACT OF COVID-19 ON GLOBAL CLOUD GAMING MARKET, 2021-2028 ($ MILLION)

2. IMPACT OF COVID-19 ON GLOBAL CLOUD GAMING MARKET BY SEGMENT, 2021-2028 ($ MILLION)

3. RECOVERY OF GLOBAL CLOUD GAMING MARKET, 2022-2028 (%)

4. GLOBAL CLOUD GAMING MARKET SHARE BY DEVICE, 2021 VS 2028 (%)

5. GLOBAL CLOUD GAMING FOR SMARTPHONES MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

6. GLOBAL CLOUD GAMING FOR GAMING CONSOLES MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

7. GLOBAL CLOUD GAMING FOR PERSONAL COMPUTER MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

8. GLOBAL CLOUD GAMING FOR GAMING LAPTOP MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

9. GLOBAL CLOUD GAMING FOR TABLETS MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

10. GLOBAL CLOUD GAMING MARKET SHARE BY TYPE, 2021 VS 2028 (%)

11. GLOBAL VIDEO STREAMING IN CLOUD GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

12. GLOBAL FILE STREAMING IN CLOUD GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

13. GLOBAL CLOUD GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

14. US CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

15. CANADA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

16. UK CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

17. FRANCE CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

18. GERMANY CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

19. ITALY CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

20. SPAIN CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

21. REST OF EUROPE CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

22. INDIA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

23. CHINA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

24. JAPAN CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

25. SOUTH KOREA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

26. REST OF ASIA-PACIFIC CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)

27. REST OF THE WORLD CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)