Global Cloud Gaming Market

Also called as gaming – as – a – service or gaming on demand, cloud gaming is an online gaming, which runs video games on remote servers and hence, streams them directly to the user’s device. The cloud gaming platforms, therefore operate similarly to the remote desktops and video on demand services. Games are executed and stored on a provider’s dedicated hardware, and streamed as a video via a software, on the player’s device. The software is responsible for handling the inputs by the players that are sent back to the server and executed while playing the game.

Global Cloud Gaming Market

Objective of the Report:

The objective of the report is to present a comprehensive analysis of the Global Cloud Gaming Market to the stakeholders in the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers, and new entrants. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers.

The report also helps in understanding Global Cloud Gaming Market dynamics, structure by analyzing the market segments and project the Global Cloud Gaming Market size. Clear representation of competitive analysis of key players by product, price, financial position, product portfolio, growth strategies, and regional presence in the Global Cloud Gaming Market make the report investor’s guide.

Market Scenario:

The Global Cloud Gaming Market was valued around at $1 Bn in the year 2018, and is projected to reach $XX Bn by the year 2027, growing at a CAGR of almost 30% during the forecasted period.

Market Overview:


• Introduction of 5G Technology

The introduction of 5G technology is seen to bring a new beginning in the connectivity landscape and also a great shift in the gaming industry. It is a matter of fact that almost all the countries around the globe are working on launching 5G technology in order to gain broader microeconomic benefits. As the cloud gaming approach requires a very high transmission rate, the inability of 5G technology would definitely help the users achieve the same, without any network issues. Therefore, the development or the launching of 5G technology could definitely be considered as the boon for the cloud gaming market during the forecast period.

• High cost Gaming Hardware’s and Consoles

The purchasing and the assembly costs of any typical gaming system nowadays ranges around $400 -$5000. It is observed that the price surge of the consoling systems, is losing potential customers. While, on the contrary, the cloud gaming approach allows the users to play without spending much on the hardware and consoles. Hence, this factor directly results in cost savings and could drive the market of cloud gaming in the future times.


• Absence of High Speed Internet Connectivity

Using cloud-based games, no doubt requires a high-speed transmission (around 10 Mbps), and even today, having stable internet connectivity in many places around several countries is a big factor. Therefore, a barrier of high-speed internet connections from the user’s end could act as one of the major factors that would hinder the market growth of cloud gaming around the globe, during the forecast period.

Market Segmentation

The report for the global Cloud Gaming market is studied across the 5 major segments:

• By Type

o File Streaming
o Video Streaming

Based on the type, the video streaming segment dominated the cloud gaming market during the year 2018. However, the file streaming segment is expected to grow with the highest CAGR of over xx% during the forecast period. The reason behind the highest market share could be attributed to the usage of file streams by many large players in their offerings, such as play station and Xbox game pass. The use of the file streams allows the companies to provide a seamless gaming experience to their users, even if they have low-speed internet connectivity.

• By Device

o Smart Phones & Tablets
o Gaming Consoles
o PCs & Laptops
o Smart Televisions
o Head Mounted Displays

The smartphones and tablets segment is expected to have dominance in the market, during the forecast period. The reason being the steady increase in the adoption of smartphones across the globe.

• By Gamer Type

o Casual Gamers
o Avid Gamers
o Lifestyle Gamers

• By Business Model

o Business to Consumers
o Business to Business

The Business – to -Business (B2B) cloud gaming segment is predicted to register the highest CAGR when compared to the Business – to – Consumer (B2C) segment, basically due to the reason that the cloud gaming platforms are mainly focused on getting partnered with the internet service providers, in order to further extend the distribution network of their services.

• By Geography

o North America
o South America
o Asia Pacific
o Europe
o Middle East & Africa

Asia Pacific region is expected to grow with the highest market share in the global cloud gaming market, during the forecast period, owing to the rise in the number of 5G infrastructure development initiatives are taken by several industries in the region.

Competitive Landscape

• The major key players operating in this market include -:

o Amazon Web Services Inc.
o Apple Inc.
o Electronics Arts, Inc.
o Google Inc.
o Intel Corporation
o International Business Machines Corporation
o Microsoft Corporation
o NVIDIA Corporation
o Sony Interactive Entertainment LLC
o Ubitus Inc.
o Playcloud Inc.
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Report Is Submitted By : Maximize Market Research Company
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Contact info
Name: Lumawant Godage

This Report Is Submitted By : Maximize Market Research Company
Address: Omkar Heights, Sinhagad Road, Manik Baug, Vadgaon Bk,Pune, Maharashtra 411051, India.
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