Global Cloud Gaming Market Growth (Status and Outlook) 2019-2024
Table of Contents
2019-2024 Global Cloud Gaming Market Report (Status and Outlook)
1 Scope of the Report
- 1.1 Market Introduction
- 1.2 Research Objectives
- 1.3 Years Considered
- 1.4 Market Research Methodology
- 1.5 Economic Indicators
- 1.6 Currency Considered
2 Executive Summary
- 2.1 World Market Overview
- 2.1.1 Global Cloud Gaming Market Size 2014-2024
- 2.1.2 Cloud Gaming Market Size CAGR by Region
- 2.2 Cloud Gaming Segment by Type
- 2.2.1 Video Streaming
- 2.2.2 File Streaming
- 2.3 Cloud Gaming Market Size by Type
- 2.3.1 Global Cloud Gaming Market Size Market Share by Type (2014-2019)
- 2.3.2 Global Cloud Gaming Market Size Growth Rate by Type (2014-2019)
- 2.4 Cloud Gaming Segment by Application
- 2.4.1 PC
- 2.4.2 Connected TV
- 2.4.3 Tablet
- 2.4.4 Smartphone
- 2.5 Cloud Gaming Market Size by Application
- 2.5.1 Global Cloud Gaming Market Size Market Share by Application (2014-2019)
- 2.5.2 Global Cloud Gaming Market Size Growth Rate by Application (2014-2019)
3 Global Cloud Gaming by Players
- 3.1 Global Cloud Gaming Market Size Market Share by Players
- 3.1.1 Global Cloud Gaming Market Size by Players (2017-2019)
- 3.1.2 Global Cloud Gaming Market Size Market Share by Players (2017-2019)
- 3.2 Global Cloud Gaming Key Players Head office and Products Offered
- 3.3 Market Concentration Rate Analysis
- 3.3.1 Competition Landscape Analysis
- 3.3.2 Concentration Ratio (CR3, CR5 and CR10) (2017-2019)
- 3.4 New Products and Potential Entrants
- 3.5 Mergers & Acquisitions, Expansion
4 Cloud Gaming by Regions
- 4.1 Cloud Gaming Market Size by Regions
- 4.2 Americas Cloud Gaming Market Size Growth
- 4.3 APAC Cloud Gaming Market Size Growth
- 4.4 Europe Cloud Gaming Market Size Growth
- 4.5 Middle East & Africa Cloud Gaming Market Size Growth
5 Americas
- 5.1 Americas Cloud Gaming Market Size by Countries
- 5.2 Americas Cloud Gaming Market Size by Type
- 5.3 Americas Cloud Gaming Market Size by Application
- 5.4 United States
- 5.5 Canada
- 5.6 Mexico
- 5.7 Key Economic Indicators of Few Americas Countries
6 APAC
- 6.1 APAC Cloud Gaming Market Size by Countries
- 6.2 APAC Cloud Gaming Market Size by Type
- 6.3 APAC Cloud Gaming Market Size by Application
- 6.4 China
- 6.5 Japan
- 6.6 Korea
- 6.7 Southeast Asia
- 6.8 India
- 6.9 Australia
- 6.10 Key Economic Indicators of Few APAC Countries
7 Europe
- 7.1 Europe Cloud Gaming by Countries
- 7.2 Europe Cloud Gaming Market Size by Type
- 7.3 Europe Cloud Gaming Market Size by Application
- 7.4 Germany
- 7.5 France
- 7.6 UK
- 7.7 Italy
- 7.8 Russia
- 7.9 Spain
- 7.10 Key Economic Indicators of Few Europe Countries
8 Middle East & Africa
- 8.1 Middle East & Africa Cloud Gaming by Countries
- 8.2 Middle East & Africa Cloud Gaming Market Size by Type
- 8.3 Middle East & Africa Cloud Gaming Market Size by Application
- 8.4 Egypt
- 8.5 South Africa
- 8.6 Israel
- 8.7 Turkey
- 8.8 GCC Countries
9 Market Drivers, Challenges and Trends
- 9.1 Market Drivers and Impact
- 9.1.1 Growing Demand from Key Regions
- 9.1.2 Growing Demand from Key Applications and Potential Industries
- 9.2 Market Challenges and Impact
- 9.3 Market Trends
10 Global Cloud Gaming Market Forecast
- 10.1 Global Cloud Gaming Market Size Forecast (2019-2024)
- 10.2 Global Cloud Gaming Forecast by Regions
- 10.2.1 Global Cloud Gaming Forecast by Regions (2019-2024)
- 10.2.2 Americas Market Forecast
- 10.2.3 APAC Market Forecast
- 10.2.4 Europe Market Forecast
- 10.2.5 Middle East & Africa Market Forecast
- 10.3 Americas Forecast by Countries
- 10.3.1 United States Market Forecast
- 10.3.2 Canada Market Forecast
- 10.3.3 Mexico Market Forecast
- 10.3.4 Brazil Market Forecast
- 10.4 APAC Forecast by Countries
- 10.4.1 China Market Forecast
- 10.4.2 Japan Market Forecast
- 10.4.3 Korea Market Forecast
- 10.4.4 Southeast Asia Market Forecast
- 10.4.5 India Market Forecast
- 10.4.6 Australia Market Forecast
- 10.5 Europe Forecast by Countries
- 10.5.1 Germany Market Forecast
- 10.5.2 France Market Forecast
- 10.5.3 UK Market Forecast
- 10.5.4 Italy Market Forecast
- 10.5.5 Russia Market Forecast
- 10.5.6 Spain Market Forecast
- 10.6 Middle East & Africa Forecast by Countries
- 10.6.1 Egypt Market Forecast
- 10.6.2 South Africa Market Forecast
- 10.6.3 Israel Market Forecast
- 10.6.4 Turkey Market Forecast
- 10.6.5 GCC Countries Market Forecast
- 10.7 Global Cloud Gaming Forecast by Type
- 10.8 Global Cloud Gaming Forecast by Application
11 Key Players Analysis
- 11.1 Sony
- 11.1.1 Company Details
- 11.1.2 Cloud Gaming Product Offered
- 11.1.3 Sony Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.1.4 Main Business Overview
- 11.1.5 Sony News
- 11.2 GameFly (PlayCast)
- 11.2.1 Company Details
- 11.2.2 Cloud Gaming Product Offered
- 11.2.3 GameFly (PlayCast) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.2.4 Main Business Overview
- 11.2.5 GameFly (PlayCast) News
- 11.3 Nvidia
- 11.3.1 Company Details
- 11.3.2 Cloud Gaming Product Offered
- 11.3.3 Nvidia Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.3.4 Main Business Overview
- 11.3.5 Nvidia News
- 11.4 Ubitus
- 11.4.1 Company Details
- 11.4.2 Cloud Gaming Product Offered
- 11.4.3 Ubitus Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.4.4 Main Business Overview
- 11.4.5 Ubitus News
- 11.5 PlayGiga
- 11.5.1 Company Details
- 11.5.2 Cloud Gaming Product Offered
- 11.5.3 PlayGiga Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.5.4 Main Business Overview
- 11.5.5 PlayGiga News
- 11.6 Crytek GmbH
- 11.6.1 Company Details
- 11.6.2 Cloud Gaming Product Offered
- 11.6.3 Crytek GmbH Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.6.4 Main Business Overview
- 11.6.5 Crytek GmbH News
- 11.7 PlayKey
- 11.7.1 Company Details
- 11.7.2 Cloud Gaming Product Offered
- 11.7.3 PlayKey Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.7.4 Main Business Overview
- 11.7.5 PlayKey News
- 11.8 Utomik (Kalydo)
- 11.8.1 Company Details
- 11.8.2 Cloud Gaming Product Offered
- 11.8.3 Utomik (Kalydo) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.8.4 Main Business Overview
- 11.8.5 Utomik (Kalydo) News
- 11.9 51ias.com (Gloud)
- 11.9.1 Company Details
- 11.9.2 Cloud Gaming Product Offered
- 11.9.3 51ias.com (Gloud) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.9.4 Main Business Overview
- 11.9.5 51ias.com (Gloud) News
- 11.10 Cyber Cloud
- 11.10.1 Company Details
- 11.10.2 Cloud Gaming Product Offered
- 11.10.3 Cyber Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2017-2019)
- 11.10.4 Main Business Overview
- 11.10.5 Cyber Cloud News
- 11.11 Yunlian Technology
- 11.12 Liquidsky
- 11.13 BlacknutSAS
- 11.14 Alibaba Cloud
- 11.15 Baidu
- 11.16 Tencent Cloud
- 11.17 Ksyun (Kingsoft)
- 11.18 LeCloud
12 Research Findings and Conclusion
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.
In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients.
While the rapid growth of cloud gaming, challenges especially security risk, latency and bandwidth as well as packet loss are gradually arisen to impede technology developments. Benefits and impacts follow the appearance of cloud gaming and change the way players experience games traditionally. No heavy deployment on hardware or further downloading or updating is required and therefore less production such as disc will be made by vendors.
Because of gamers might expect higher standard experience is met, quality of experience (QoS) is proposed to deal with explosively increased requirements to enhance the performance of gaming. Two research covered on different topics are given to analyse the factors that influence the QoS.
According to this study, over the next five years the Cloud Gaming market will register a 46.7% CAGR in terms of revenue, the global market size will reach US$ 450 million by 2024, from US$ 45 million in 2019. In particular, this report presents the global revenue market share of key companies in Cloud Gaming business, shared in Chapter 3.
This report presents a comprehensive overview, market shares and growth opportunities of Cloud Gaming market by product type, application, key companies and key regions.
This study considers the Cloud Gaming value generated from the sales of the following segments:
Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.
Video Streaming
File Streaming
Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.
PC
Connected TV
Tablet
Smartphone
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Spain
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias.com (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
BlacknutSAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives
To study and analyze the global Cloud Gaming market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
To understand the structure of Cloud Gaming market by identifying its various subsegments.
Focuses on the key global Cloud Gaming players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Cloud Gaming with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Cloud Gaming submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.