Eternity Insights has published a new study on Global Cloud Gaming Market focusing on key segments By Offering (Infrastructure, Gaming Platform Service), By Device (Smartphone, Consoles, Laptop/Tablets, Smart TV, HMD, Personal Computer), By Streaming Type (Video Streaming, File Streaming), By End-User (Casual Gamers, Avid Gamers, Hardcore Gamers), and by region. This deep dive research report highlights the market and competitive intelligence across the key segments of the market. The report also considers the impact of COVID-19 on the global Cloud Gaming Market.
The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.
Cloud Gaming Market report is based on robust research methodology designed using blend of research approaches developed using secondary/desk research and validated through primary research and expert insights. Eternity Insights also uses paid databases such as FACIVA, Hoovers, and other benchmarking and forecasting tools to provide accurate statistical analysis of supply and demand trends.
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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Cloud Gaming market in terms of demand generation. The Cloud Gaming market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Cloud Gaming market for below listed coun-tries across each region.
North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).
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The global Cloud Gaming market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details
Report Attributes | Details |
The market size value in 2021 | USD XX.XX Million |
CAGR (2021 - 2028) | XX.XX % |
The Revenue forecast in 2028 | USD XX.XX Million |
Base year for estimation | 2021 |
Historical data | 2018-2019 |
Forecast period | 2022-2028 |
Quantitative units |
|
Report coverage | Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered | By Type Outlook, Application Outlook, Regional Outlook |
By Device Outlook | Smartphones, Consoles, laptops/Tablets, Smart TV, HMD, Personal Computer |
By End-User Outlook | Casual Gamers, Avid Gamers, Hardcore Gamers |
Regional scope | North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Country scope | U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey |
Key companies profiled | 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, Colt.net |
Customization Available | Yes, the report can be tailored to meet your specific requirements. |
Table of Contents
1 Scope of the Study
1.1 Cloud Gaming Introduction
1.2 Research Programs
1.3 Analysis of Macroeconomic Indicators
1.4 Years Considered
1.5 Methodology
1.6 Data Source
1.7 Research Objectives
2 Cloud Gaming Industry Overview
2.1 Global Cloud Gaming Market Size (Million USD) Comparison by Regions (2021-2028)
2.1.1 Cloud Gaming Global Main Region Market Analysis
2.2 Market Analysis by Type
2.2.1 Video Streaming
2.2.2 File Streaming
2.3.2 Connected TV
2.3.3 Tablet
2.3.4 Smartphone
2.4.2 Global Cloud Gaming Revenue and Market Share by Manufacturer (2017-2020)
2.4.3 Global Cloud Gaming Industry Concentration Ratio (CR5 and HHI)
2.4.4 Top 5 Cloud Gaming Manufacturer Market Share
2.4.5 Top 10 Cloud Gaming Manufacturer Market Share
2.4.6 Date of Key Manufacturers Enter into Cloud Gaming Market
2.4.7 Key Manufacturers Cloud Gaming Product Offered
2.4.8 Mergers & Acquisitions Planning
2.5 Cloud Gaming Historical Development Overview
2.6 Market Dynamics
2.6.1 Market Opportunities
2.6.2 Market Risk
2.6.3 Market Driving Force
2.6.4 Porter's Five Forces Analysis
3 Related Market Analysis
3.1 Related Market Overview
3.2 Macro Analysis of Upstream Markets
3.3 Key Players in Related Markets
3.4 Related Markets Trend Analysis
4 Global Cloud Gaming Market Size Categorized by Regions
4.1 Global Cloud Gaming Revenue and Market Share by Regions
4.1.1 Global Cloud Gaming Sales and Market Share by Regions (2017-2020)
4.1.2 Global Cloud Gaming Revenue and Market Share by Regions (2017-2020)
4.2 Europe Cloud Gaming Revenue and Growth Rate (2017-2020)
4.3 APAC Cloud Gaming Revenue and Growth Rate (2017-2020)
4.4 North America Cloud Gaming Revenue and Growth Rate (2017-2020)
4.5 South America Cloud Gaming Revenue and Growth Rate (2017-2020)
4.6 Middle East & Africa Cloud Gaming Revenue and Growth Rate (2017-2020)
5 Europe Cloud Gaming Market Size Categorized by Countries
5.1 Europe Cloud Gaming Revenue and Market Share by Countries
5.1.1 Europe Cloud Gaming Revenue by Countries (2017-2020)
5.1.2 Germany Cloud Gaming Revenue and Growth Rate (2017-2020)
5.1.3 UK Cloud Gaming Revenue and Growth Rate (2017-2020)
5.1.4 France Cloud Gaming Revenue and Growth Rate (2017-2020)
5.1.5 Russia Cloud Gaming Revenue and Growth Rate (2017-2020)
5.1.6 Italy Cloud Gaming Revenue and Growth Rate (2017-2020)
5.1.7 Spain Cloud Gaming Revenue and Growth Rate (2017-2020)
5.2 Europe Cloud Gaming Revenue (Value) by Manufacturers (2017-2020)
5.3 Europe Cloud Gaming Revenue and Market Share by Type (2017-2020)
5.4 Europe Cloud Gaming Revenue and Market Share by Application (2017-2020)
6 Asia-Pacific Cloud Gaming Market Size Categorized by Countries
6.1 Asia-Pacific Cloud Gaming Revenue and Market Share by Countries
6.1.1 Asia-Pacific Cloud Gaming Revenue by Countries (2017-2020)
6.1.2 China Cloud Gaming Revenue and Growth Rate (2017-2020)
6.1.3 Japan Cloud Gaming Revenue and Growth Rate (2017-2020)
6.1.4 Korea Cloud Gaming Revenue and Growth Rate (2017-2020)
6.1.5 India Cloud Gaming Revenue and Growth Rate (2017-2020)
6.1.6 Southeast Asia Cloud Gaming Revenue and Growth Rate (2017-2020)
6.1.7 Australia Cloud Gaming Revenue and Growth Rate (2017-2020)
6.2 Asia-Pacific Cloud Gaming Revenue (Value) by Players (2017-2020)
6.3 Asia-Pacific Cloud Gaming Revenue and Market Share by Type (2017-2020)
6.4 Asia-Pacific Cloud Gaming Revenue and Market Share by Application (2017-2020)
7 North America Cloud Gaming Market Size Categorized by Countries
7.1 North America Cloud Gaming Revenue and Market Share by Countries
7.1.1 North America Cloud Gaming Revenue by Countries (2017-2020)
7.1.2 United States Cloud Gaming Revenue and Growth Rate (2017-2020)
7.1.3 Canada Cloud Gaming Revenue and Growth Rate (2017-2020)
7.1.4 Mexico Cloud Gaming Revenue and Growth Rate (2017-2020)
7.2 North America Cloud Gaming Revenue (Value) by Players (2017-2020)
7.3 North America Cloud Gaming Revenue and Market Share by Type (2017-2020)
7.4 North America Cloud Gaming Revenue and Market Share by Application (2017-2020)
8 South America Cloud Gaming Market Size Categorized by Countries
8.1 South America Cloud Gaming Revenue and Market Share by Countries
8.1.1 South America Cloud Gaming Revenue by Countries (2017-2020)
8.1.2 Brazil Cloud Gaming Revenue and Growth Rate (2017-2020)
8.2 South America Cloud Gaming Revenue (Value) by Players (2017-2020)
8.3 South America Cloud Gaming Revenue and Market Share by Type (2017-2020)
8.4 South America Cloud Gaming Revenue and Market Share by Application (2017-2020)
9 Middle East and Africa Cloud Gaming Market Size Categorized by Countries
9.1 Middle East and Africa Cloud Gaming Revenue and Market Share by Countries
9.1.1 Middle East and Africa Cloud Gaming Revenue by Countries (2017-2020)
9.1.2 GCC Countries Cloud Gaming Revenue and Growth Rate (2017-2020)
9.1.3 Turkey Cloud Gaming Revenue and Growth Rate (2017-2020)
9.1.4 Egypt Cloud Gaming Revenue and Growth Rate (2017-2020)
9.1.5 South Africa Cloud Gaming Revenue and Growth Rate (2017-2020)
9.2 Middle East and Africa Cloud Gaming Revenue (Value) by Players (2017-2020)
9.3 Middle East and Africa Cloud Gaming Revenue and Market Share by Type (2017-2020)
9.4 Middle East and Africa Cloud Gaming Revenue and Market Share by Application (2017-2020)
10 Global Cloud Gaming Market Segment by Type
10.1 Global Cloud Gaming Revenue and Market Share by Type (2017-2020)
10.2 Global Cloud Gaming Market Forecast by Type (2021-2028)
10.3 Video Streaming Revenue Growth Rate
10.4 File Streaming Revenue Growth Rate
11.1 Global Cloud Gaming Revenue Market Share by Application (2017-2020)
11.2 Global Cloud Gaming Market Forecast by Application (2021-2028)
11.3 PC Revenue Growth Rate (2015-2027)
11.4 Connected TV Revenue Growth Rate (2015-2027)
11.5 Tablet Revenue Growth Rate (2015-2027)
11.6 Smartphone Revenue Growth Rate (2015-2027)
12.1 Global Cloud Gaming Market Size Forecast (2021-2028)
12.2 Cloud Gaming Market Forecast by Regions (2021-2028)
12.3 Europe Cloud Gaming Revenue Market Forecast (2021-2028)
12.4 APAC Cloud Gaming Revenue Market Forecast (2021-2028)
12.5 North America Cloud Gaming Revenue Market Forecast (2021-2028)
12.6 South America Cloud Gaming Revenue Market Forecast (2021-2028)
12.7 Middle East & Africa Cloud Gaming Revenue Market Forecast (2021-2028)
13 Analysis of Cloud Gaming Industry Key Vendors
13.1 Sony
13.1.1 Company Details
13.1.2 Product Information
13.1.3 Sony Cloud Gaming Revenue and Gross Margin (2017-2020)
13.1.4 Main Business Overview
13.1.5 Sony News
13.2 GameFly (PlayCast)
13.2.1 Company Details
13.2.2 Product Information
13.2.3 GameFly (PlayCast) Cloud Gaming Revenue and Gross Margin (2017-2020)
13.2.4 Main Business Overview
13.2.5 GameFly (PlayCast) News
13.3 Nvidia
13.3.1 Company Details
13.3.2 Product Information
13.3.3 Nvidia Cloud Gaming Revenue and Gross Margin (2017-2020)
13.3.4 Main Business Overview
13.3.5 Nvidia News
13.4 Ubitus
13.4.1 Company Details
13.4.2 Product Information
13.4.3 Ubitus Cloud Gaming Revenue and Gross Margin (2017-2020)
13.4.4 Main Business Overview
13.4.5 Ubitus News
13.5 PlayGiga
13.5.1 Company Details
13.5.2 Product Information
13.5.3 PlayGiga Cloud Gaming Revenue and Gross Margin (2017-2020)
13.5.4 Main Business Overview
13.5.5 PlayGiga News
13.6 Crytek GmbH
13.6.1 Company Details
13.6.2 Product Information
13.6.3 Crytek GmbH Cloud Gaming Revenue and Gross Margin (2017-2020)
13.6.4 Main Business Overview
13.6.5 Crytek GmbH News
13.7 PlayKey
13.7.1 Company Details
13.7.2 Product Information
13.7.3 PlayKey Cloud Gaming Revenue and Gross Margin (2017-2020)
13.7.4 Main Business Overview
13.7.5 PlayKey News
13.8 Utomik (Kalydo)
13.8.1 Company Details
13.8.2 Product Information
13.8.3 Utomik (Kalydo) Cloud Gaming Revenue and Gross Margin (2017-2020)
13.8.4 Main Business Overview
13.8.5 Utomik (Kalydo) News
13.9 51ias.com (Gloud)
13.9.1 Company Details
13.9.2 Product Information
13.9.3 51ias.com (Gloud) Cloud Gaming Revenue and Gross Margin (2017-2020)
13.9.4 Main Business Overview
13.9.5 51ias.com (Gloud) News
13.10 Cyber Cloud
13.10.1 Company Details
13.10.2 Product Information
13.10.3 Cyber Cloud Cloud Gaming Revenue and Gross Margin (2017-2020)
13.10.4 Main Business Overview
13.10.5 Cyber Cloud News
13.11 Yunlian Technology
13.11.1 Company Details
13.11.2 Product Information
13.11.3 Yunlian Technology Cloud Gaming Revenue and Gross Margin (2017-2020)
13.11.4 Main Business Overview
13.11.5 Yunlian Technology News
13.12 Liquidsky
13.12.1 Company Details
13.12.2 Product Information
13.12.3 Liquidsky Cloud Gaming Revenue and Gross Margin (2017-2020)
13.12.4 Main Business Overview
13.12.5 Liquidsky News
13.13 BlacknutSAS
13.13.1 Company Details
13.13.2 Product Information
13.13.3 BlacknutSAS Cloud Gaming Revenue and Gross Margin (2017-2020)
13.13.4 Main Business Overview
13.13.5 BlacknutSAS News
13.14 Alibaba Cloud
13.14.1 Company Details
13.14.2 Product Information
13.14.3 Alibaba Cloud Cloud Gaming Revenue and Gross Margin (2017-2020)
13.14.4 Main Business Overview
13.14.5 Alibaba Cloud News
13.15 Baidu
13.15.1 Company Details
13.15.2 Product Information
13.15.3 Baidu Cloud Gaming Revenue and Gross Margin (2017-2020)
13.15.4 Main Business Overview
13.15.5 Baidu News
13.16 Tencent Cloud
13.16.1 Company Details
13.16.2 Product Information
13.16.3 Tencent Cloud Cloud Gaming Revenue and Gross Margin (2017-2020)
13.16.4 Main Business Overview
13.16.5 Tencent Cloud News
13.17 Ksyun (Kingsoft)
13.17.1 Company Details
13.17.2 Product Information
13.17.3 Ksyun (Kingsoft) Cloud Gaming Revenue and Gross Margin (2017-2020)
13.17.4 Main Business Overview
13.17.5 Ksyun (Kingsoft) News
13.18 LeCloud
13.18.1 Company Details
13.18.2 Product Information
13.18.3 LeCloud Cloud Gaming Revenue and Gross Margin (2017-2020)
13.18.4 Main Business Overview
13.18.5 LeCloud News
15 Appendix
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