Global Cloud Gaming Market Size, Manufacturers, Growth Analysis Industry Forecast to 2030
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.
According to APO Research, The global Cloud Gaming market is projected to grow from US$ million in 2024 to US$ million by 2030, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
Global Cloud Gaming key players include Sony(Gaikai,Onlive), GameFly(PlayCast) , Nvidia, Ubitus, etc. Global top four manufacturers hold a share about 30%.
USA is the largest market, with a share over 40%, followed by Europe and China, both have a share about 40 percent.
In terms of application, the largest application is PC, followed by Connected TV, Tablet, Smartphone.
This report presents an overview of global market for Cloud Gaming, revenue and gross margin. Analyses of the global market trends, with historic market revenue for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Cloud Gaming, also provides the value of main regions and countries. Of the upcoming market potential for Cloud Gaming, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Cloud Gaming revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Cloud Gaming market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
All companies have demonstrated varying levels of sales growth and profitability over the past six years, while some companies have experienced consistent growth, others have shown fluctuations in performance. The overall trend suggests a positive outlook for the global @@@@ company landscape, with companies adapting to market dynamics and maintaining profitability amidst changing conditions.
Descriptive company profiles of the major global players, including Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo) and 51ias.com (Gloud), etc.
Cloud Gaming segment by Company
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
Cloud Gaming segment by Type
Video Streaming
File Streaming
Cloud Gaming segment by Application
PC
Connected TV
Tablet
Smartphone
Cloud Gaming segment by Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Study Objectives1. To analyze and research the global Cloud Gaming status and future forecast, involving, revenue, growth rate (CAGR), market share, historical and forecast.
2. To present the Cloud Gaming key companies, revenue, market share, and recent developments.
3. To split the Cloud Gaming breakdown data by regions, type, companies, and application.
4. To analyze the global and key regions Cloud Gaming market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify Cloud Gaming significant trends, drivers, influence factors in global and regions.
6. To analyze Cloud Gaming competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
Reasons to Buy This Report1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Cloud Gaming market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Cloud Gaming and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in sales and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Cloud Gaming.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter OutlineChapter 1: Introduces the report scope of the report, global total market size.
Chapter 2: Analysis key trends, drivers, challenges, and opportunities within the global Cloud Gaming industry.
Chapter 3: Detailed analysis of Cloud Gaming company 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: Sales value of Cloud Gaming in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of key country in the world.
Chapter 7: Sales value of Cloud Gaming in country level. It provides sigmate data by type, and by application for each country/region.
Chapter 8: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 9: Concluding Insights.
Chapter 9: Concluding Insights.