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Global Cloud Gaming Market Research Report 2024

Global Cloud Gaming Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1704581

No of Pages : 95

Synopsis
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.
The global Cloud Gaming market was valued at US$ 189 million in 2023 and is anticipated to reach US$ 1611.9 million by 2030, witnessing a CAGR of 35.4% during the forecast period 2024-2030.
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 aims to provide a comprehensive presentation of the global market for Cloud Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Cloud Gaming.
Report Scope
The Cloud Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Cloud Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Cloud Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
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
Segment by Type
Video Streaming
File Streaming
Segment by Application
PC
Connected TV
Tablet
Smartphone
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Cloud Gaming companies’ 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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Cloud Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Video Streaming
1.2.3 File Streaming
1.3 Market by Application
1.3.1 Global Cloud Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 PC
1.3.3 Connected TV
1.3.4 Tablet
1.3.5 Smartphone
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Cloud Gaming Market Perspective (2019-2030)
2.2 Cloud Gaming Growth Trends by Region
2.2.1 Global Cloud Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Cloud Gaming Historic Market Size by Region (2019-2024)
2.2.3 Cloud Gaming Forecasted Market Size by Region (2025-2030)
2.3 Cloud Gaming Market Dynamics
2.3.1 Cloud Gaming Industry Trends
2.3.2 Cloud Gaming Market Drivers
2.3.3 Cloud Gaming Market Challenges
2.3.4 Cloud Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Cloud Gaming Players by Revenue
3.1.1 Global Top Cloud Gaming Players by Revenue (2019-2024)
3.1.2 Global Cloud Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Cloud Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Cloud Gaming Revenue
3.4 Global Cloud Gaming Market Concentration Ratio
3.4.1 Global Cloud Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Cloud Gaming Revenue in 2023
3.5 Cloud Gaming Key Players Head office and Area Served
3.6 Key Players Cloud Gaming Product Solution and Service
3.7 Date of Enter into Cloud Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Cloud Gaming Breakdown Data by Type
4.1 Global Cloud Gaming Historic Market Size by Type (2019-2024)
4.2 Global Cloud Gaming Forecasted Market Size by Type (2025-2030)
5 Cloud Gaming Breakdown Data by Application
5.1 Global Cloud Gaming Historic Market Size by Application (2019-2024)
5.2 Global Cloud Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Cloud Gaming Market Size (2019-2030)
6.2 North America Cloud Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Cloud Gaming Market Size by Country (2019-2024)
6.4 North America Cloud Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Cloud Gaming Market Size (2019-2030)
7.2 Europe Cloud Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Cloud Gaming Market Size by Country (2019-2024)
7.4 Europe Cloud Gaming Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Cloud Gaming Market Size (2019-2030)
8.2 Asia-Pacific Cloud Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Cloud Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Cloud Gaming Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Cloud Gaming Market Size (2019-2030)
9.2 Latin America Cloud Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Cloud Gaming Market Size by Country (2019-2024)
9.4 Latin America Cloud Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Cloud Gaming Market Size (2019-2030)
10.2 Middle East & Africa Cloud Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Cloud Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Cloud Gaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Sony
11.1.1 Sony Company Detail
11.1.2 Sony Business Overview
11.1.3 Sony Cloud Gaming Introduction
11.1.4 Sony Revenue in Cloud Gaming Business (2019-2024)
11.1.5 Sony Recent Development
11.2 GameFly (PlayCast)
11.2.1 GameFly (PlayCast) Company Detail
11.2.2 GameFly (PlayCast) Business Overview
11.2.3 GameFly (PlayCast) Cloud Gaming Introduction
11.2.4 GameFly (PlayCast) Revenue in Cloud Gaming Business (2019-2024)
11.2.5 GameFly (PlayCast) Recent Development
11.3 Nvidia
11.3.1 Nvidia Company Detail
11.3.2 Nvidia Business Overview
11.3.3 Nvidia Cloud Gaming Introduction
11.3.4 Nvidia Revenue in Cloud Gaming Business (2019-2024)
11.3.5 Nvidia Recent Development
11.4 Ubitus
11.4.1 Ubitus Company Detail
11.4.2 Ubitus Business Overview
11.4.3 Ubitus Cloud Gaming Introduction
11.4.4 Ubitus Revenue in Cloud Gaming Business (2019-2024)
11.4.5 Ubitus Recent Development
11.5 PlayGiga
11.5.1 PlayGiga Company Detail
11.5.2 PlayGiga Business Overview
11.5.3 PlayGiga Cloud Gaming Introduction
11.5.4 PlayGiga Revenue in Cloud Gaming Business (2019-2024)
11.5.5 PlayGiga Recent Development
11.6 Crytek GmbH
11.6.1 Crytek GmbH Company Detail
11.6.2 Crytek GmbH Business Overview
11.6.3 Crytek GmbH Cloud Gaming Introduction
11.6.4 Crytek GmbH Revenue in Cloud Gaming Business (2019-2024)
11.6.5 Crytek GmbH Recent Development
11.7 PlayKey
11.7.1 PlayKey Company Detail
11.7.2 PlayKey Business Overview
11.7.3 PlayKey Cloud Gaming Introduction
11.7.4 PlayKey Revenue in Cloud Gaming Business (2019-2024)
11.7.5 PlayKey Recent Development
11.8 Utomik (Kalydo)
11.8.1 Utomik (Kalydo) Company Detail
11.8.2 Utomik (Kalydo) Business Overview
11.8.3 Utomik (Kalydo) Cloud Gaming Introduction
11.8.4 Utomik (Kalydo) Revenue in Cloud Gaming Business (2019-2024)
11.8.5 Utomik (Kalydo) Recent Development
11.9 51ias.com (Gloud)
11.9.1 51ias.com (Gloud) Company Detail
11.9.2 51ias.com (Gloud) Business Overview
11.9.3 51ias.com (Gloud) Cloud Gaming Introduction
11.9.4 51ias.com (Gloud) Revenue in Cloud Gaming Business (2019-2024)
11.9.5 51ias.com (Gloud) Recent Development
11.10 Cyber Cloud
11.10.1 Cyber Cloud Company Detail
11.10.2 Cyber Cloud Business Overview
11.10.3 Cyber Cloud Cloud Gaming Introduction
11.10.4 Cyber Cloud Revenue in Cloud Gaming Business (2019-2024)
11.10.5 Cyber Cloud Recent Development
11.11 Yunlian Technology
11.11.1 Yunlian Technology Company Detail
11.11.2 Yunlian Technology Business Overview
11.11.3 Yunlian Technology Cloud Gaming Introduction
11.11.4 Yunlian Technology Revenue in Cloud Gaming Business (2019-2024)
11.11.5 Yunlian Technology Recent Development
11.12 Liquidsky
11.12.1 Liquidsky Company Detail
11.12.2 Liquidsky Business Overview
11.12.3 Liquidsky Cloud Gaming Introduction
11.12.4 Liquidsky Revenue in Cloud Gaming Business (2019-2024)
11.12.5 Liquidsky Recent Development
11.13 BlacknutSAS
11.13.1 BlacknutSAS Company Detail
11.13.2 BlacknutSAS Business Overview
11.13.3 BlacknutSAS Cloud Gaming Introduction
11.13.4 BlacknutSAS Revenue in Cloud Gaming Business (2019-2024)
11.13.5 BlacknutSAS Recent Development
11.14 Alibaba Cloud
11.14.1 Alibaba Cloud Company Detail
11.14.2 Alibaba Cloud Business Overview
11.14.3 Alibaba Cloud Cloud Gaming Introduction
11.14.4 Alibaba Cloud Revenue in Cloud Gaming Business (2019-2024)
11.14.5 Alibaba Cloud Recent Development
11.15 Baidu
11.15.1 Baidu Company Detail
11.15.2 Baidu Business Overview
11.15.3 Baidu Cloud Gaming Introduction
11.15.4 Baidu Revenue in Cloud Gaming Business (2019-2024)
11.15.5 Baidu Recent Development
11.16 Tencent Cloud
11.16.1 Tencent Cloud Company Detail
11.16.2 Tencent Cloud Business Overview
11.16.3 Tencent Cloud Cloud Gaming Introduction
11.16.4 Tencent Cloud Revenue in Cloud Gaming Business (2019-2024)
11.16.5 Tencent Cloud Recent Development
11.17 Ksyun (Kingsoft)
11.17.1 Ksyun (Kingsoft) Company Detail
11.17.2 Ksyun (Kingsoft) Business Overview
11.17.3 Ksyun (Kingsoft) Cloud Gaming Introduction
11.17.4 Ksyun (Kingsoft) Revenue in Cloud Gaming Business (2019-2024)
11.17.5 Ksyun (Kingsoft) Recent Development
11.18 LeCloud
11.18.1 LeCloud Company Detail
11.18.2 LeCloud Business Overview
11.18.3 LeCloud Cloud Gaming Introduction
11.18.4 LeCloud Revenue in Cloud Gaming Business (2019-2024)
11.18.5 LeCloud Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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