Cloud Gaming Market

The Cloud Gaming market is projected to grow significantly, reaching USD 24.58 billion by 2033, up from USD 2.04 billion in 2023, with an impressive CAGR of 51.74% over the decade. Cloud gaming allows players to stream video games from remote servers rather than relying on high-end local hardware. This model involves storing, processing, and rendering game data on powerful servers in data centers, with the results streamed to players' devices such as PCs, consoles, or mobile devices. This approach eliminates the need for game downloads or installations, offering a more accessible and scalable gaming experience. The success of cloud gaming depends on a strong internet connection to maintain low latency and smooth gameplay. Notable cloud gaming services include Google Stadia, NVIDIA GeForce Now, and Xbox Cloud Gaming (formerly Project xCloud).

The latest research report by Evolve Business Intelligence explores the various factors influencing the global market. It includes an analysis of the current market size, forecasts for key segments and regions, and the driving forces behind market growth. The report examines the potential impacts of key trends on business strategies and provides a SWOT analysis of critical sectors for each major competitor and customer group. This valuable data highlights the conglomerates likely to impact the industry, crucial for any company planning to invest strategically over the next five years. These insights complement our initial quantitative study, aiding in new investments and strategic planning to mitigate threats in existing sectors.

Segments covered

By Device (Smartphones, TV Consoles, PCs, and Tablets)
By Type (Video Streaming and File Streaming)

Key players

NVIDIA GeForce Now
Google Stadia
Microsoft xCloud
Sony PlayStation Now
Shadow
Parsec
Vortex
Blacknut
Tencent Cloud Gaming
Hatchi


Chapter 1. Executive Summary
Chapter 2. Scope Of The Study
2.1. Market Definition
2.2. Scope Of The Study
2.2.1. Objectives of Report
2.2.2. Limitations
2.3. Market Structure
Chapter 3. Evolve BI Methodology
Chapter 4. Market Insights and Trends
4.1. Supply/ Value Chain Analysis
4.1.1. Raw Material Providers
4.1.2. Manufacturing Process
4.1.3. Distributors/Retailers
4.1.4. End-Use Industry
4.2. Porter’s Five Forces Analysis
4.2.1. Threat Of New Entrants
4.2.2. Bargaining Power Of Buyers
4.2.3. Bargaining Power Of Suppliers
4.2.4. Threat Of Substitutes
4.2.5. Industry Rivalry
4.3. Impact Of COVID-19 on the Cloud Gaming Market
4.3.1. Impact on Market Size
4.3.2. End-Use Industry Trend, Preferences, and Budget Impact
4.3.3. Regulatory Framework/Government Policies
4.3.4. Key Players' Strategy to Tackle Negative Impact
4.3.5. Opportunity Window
4.4. Distribution Channel Overview
12.28. Macro factor
4.6. Micro Factor
4.7. Demand Supply Gap Analysis of the Cloud Gaming Market
4.8. Import Analysis of the Cloud Gaming Market
4.9. Export Analysis of the Cloud Gaming Market
Chapter 5. Market Dynamics
5.1. Introduction
5.2. DROC Analysis
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.2.4. Challenges
5.3. Patent Analysis
5.4. Industry Roadmap
5.5. Parent/Peer Market Analysis
Chapter 6. Global Cloud Gaming Market, By Device
6.1. Introduction
6.2. Smartphones
6.3. TV Consoles
6.4. PCs
6.5. Tablets
Chapter 7. Global Cloud Gaming Market, By Type
7.1. Introduction
7.2. Video Streaming
7.3. File Streaming
Chapter 8. Global Cloud Gaming Market, By Region
8.1. Introduction
8.2. North America
8.2.1. Introduction
8.2.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.2.3. Market Size and Forecast, By Country, 2023-2033
8.2.4. Market Size and Forecast, By Device, 2023-2033
8.2.5. Market Size and Forecast, By Type, 2023-2033
8.2.6. US
8.2.6.1. Introduction
8.2.6.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.2.6.3. Market Size and Forecast, By Device, 2023-2033
8.2.6.4. Market Size and Forecast, By Type, 2023-2033
8.2.7. Canada
8.2.7.1. Introduction
8.2.7.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.2.7.4. Market Size and Forecast, By Device, 2023-2033
8.2.7.5. Market Size and Forecast, By Type, 2023-2033
8.3. Europe
8.3.1. Introduction
8.3.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.3.3. Market Size and Forecast, By Country, 2023-2033
8.3.4. Market Size and Forecast, By Device, 2023-2033
8.3.5. Market Size and Forecast, By Type, 2023-2033
8.3.6. Germany
8.3.6.1. Introduction
8.3.6.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.3.6.3. Market Size and Forecast, By Device, 2023-2033
8.3.6.4. Market Size and Forecast, By Type, 2023-2033
8.3.7. France
8.3.7.1. Introduction
8.3.7.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.3.7.3. Market Size and Forecast, By Device, 2023-2033
8.3.7.4. Market Size and Forecast, By Type, 2023-2033
8.3.8. UK
8.3.8.1. Introduction
8.3.8.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.3.8.3. Market Size and Forecast, By Device, 2023-2033
8.3.8.4. Market Size and Forecast, By Type, 2023-2033
8.3.9. Italy
8.3.9.1. Introduction
8.3.9.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.3.9.3. Market Size and Forecast, By Device, 2023-2033
8.3.9.4. Market Size and Forecast, By Type, 2023-2033
8.3.11. Rest Of Europe
8.3.11.1. Introduction
8.3.11.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.3.11.3. Market Size and Forecast, By Device, 2023-2033
8.3.11.4. Market Size and Forecast, By Type, 2023-2033
8.4. Asia-Pacific
8.4.1. Introduction
8.4.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.4.3. Market Size and Forecast, By Country, 2023-2033
8.4.4. Market Size and Forecast, By Device, 2023-2033
8.12.28. Market Size and Forecast, By Type, 2023-2033
8.4.6. China
8.4.6.1. Introduction
8.4.6.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.4.6.3. Market Size and Forecast, By Device, 2023-2033
8.4.6.4. Market Size and Forecast, By Type, 2023-2033
8.4.7. India
8.4.7.1. Introduction
8.4.7.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.4.7.3. Market Size and Forecast, By Device, 2023-2033
8.4.7.4. Market Size and Forecast, By Type, 2023-2033
8.4.8. Japan
8.4.8.1. Introduction
8.4.8.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.4.8.3. Market Size and Forecast, By Device, 2023-2033
8.4.8.4. Market Size and Forecast, By Type, 2023-2033
8.4.9. South Korea
8.4.9.1. Introduction
8.4.9.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.4.9.3. Market Size and Forecast, By Device, 2023-2033
8.4.9.4. Market Size and Forecast, By Type, 2023-2033
8.4.10. Rest Of Asia-Pacific
8.4.10.1. Introduction
8.4.10.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.4.10.3. Market Size and Forecast, By Device, 2023-2033
8.4.10.4. Market Size and Forecast, By Type, 2023-2033
8.5. Rest Of The World (RoW)
8.5.1. Introduction
8.5.2. Driving Factors, Opportunity Analyzed, and Key Trends
8.5.3. Market Size and Forecast, By Device, 2023-2033
8.5.4. Market Size and Forecast, By Type, 2023-2033
Chapter 9. Company Landscape
9.1. Introduction
9.2. Vendor Share Analysis
9.3. Key Development Analysis
9.4. Competitor Dashboard
Chapter 10. Company Profiles
10.1. NVIDIA GeForce Now
10.1.1. Business Overview
10.1.2. Government & Defense Analysis
10.1.2.1. Government & Defense – Existing/Funding
10.1.3. Product Portfolio
10.1.4. Recent Development and Strategies Adopted
10.1.5. SWOT Analysis
10.2. Google Stadia
10.2.1. Business Overview
10.2.2. Government & Defense Analysis
10.2.2.1. Government & Defense – Existing/Funding
10.2.3. Product Portfolio
10.2.4. Recent Development and Strategies Adopted
10.2.5. SWOT Analysis
10.3. Microsoft xCloud
10.3.1. Business Overview
10.3.2. Government & Defense Analysis
10.3.2.1. Government & Defense – Existing/Funding
10.3.3. Product Portfolio
10.3.4. Recent Development and Strategies Adopted
10.3.5. SWOT Analysis
10.4. Sony PlayStation Now
10.4.1. Business Overview
10.4.2. Government & Defense Analysis
10.4.2.1. Government & Defense – Existing/Funding
10.4.3. Product Portfolio
10.4.4. Recent Development and Strategies Adopted
10.4.5. SWOT Analysis
10.5. Shadow
10.5.1. Business Overview
10.5.2. Government & Defense Analysis
10.5.2.1. Government & Defense – Existing/Funding
10.5.3. Product Portfolio
10.5.4. Recent Development and Strategies Adopted
10.5.5. SWOT Analysis
10.6. Fonterra
10.6.1. Business Overview
10.6.2. Government & Defense Analysis
10.6.2.1. Government & Defense – Existing/Funding
10.6.3. Product Portfolio
10.6.4. Recent Development and Strategies Adopted
10.6.5. SWOT Analysis
10.7. Parsec
10.7.1. Business Overview
10.7.2. Government & Defense Analysis
10.7.2.1. Government & Defense – Existing/Funding
10.7.3. Product Portfolio
10.7.4. Recent Development and Strategies Adopted
10.7.5. SWOT Analysis
10.8 Vortex
10.8.1. Business Overview
10.8.2. Government & Defense Analysis
10.8.2.1. Government & Defense – Existing/Funding
10.8.3. Product Portfolio
10.8.4. Recent Development and Strategies Adopted
10.8.5. SWOT Analysis
10.9 Blacknut
10.9.1. Business Overview
10.9.2. Government & Defense Analysis
10.9.2.1. Government & Defense – Existing/Funding
10.9.3. Product Portfolio
10.9.4. Recent Development and Strategies Adopted
10.9.5. SWOT Analysis
10.10. Tencent Cloud Gaming
10.10.1. Business Overview
10.10.2. Government & Defense Analysis
10.10.2.1. Government & Defense – Existing/Funding
10.10.3. Product Portfolio
10.10.4. Recent Development and Strategies Adopted
10.10.5. SWOT Analysis

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