Worldwide Cloud-Streamed Gaming Forecast, 2022-2026: Mobile Gathers Momentum

Worldwide Cloud-Streamed Gaming Forecast, 2022-2026: Mobile Gathers Momentum

This IDC study examines the cloud-streamed gaming market from 2019 through 2026. It considers monthly users, hours of use, and revenue globally and in four geographic regions: North America, Western Europe, Asia/Pacific (including Japan), and the rest of the world (MEA, LA, and CEE). This study segments monthly users and hours of use across mobile, PC/Mac/Linux/Chrome, and TV screens globally. The document includes an assessment of key B2B and B2C vendors and brands, and it assesses market trends and growth drivers and inhibitors."Worldwide, we expect the MAU base of cloud-streamed gaming service users to rise by almost 29% per year in 2021–2026 to more than 100 million. Several challenges to growth nevertheless remain. As 5G networks and devices proliferate across the globe, though, cloud-streamed gaming is quite likely to see particular growth on Android smartphones." — Lewis Ward, research director, Gaming and AR/VR at IDC

Please Note: Extended description available upon request.

IDC Market Forecast Figure
Executive Summary
Advice for Technology Suppliers
Market Forecast
Worldwide Forecast
Market Structure and Leading Vendor Positioning
MOGEs and the Metaverse Angle
North America Forecast
Western Europe Forecast
Asia/Pacific (Including Japan) Forecast
Rest of World Forecast
Market Context
Drivers and Inhibitors
5G Cellular Network Rollouts and 5G Smartphone Sales
CSG Infrastructure and Service/Cost Efficiency Improvements
Local Gaming Options
Inflation and Recession in Key Western Markets
B2C Vendors' Focus on Hardcore Gamers Rather than Affluent Gaming Households
Significant Market Developments
Changes from Prior Forecast
Market Definition
Related Research

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