
Cloud Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028
Description
Cloud Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028
The global cloud gaming market size reached US$ 1,286.6 Million in 2022. Looking forward, IMARC Group expects the market to reach US$ 13,581.3 Million by 2028, exhibiting a growth rate (CAGR) of 47.5% during 2023-2028.
Cloud gaming, also known as gaming on demand, is a form of web gaming that allows direct streaming of games onto the user’s personal computer (PC), mobile device or console. This is achieved by establishing a remote connection with a third-party organization that has the software of the game stored in their server. It enables users to play games online without having to download or purchase the actual software. Cloud gaming also provides an integrated gaming experience on smart devices that allows the user to view another user’s game through live video streaming. It aims to offer smooth and direct game-playing experience to the end users across various devices.
Increasing mobile gaming audience and digitalization in gaming technology are two of the key factors driving the market growth. Furthermore, constant update and maintenance of a backup are some of the benefits provided by cloud gaming. This eliminates the need for keeping physical copies of software and minimizes the overall gaming cost. Moreover, cloud gaming also offers a reduction of data storage and ease of accessibility to the users. All these factors have contributed to the overall popularity of cloud gaming. Additionally, improving network connectivity, availability of instant play games, and download- and installation-free gameplays on almost all operating systems and devices such as Android, Linux, Mac, iOS and Chrome OS are also catalyzing the market growth.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global cloud gaming market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on devices type, genre, technology and gamers.
Breakup by Devices Type:
Smartphones
Smart TVs
Consoles
Tablets
PCs
Breakup by Genre:
Adventure/Role Playing Games
Puzzles
Social Games
Strategy
Simulation
Others
Breakup by Technology:
Video Streaming
File Streaming
Breakup by Gamers:
Hardcore Gamers
Casual Gamers
Breakup by Region:
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
Competitive Landscape:
The report has also analysed the competitive landscape of the market with some of the key players being Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly, CiiNow, Inc., etc.
Key Questions Answered in This Report
1. What was the size of the global cloud gaming market in 2022?
2. What is the expected growth rate of the global cloud gaming market during 2023-2028?
3. What are the key factors driving the global cloud gaming market?
4. What has been the impact of COVID-19 on the global cloud gaming market?
5. What is the breakup of the global cloud gaming market based on the devices type?
6. What is the breakup of the global cloud gaming market based on the technology?
7. What is the breakup of the global cloud gaming market based on the gamers?
8. What are the key regions in the global cloud gaming market?
9. Who are the key companies/players in the global cloud gaming market?
The global cloud gaming market size reached US$ 1,286.6 Million in 2022. Looking forward, IMARC Group expects the market to reach US$ 13,581.3 Million by 2028, exhibiting a growth rate (CAGR) of 47.5% during 2023-2028.
Cloud gaming, also known as gaming on demand, is a form of web gaming that allows direct streaming of games onto the user’s personal computer (PC), mobile device or console. This is achieved by establishing a remote connection with a third-party organization that has the software of the game stored in their server. It enables users to play games online without having to download or purchase the actual software. Cloud gaming also provides an integrated gaming experience on smart devices that allows the user to view another user’s game through live video streaming. It aims to offer smooth and direct game-playing experience to the end users across various devices.
Increasing mobile gaming audience and digitalization in gaming technology are two of the key factors driving the market growth. Furthermore, constant update and maintenance of a backup are some of the benefits provided by cloud gaming. This eliminates the need for keeping physical copies of software and minimizes the overall gaming cost. Moreover, cloud gaming also offers a reduction of data storage and ease of accessibility to the users. All these factors have contributed to the overall popularity of cloud gaming. Additionally, improving network connectivity, availability of instant play games, and download- and installation-free gameplays on almost all operating systems and devices such as Android, Linux, Mac, iOS and Chrome OS are also catalyzing the market growth.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global cloud gaming market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on devices type, genre, technology and gamers.
Breakup by Devices Type:
Smartphones
Smart TVs
Consoles
Tablets
PCs
Breakup by Genre:
Adventure/Role Playing Games
Puzzles
Social Games
Strategy
Simulation
Others
Breakup by Technology:
Video Streaming
File Streaming
Breakup by Gamers:
Hardcore Gamers
Casual Gamers
Breakup by Region:
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
Competitive Landscape:
The report has also analysed the competitive landscape of the market with some of the key players being Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly, CiiNow, Inc., etc.
Key Questions Answered in This Report
1. What was the size of the global cloud gaming market in 2022?
2. What is the expected growth rate of the global cloud gaming market during 2023-2028?
3. What are the key factors driving the global cloud gaming market?
4. What has been the impact of COVID-19 on the global cloud gaming market?
5. What is the breakup of the global cloud gaming market based on the devices type?
6. What is the breakup of the global cloud gaming market based on the technology?
7. What is the breakup of the global cloud gaming market based on the gamers?
8. What are the key regions in the global cloud gaming market?
9. Who are the key companies/players in the global cloud gaming market?
Table of Contents
106 Pages
- 1 Preface
- 2 Scope and Methodology
- 2.1 Objectives of the Study
- 2.2 Stakeholders
- 2.3 Data Sources
- 2.3.1 Primary Sources
- 2.3.2 Secondary Sources
- 2.4 Market Estimation
- 2.4.1 Bottom-Up Approach
- 2.4.2 Top-Down Approach
- 2.5 Forecasting Methodology
- 3 Executive Summary
- 4 Introduction
- 4.1 Overview
- 4.2 Key Industry Trends
- 5 Global Cloud Gaming Market
- 5.1 Market Overview
- 5.2 Market Performance
- 5.3 Impact of COVID-19
- 5.4 Market Breakup by Devices Type
- 5.5 Market Breakup by Genre
- 5.6 Market Breakup by Technology
- 5.7 Market Breakup by Gamers
- 5.8 Market Breakup by Region
- 5.9 Market Forecast
- 6 Market Breakup by Devices Type
- 6.1 Smartphones
- 6.1.1 Market Trends
- 6.1.2 Market Forecast
- 6.2 Smart TVs
- 6.2.1 Market Trends
- 6.2.2 Market Forecast
- 6.3 Consoles
- 6.3.1 Market Trends
- 6.3.2 Market Forecast
- 6.4 Tablets
- 6.4.1 Market Trends
- 6.4.2 Market Forecast
- 6.5 PCs
- 6.5.1 Market Trends
- 6.5.2 Market Forecast
- 7 Market Breakup by Genre
- 7.1 Adventure/Role Playing Games
- 7.1.1 Market Trends
- 7.1.2 Market Forecast
- 7.2 Puzzles
- 7.2.1 Market Trends
- 7.2.2 Market Forecast
- 7.3 Social Games
- 7.3.1 Market Trends
- 7.3.2 Market Forecast
- 7.4 Strategy
- 7.4.1 Market Trends
- 7.4.2 Market Forecast
- 7.5 Simulation
- 7.5.1 Market Trends
- 7.5.2 Market Forecast
- 7.6 Others
- 7.6.1 Market Trends
- 7.6.2 Market Forecast
- 8 Market Breakup by Technology
- 8.1 Video Streaming
- 8.1.1 Market Trends
- 8.1.2 Market Forecast
- 8.2 File Streaming
- 8.2.1 Market Trends
- 8.2.2 Market Forecast
- 9 Market Breakup by Gamers
- 9.1 Hardcore Gamers
- 9.1.1 Market Trends
- 9.1.2 Market Forecast
- 9.2 Casual Gamers
- 9.2.1 Market Trends
- 9.2.2 Market Forecast
- 10 Market Breakup by Region
- 10.1 North America
- 10.1.1 Market Trends
- 10.1.2 Market Forecast
- 10.2 Europe
- 10.2.1 Market Trends
- 10.2.2 Market Forecast
- 10.3 Asia Pacific
- 10.3.1 Market Trends
- 10.3.2 Market Forecast
- 10.4 Middle East and Africa
- 10.4.1 Market Trends
- 10.4.2 Market Forecast
- 10.5 Latin America
- 10.5.1 Market Trends
- 10.5.2 Market Forecast
- 11 SWOT Analysis
- 11.1 Overview
- 11.2 Strengths
- 11.3 Weaknesses
- 11.4 Opportunities
- 11.5 Threats
- 12 Value Chain Analysis
- 13 Porters Five Forces Analysis
- 13.1 Overview
- 13.2 Bargaining Power of Buyers
- 13.3 Bargaining Power of Suppliers
- 13.4 Degree of Competition
- 13.5 Threat of New Entrants
- 13.6 Threat of Substitutes
- 14 Price Analysis
- 15 Competitive Landscape
- 15.1 Market Structure
- 15.2 Key Players
- 15.3 Profiles of Key Players
- 15.3.1 Utomik B.V.
- 15.3.2 Nvidia Corporation
- 15.3.3 Numecent Holdings Ltd.
- 15.3.4 RemoteMyApp SP ZOO (Vortex)
- 15.3.5 Parsec Cloud Inc.
- 15.3.6 Paperspace
- 15.3.7 LiquidSky Software Inc.
- 15.3.8 Simplay Gaming Ltd.
- 15.3.9 Ubitus Inc.
- 15.3.10 Microsoft Corporation
- 15.3.11 Sony
- 15.3.12 Amazon web services
- 15.3.13 Google
- 15.3.14 IBM Corporation
- 15.3.15 Samsung electronics
- 15.3.16 GameFly
- 15.3.17 CiiNow, Inc.
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