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Cloud Gaming Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2025

Cloud Gaming Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2025

The report on the global cloud gaming market provides qualitative and quantitative analysis for the period from 2017 to 2025. The report predicts the global cloud gaming market to grow with a CAGR of 29% over the forecast period from 2019-2025. The study on cloud gaming market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2017 to 2025.

The report on cloud gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global cloud gaming market over the period of 2017 to 2025. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global cloud gaming market over the period of 2017 to 2025. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings
1) Drivers
• The rising adoption of smartphones, tablet, and laptop worldwide, several companies are launching cloud gaming suitable for 5G enabled smartphones
• The increasing popularity of cloud gaming in the various multiplayer games along with the rising preference for multiplayer gaming as it allows gamers to connect with large online gamer population
2) Restraints
• In recent years fluctuate prices of gaming components from generation-to-generation and year-to-year
3) Opportunities
• The smartphone is considered as the future for mobile gaming, on the other hand, its growing adoption worldwide, cloud gaming through 5G

Research Methodology
A) Primary Research
Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders associated with Infinium Global Research
2. Internal and External subject matter experts
3. Professionals and participants from the industry
Our primary research respondents typically include
1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/ country managers
5. Vice President level executives.
B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At Infinium Global Research, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include
1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered
The global cloud gaming market is segmented on the basis of device, and type.

The Global Cloud Gaming Market by Device
• PC
• Smartphones
• Tablets
• Gaming Consoles

The Global Cloud Gaming Market by Type
• File Streaming
• Video Streaming


Company Profiles
The companies covered in the report include
• Utomik B.V.
• Numecent Holdings Ltd.
• Nvidia Corporation
• Parsec Cloud Inc.
• Snoost
• LiquidSky Software Inc.
• RemoteMyApp SP ZOO (Vortex)
• Ubitus Inc.
• Paperspace
• Sony

What does this report deliver?
1. Comprehensive analysis of the global as well as regional markets of the cloud gaming market.
2. Complete coverage of all the segments in the cloud gaming market to analyze the trends, developments in the global market and forecast of market size up to 2025.
3. Comprehensive analysis of the companies operating in the global cloud gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.


1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Cloud Gaming Market Highlights
2.2. Cloud Gaming Market Projection
2.3. Cloud Gaming Market Regional Highlights
3. Global Cloud Gaming Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Porter's Five Forces Analysis
3.4. IGR-Growth Matrix Analysis
3.4.1. IGR-Growth Matrix Analysis by Device
3.4.2. IGR-Growth Matrix Analysis by Type
3.4.3. IGR-Growth Matrix Analysis by Region
3.5. Value Chain Analysis of Cloud Gaming Market
4. Cloud Gaming Market Macro Indicator Analysis
5. Global Cloud Gaming Market by Device
5.1. PC
5.2. Smartphones
5.3. Tablets
5.4. Gaming Consoles
6. Global Cloud Gaming Market by Type
6.1. File Streaming
6.2. Video Streaming
7. Global Cloud Gaming Market by Region 2019-2025
7.1. North America
7.1.1. North America Cloud Gaming Market by Device
7.1.2. North America Cloud Gaming Market by Type
7.1.3. North America Cloud Gaming Market by Country
7.2. Europe
7.2.1. Europe Cloud Gaming Market by Device
7.2.2. Europe Cloud Gaming Market by Type
7.2.3. Europe Cloud Gaming Market by Country
7.3. Asia-Pacific
7.3.1. Asia-Pacific Cloud Gaming Market by Device
7.3.2. Asia-Pacific Cloud Gaming Market by Type
7.3.3. Asia-Pacific Cloud Gaming Market by Country
7.4. RoW
7.4.1. RoW Cloud Gaming Market by Device
7.4.2. RoW Cloud Gaming Market by Type
7.4.3. RoW Cloud Gaming Market by Sub-region
8. Company Profiles and Competitive Landscape
8.1. Competitive Landscape in the Global Cloud Gaming Market
8.2. Companies Profiles
8.2.1. Utomik B.V.
8.2.2. Numecent Holdings Ltd.
8.2.3. Nvidia Corporation
8.2.4. Parsec Cloud Inc.
8.2.5. Snoost
8.2.6. LiquidSky Software Inc.
8.2.7. RemoteMyApp SP ZOO (Vortex)
8.2.8. Ubitus Inc.
8.2.9. Paperspace
8.2.10. Sony
9. Appendix
9.1. Primary Research Findings and Questionnaire

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