Global Cloud Gaming Market Research Report: by Type
(Video Streaming, File Streaming), Gaming System (G-Cluster, PlayStation,
Stream My Game, Steam in Home Streaming, Remote Play, Others), Deployment
(Public Cloud, Hybrid Cloud, Private Cloud), End User (Casual Gamers, Serious
Gamers and Social Gamers) and by Region (North America, Europe, Asia Pacific,
Middle East & Africa and South America) - Forecast till 2023
Cloud Gaming Market Research Report -
Global Forecast till 2023
The Global Cloud Gaming
Market is expected to reach 3,806.52 million by 2023, registering
a CAGR of 24.69% during the forecast period 2017–2023. In this
report, Market Research Future (MRFR) includes market segmentation and market
dynamics to offer a better glimpse of the market in the coming years.
With adoption of game as a
service, a user can experience games on demand on any device, such as PCs,
tablets, laptops, or smartphones, with high quality, low latency, and
multi-device gaming capabilities. Additionally, the games can be accessed
anytime, from any device, anywhere across the globe without the requirement for
additional hardware, gaming setup, game discs, downloads, installations. One of
the major issues with traditional gaming is that a lot of hardware devices,
which includes game controllers, disc drives, game discs, are needed to play a
game.
Moreover, the game requires
a certain set of specifications in terms of RAM, CPU, GPU, and display, among
others which must be compatible with the device to be played upon. Also, the
installation file for these games are to be downloaded or copied from the disc
and installed on the computer, which takes up a lot of storage space. With
cloud gaming, the issue of owning expensive games and storage is replaced by
gaming as a service. Thus, the increasing demand for gaming as a service is
expected to fuel the growth of cloud gaming market during the forecast period.
However, the lack of proper cloud infrastructure and unavailability of
high-speed internet in most of the regions are some of the factors which are
expected to hinder the growth of the market.
Segmental
Analysis
The global cloud gaming
market has been segmented based on type, gaming system, deployment, end user,
and region.
Based on the type, the
global cloud gaming market can be segmented into video streaming and file
streaming.
By deployment, the global
cloud gaming market has been segmented into public cloud, hybrid cloud, and
private cloud.
Based on gaming system, the
cloud gaming market has been segregated into remote play, G-Cluster,
PlayStation, Stream My Game, steam in-home streaming, and others.
Based on end user, the cloud
gaming market has been categorized as casual gamers, serious gamers, and social
gamers.
Competitive
Analysis
The prominent players operating
in the cloud gaming market are Sony Corporation (Japan), Game Fly (US),
Nvidia Corporation (US), Ubitus Inc. (US), Playkey (US), PlayGiga (Spain),
Tsinghua Tongfang Co., Ltd (China), Microsoft Corporation (US), Zynga, Inc.
(US), Cirrascale Corporation (US), Google, LLC (US), and Hatch Entertainment
Ltd (Finland).
Regional Analysis
Regionally, the cloud gaming
market has been divided into North America, Europe, Asia-Pacific, and the rest
of the world (the Middle East & Africa and South America).
North America held the
largest market share of in 2018 in the cloud gaming market; it is
expected to dominate during the forecast period. Increased adoption of
smartphones and high-speed internet penetration in this region are some of the
factors expected to fuel market growth.
The market in Asia-Pacific
is expected to register the highest CAGR of 27.58% during the
forecast period. Asia-Pacific has been categorized into five geographical
segments: China, Japan, India, South Korea, and the rest of Asia-Pacific. Asia-Pacific
is expected to dominate the global cloud gaming market in 2023. This is
attributed to the presence of active players in China, Japan, South Korea,
India, and Hong Kong.
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