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), Deployment (Public
Cloud, Hybrid Cloud, Private Cloud), End User (Casual Gamers, Serious Gamers
and Social Gamers) and by Region - 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
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, StreamMyGame , 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. The major companies offering cloud gaming in Asia-Pacific are Sony
Corporation (Japan) and Tsinghua Tongfang Co., Ltd (China).Furthermore,
increased ownership of smart televisions and smart devices is one of the other
factors responsible for the growth of the market during the forecast period.
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