NEW YORK, Aug. 29, 2022 /PRNewswire/ -- The Cloud Gaming Market report provides a detailed analysis of the competitive scenario, the pre-and post-COVID-19 impact on businesses, and the market growth across various regions. The cloud gaming market size is set to grow by USD 5.73 billion from 2021 to 2026. However, the growth momentum is likely to decelerate at a CAGR of 31.13% as per the latest market report by Technavio. 46% of the market's growth will originate from North America during the forecast perio d. The US is the key market for cloud gaming in North America. Market growth in this region will be faster than the growth of the market in other regions. The rising adoption of secured cloud services and advanced technologies such as 5G and artificial intelligence in gaming will facilitate the cloud gaming market growth in North America over the forecast period.
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Cloud Gaming Market - Market Dynamics
Major Driver -
- The cost savings and quick onboarding are one of the key drivers supporting the cloud gaming market growth.
- Cloud gaming does not require physical copies of games, which is a major factor that drives the growth of the cloud gaming market. The cloud constantly updates and provides a backup of the games that are stored on the cloud platform. This decreases the overall cost of gaming substantially. It also eliminates the need for regular hardware updates to play the latest games. It also allows users to play the same games on different platforms, including PCs, laptops, tablets, and smartphones.
- Hence, the adoption of cloud gaming reduces the cost of gaming. Cloud gaming services have a lesser waiting time during loading or updating than traditional gaming. Hence, onboarding is quick. All these factors will drive the cloud gaming market growth during the forecast period.
- The infrastructural requirement is one of the factors hindering the cloud gaming market growth.
- The adoption of cloud gaming in emerging economies would be a challenge due to the lack of fast and reliable internet connections. Internet service providers do not find it financially viable to expand into rural areas. For instance, broadband installation is adversely affected by the cost and a low number of users per square mile. With infrastructure such as 5G and broadband largely inaccessible to people in rural areas, it is difficult to adopt cloud gaming services.
- Due to all such factors, the growth of the cloud gaming market will have a negative impact during the forecast period. Further, under-penetration of 5G is estimated to pose a significant hindrance to market growth. Not all nations have the required resources to support the bandwidth requirements of new technologies such as 5G, and massive infrastructure improvements will be n ecessary to fully realize the same. In addition, buyers, i.e., gamers, are estimated to incur significant capital expenditure while procuring such cloud gaming infrastructure. These factors are a key challenge for the market in focus during the forecast period.
Cloud Gaming Market - Company Profiles
The cloud gaming market is fragmented and the vendors are deploying organic and inorganic growth strategies to compete in the market. Some of the companies covered in this report are Alphabet Inc., Apple Inc., Blade SAS, International Business Machines Corp., LiquidSky Software Inc., Microsoft Corp., NVIDIA Corp., Samsung Electronics Co. Ltd., Sony Corp., and Ubitus KK, etc.
- Alphabet Inc. - The company offers great player experiences and empowers game developers by minimizing infrastructure complexity and accelerating data insights with Google Cloud for gaming.
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- By Platform, the market is classified into gaming consoles, computing devices, smart TVs, and mobile devices.
- By Type, the market is classified into video streaming and file streaming.
- By Geography, the market is classified as North America, APAC, Europe, South America, Middle East, and Africa.
The competitive scenario provided in the Cloud Gaming Market Report analyzes, evaluates, and positions companies based on various performance indicators. Some of the factors considered for this analysis include the financial performance of companies over the past few years, growth strategies, product innovations, new product launches, investments, growth in market share, etc. Don't wait, Make a strategic approach & boost your business goals with our Cloud Gaming Market Forecast Report - Buy Now!
Related Reports-
- The online smartphone and tablet games market share is expected to increase to USD 41.77 billion from 2021 to 2026, and the market's growth momentum will accelerate at a CAGR of 14.5%.
- The mobile gaming market size is predicted to surge to USD 66.43 billion from 2021 to 2026 at an accelerating CAGR of 12.26%.
Cloud Gaming Market Scope
Report Coverage Details
Page number 120
Base year 2021
Forecast period 2022-2026
Growth momentum & CAGR Decelerate at a CAGR of 31.13%
Market growth 2022-2026 USD 5.73 billion
Market structure Fragmented
YoY growth (%) 33.54
Regional analysis North America, APAC, Europe, South America, Middle East, and Africa
Performing market contribution North America at 46%
Key consumer countries US, Japan, China, Germany, UK, and South Korea (Republic of Korea)
Competitive landscape Leading companies, competitive strategies, consumer engagement scope
Companies profiled Alphabet Inc., Apple Inc., Blade SAS, International Business Machines Corp., LiquidSky Software Inc., Microsoft Corp., NVIDIA Corp., Samsung Electronics Co. Ltd., Sony Corp., and Ubitus KK
Market Dynamics Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, and market condition analysis for the forecast period.
Customization purview If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. Browse for Technavio "Communication Services Market" Research Reports
Table of Content
1 Executive Summary
2 Market Landscape
- 2.1 Market ecosystem
- Exhibit 01: Parent market
- Exhibit 02: Market characteristics
- 2.2 Value chain analysis
- Exhibit 03: Value chain analysis – Interactive home entertainment
- 3.1 Market Definition
- Exhibit 04: Offerings of vendors included in the market definition
- 3.2 Market segment analysis
- Exhibit 05: Market segments
- 3.3 Market size 2020
- 3.4 Market outlook: Forecast for 2020 - 2025
- Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
- Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)
- 4.1 Five Force Summary
- Exhibit 08: Five forces analysis 2020 & 2025
- 4.2 Bargaining power of buyers
- Exhibit 09: Bargaining power of buyers
- 4.3 Bargaining power of suppliers
- Exhibit 10: Bargaining power of suppliers
- 4.4 Threat of new entrants
- Exhibit 11: Threat of new entrants
- 4.5 Threat of substitutes
- Exhibit 12: Threat of substitutes
- 4.6 Threat of rivalry
- Exhibit 13: Threat of rivalry
- 4.7 Market condition
- Exhibit 14: Market condition - Five forces 2020
- 5.1 Market segments
- Exhibit 15: Type - Market share 2020-2025 (%)
- 5.2 Comparison by Type
- Exhibit 16: Comparison by Type
- 5.3 Video streaming - Market size and forecast 2020-2025
- Exhibit 17: Video streaming - Market size and forecast 2020-2025 ($ million)
- Exhibit 18: Video streaming - Year-over-year growth 2020-2025 (%)
- 5.4 File streaming - Market size and forecast 2020-2025
- Exhibit 19: File streaming - Market size and forecast 2020-2025 ($ million)
- Exhibit 20: File streaming - Year-over-year growth 2020-2025 (%)
- 5.5 Market opportunity by Type
- Exhibit 21: Market opportunity by Type
- 6.1 Market segments
- Exhibit 22: Platform - Market share 2020-2025 (%)
- 6.2 Comparison by Platform
- Exhibit 23: Comparison by Platform
- 6.3 Gaming consoles - Market size and forecast 2020-2025
- Exhibit 24: Gaming consoles - Market size and forecast 2020-2025 ($ million)
- Exhibit 25: Gaming consoles - Year-over-year growth 2020-2025 (%)
- 6.4 Computing devices - Market size and forecast 2020-2025
- Exhibit 26: Computing devices - Market size and forecast 2020-2025 ($ million)
- Exhibit 27: Computing devices - Year-over-year growth 2020-2025 (%)
- 6.5 Smart TVs - Market size and forecast 2020-2025
- Exhibit 28: Smart TVs - Market size and forecast 2020-2025 ($ million)
- Exhibit 29: Smart TVs - Year -over-year growth 2020-2025 (%)
- 6.6 Mobile devices - Market size and forecast 2020-2025
- Exhibit 30: Mobile devices - Market size and forecast 2020-2025 ($ million)
- Exhibit 31: Mobile devices - Year-over-year growth 2020-2025 (%)
- 6.7 Market opportunity by Platform
- Exhibit 32: Market opportunity by Platform
8 Geographic Landscape
- 8.1 Geographic segmentation
- Exhibit 34: Market share by geography 2020-2025 (%)
- 8.2 Geographic comparison
- Exhibit 35: Geographic comparison
- 8.3 North America - Market size and forecast 2020-2025
- Exhibit 36: North America - Market size and forecast 2020-2025 ($ million)
- Exhibit 37: North America - Year-over-year growth 2020-2025 (%)
- 8.4 APAC - Market size and forecast 2020-2025
- Exhibit 38: APAC - Market size and forecast 2020-2025 ($ million)
- Exhibit 39: APAC - Year-over-year growth 2020-2025 (%)
- 8.5 Europe - Market size and forecast 2020-2025
- Exhibit 40: Europe - Market size and forecast 2020-2025 ($ million)
- Exhibit 41: Europe - Year-over-year growth 2020-2025 (%)
- 8.6 South America - Market size and forecast 2020-2025
- Exhibit 42: South America - Market size and forecast 2020-2025 ($ million)
- Exhibit 43: South America - Year-over-year growth 2020-2025 (%)
- 8.7 MEA - Market size and forecast 2020-2025
- Exhibit 44: MEA - Market size and forecast 2020-2025 ($ million)
- Exhibit 45: MEA - Year-over-year growth 2020-2025 (%)
- 8.8 Key leading countries
- Exhibit 46: Key leading countries
- 8.9 Market opportunity by geography
- Exhi bit 47: Market opportunity by geography ($ million)
- 9.1 Volume drivers-demand-led-growth
- 9.2 Market challenges
- 9.3 Market trends
- 10.1 Vendor Landscape
- Exhibit 49: Vendor landscape
- 10.2 Landscape disruption
- Exhibit 50: Landscape disruption
- Exhibit 51: Industry risks
- 11.1 Vendors covered
- Exhibit 52: Vendors covered
- 11.2 Market positioning of vendors
- Exhibit 53: Market positioning of vendors
- 11.3 Alphabet Inc.
- Exhibit 54: Alphabet Inc. - Overview
- Exhibit 55: Alphabet Inc. - Business segments
- Exhibit 56: Alphabet Inc. - Key news
- Exhibit 57: Alphabet Inc. - Key offerings
- Exhibit 58: Alphabet Inc. - Segment focus
- 11.4 Apple Inc.
- Exhibit 59: Apple Inc. - Overview
- Exhibit 60: Apple Inc. - Business segments
- Exhibit 61: Apple Inc. - Key news
- Exhibit 62: Apple Inc. - Key offerings
- Exhibit 63: Apple Inc. - Segment focus
- 11.5 Blade SAS
- Exhibit 64: Blade SAS - Overview
- Exhibit 65: Blade SAS - Product and se rvice
- Exhibit 66: Blade SAS - Key offerings
- 11.6 International Business Machines Corp.
- Exhibit 67: International Business Machines Corp. - Overview
- Exhibit 68: International Business Machines Corp. - Business segments
- Exhibit 69: International Business Machines Corp. - Key news
- Exhibit 70: International Business Machines Corp. - Key offerings
- Exhibit 71: International Business Machines Corp. - Segment focus
- 11.7 LiquidSky Software Inc.
- Exhibit 72: LiquidSky Software Inc. - Overview
- Exhibit 73: LiquidSky Software Inc. - Product and service
- Exhibit 74: LiquidSky Software Inc. - Key offerings
- 11.8 Microsoft Corp.
- Exhibit 75: Microsoft Corp. - Overview
- Exhibit 76: Microsoft Corp. - Business segments
- Exhibit 77: Microsoft Corp. - Key news
- Exhibit 78: Microsoft Corp. - Key offerings
- Exhibit 79: Microsoft Corp. - Segment focus
- 11.9 NVIDIA Corp.
- Exhibit 80: NVIDIA Corp. - Overview
- Exhibit 81: NVIDIA Corp. - Business segments
- Exhibit 82: NVIDIA Corp. - Key news
- Exhibit 83: NVIDIA Corp. - Key offerings
- Exhibit 84: NVIDIA Corp. - Segment focus
- 11.10 Samsung Electronics Co. Ltd.
- Exhibit 85: Samsung Electronics Co. Ltd. - Overview
- Exhibit 86: Samsung Electronics Co. Ltd. - Business segments
- Exhibit 87: Samsung Electronic Co. Ltd. - Key news
- Exhibit 88: Samsung Electronics Co. Ltd. - Key offerings
- Exhibit 89: Samsung Electronics Co. Ltd. - Segment focus
- 11.11 Sony Corp.
- Exhibit 90: Sony Corp. - Overview
- Exhibit 91: Sony Corp. - Business segments
- Exhibit 92 : Sony Corp. - Key news
- Exhibit 93: Sony Corp. - Key offerings
- Exhibit 94: Sony Corp. - Segment focus
- 11.12 Ubitus KK
- Exhibit 95: Ubitus KK - Overview
- Exhibit 96: Ubitus KK - Product and service
- Exhibit 97: Ubitus KK - Key offerings
- 12.1 Scope of the report
- 12.2 Currency conversion rates for US$
- Exhibit 98: Currency conversion rates for US$
- 12.3 Research methodology
- Exhibit 99: Research Methodology
- Exhibit 100: Validation techniques employed for market sizing
- Exhibit 101: Information sources
- 12.4 List of abbreviations
- Exhibit 102: List of abbreviations
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