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PUBLISHER: Persistence Market Research | PRODUCT CODE: 1478011

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PUBLISHER: Persistence Market Research | PRODUCT CODE: 1478011

Cloud Gaming Market by Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2031

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Persistence Market Research presents a comprehensive analysis of the global Cloud Gaming Market, providing insights into market dynamics, key growth drivers, challenges, and emerging trends. This report is designed to offer stakeholders detailed data and statistics for navigating the market landscape from 2024 to 2031.

The global cloud gaming market is projected to grow at an impressive rate, with an expected CAGR of 41.7% between 2024 and 2031. The market is estimated to increase from USD 2.05 billion in 2024 to USD 23.57 billion by the end of 2031.

Key Insights:

  • Estimated Market Value (2024): USD 2.05 Billion
  • Projected Market Value (2031): USD 23.57 Billion
  • Global Market Growth Rate (CAGR 2024 to 2031): 41.7%

Cloud Gaming Market - Report Scope:

Cloud gaming, also known as gaming on demand or gaming as a service, allows users to play video games without needing dedicated hardware like consoles or high-performance computers. This is made possible through cloud computing technology, where the game processing occurs on remote servers, and the gaming experience is streamed to users' devices. This innovation provides players with flexibility and accessibility, contributing to the growing popularity of cloud gaming.

The demand for cloud gaming is driven by several factors, including the increasing adoption of high-speed internet, advancements in cloud technology, and the shift towards subscription-based gaming services. With cloud gaming, users can access a vast library of games without purchasing individual titles or hardware, leading to significant cost savings and convenience.

Market Growth Drivers:

The growth of the cloud gaming market is propelled by the proliferation of high-speed internet and the increasing use of mobile devices for gaming. The reduction in latency and improved streaming quality, thanks to advancements in 5G technology, has made cloud gaming more viable and attractive to consumers. Additionally, cloud gaming eliminates the need for expensive hardware, making gaming more accessible to a broader audience.

The market is also driven by the increasing collaboration between cloud service providers and game developers. These partnerships allow developers to reach a larger user base without the constraints of traditional hardware requirements. Furthermore, cloud gaming aligns with the growing trend of digital entertainment consumption, supporting the market's growth trajectory.

Market Restraints:

Despite its rapid growth, the cloud gaming market faces several challenges. Network stability and bandwidth limitations can impact the quality of the gaming experience, leading to latency issues and reduced graphical fidelity. These technical hurdles can deter potential users from adopting cloud gaming.

Another challenge is the need for continuous internet connectivity, which may not be feasible in regions with limited infrastructure. Additionally, the subscription-based model, while convenient for many, may not be appealing to all gamers, especially those who prefer to own physical copies of their games.

Market Opportunities:

The cloud gaming market presents significant opportunities for innovation and expansion. As technology improves, there is potential to overcome latency issues and enhance the overall gaming experience. The integration of cloud gaming with virtual reality (VR) and augmented reality (AR) offers new possibilities for immersive gaming.

Emerging markets, where the adoption of high-speed internet is on the rise, represent a significant growth opportunity for cloud gaming providers. Companies that can successfully enter these markets and establish a strong presence are likely to see substantial growth.

Key Questions Addressed in the Report:

  • What is the Expected Value CAGR of the Cloud Gaming Market from 2024 to 2031?
  • What are the Key Factors Driving the Growth of the Cloud Gaming Market?
  • Which Region Holds the Largest Market Share in the Cloud Gaming Market?
  • Who are the Key Players in the Global Cloud Gaming Market?
  • What Strategies are Adopted by Leading Companies to Sustain Growth in the Cloud Gaming Market?

Competitive Landscape and Business Strategies:

Leading companies in the cloud gaming market include Google (Stadia), NVIDIA (GeForce NOW), Microsoft (Xbox Cloud Gaming), and Sony (PlayStation Now). These companies focus on strategic partnerships, acquisitions, and product innovation to maintain a competitive edge. For example, Microsoft has invested heavily in its Xbox Cloud Gaming service, integrating it with its Game Pass subscription, providing users with a comprehensive gaming experience.

Strategies such as expanding game libraries, improving streaming technology, and offering exclusive content are commonly employed by leading companies to attract and retain users. Collaborations with game developers and other tech companies are also a key component of their strategies, allowing for more diverse and high-quality gaming content.

Key Companies Profiled:

  • Google (Stadia)
  • NVIDIA (GeForce NOW)
  • Microsoft (Xbox Cloud Gaming)
  • Sony (PlayStation Now)
  • Amazon (Luna)
  • Shadow
  • Parsec
  • Vortex
  • Boosteroid
  • Blade Group

Cloud Gaming Market Segmentation:

By Device Type:

  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs & Laptops
  • Smart TVs
  • Head-Mounted Displays

By Gamer Type:

  • Professional Gamers
  • Casual Gamers

By Region:

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia & Pacific
  • Middle East and Africa (MEA)
Product Code: PMRREP20533

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Demand Side Trends
  • 1.3. Supply Side Trends
  • 1.4. Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations

3. Key Market Trends

  • 3.1. Key Trends Impacting the Market
  • 3.2. Product Innovation / Development Trends

4. Pricing Analysis

  • 4.1. Pricing Analysis By Cloud Gaming
  • 4.2. Global Average Pricing Analysis Benchmark

5. COVID-19 Impact Analysis

  • 5.1. Impact of COVID-19 on Cloud Gaming Growth
  • 5.2. Pre-COVID-19 Market Growth (2017-2019)
  • 5.3. Expected Recovery Scenario (Short Term/Mid Term/Long Term)
  • 5.4. Key Action Points for Cloud Gaming Vendors

6. Global Cloud Gaming Market Demand (in Value in US$ Mn) Analysis 2019-2023 and Forecast, 2024-2031

  • 6.1. Historical Market Value (US$ Mn) Analysis, 2019-2023
  • 6.2. Current and Future Market Value (US$ Mn) Projections, 2024-2031
    • 6.2.1. Y-o-Y Growth Trend Analysis
    • 6.2.2. Absolute $ Opportunity Analysis

7. Market Background

  • 7.1. Macro-Economic Factors
  • 7.2. Forecast Factors - Relevance & Impact
  • 7.3. Value Chain
  • 7.4. Market Dynamics
    • 7.4.1. Drivers
    • 7.4.2. Restraints
    • 7.4.3. Opportunities

8. Global Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031, By Device Type

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Mn) Analysis By Device Type, 2017 - 2024
  • 8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Device Type, 2024-2031
    • 8.3.1. Smartphones
    • 8.3.2. Tablets
    • 8.3.3. Gaming Consoles
    • 8.3.4. PCs & Laptops
    • 8.3.5. Smart TVs
    • 8.3.6. Head Mounted Displays
  • 8.4. Market Attractiveness Analysis By Device Type

9. Global Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031, by Gamer Type

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Mn) Analysis By Gamer Type, 2019-2023
  • 9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Gamer Type, 2024-2031
    • 9.3.1. Professional Gamer
    • 9.3.2. Casual Gamer
  • 9.4. Market Attractiveness Analysis By Gamer Type

10. Global Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031, by Region

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2023
  • 10.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Region, 2024-2031
    • 10.3.1. North America
    • 10.3.2. Latin America
    • 10.3.3. Europe
    • 10.3.4. East Asia
    • 10.3.5. South Asia & Pacific
    • 10.3.6. Middle East & Africa
  • 10.4. Market Attractiveness Analysis By Region

11. North America Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031

  • 11.1. Introduction
  • 11.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 11.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2031
    • 11.3.1. By Device Type
    • 11.3.2. By Gamer Type
    • 11.3.3. By Country
      • 11.3.3.1. U.S.
      • 11.3.3.2. Canada
  • 11.4. Market Attractiveness Analysis
    • 11.4.1. By Device Type
    • 11.4.2. By Gamer Type
    • 11.4.3. By Country
  • 11.5. Market Trends
  • 11.6. Key Market Participants - Intensity Mapping

12. Latin America Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031

  • 12.1. Introduction
  • 12.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 12.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2031
    • 12.3.1. By Device Type
    • 12.3.2. By Gamer Type
    • 12.3.3. By Country
      • 12.3.3.1. Brazil
      • 12.3.3.2. Mexico
      • 12.3.3.3. Rest of Latin America
  • 12.4. Market Attractiveness Analysis
    • 12.4.1. By Device Type
    • 12.4.2. By Gamer Type
    • 12.4.3. By Country
  • 12.5. Market Trends
  • 12.6. Key Market Participants - Intensity Mapping

13. Europe Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031

  • 13.1. Introduction
  • 13.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 13.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2031
    • 13.3.1. By Device Type
    • 13.3.2. By Gamer Type
    • 13.3.3. By Country
      • 13.3.3.1. Germany
      • 13.3.3.2. Italy
      • 13.3.3.3. France
      • 13.3.3.4. U.K.
      • 13.3.3.5. Spain
      • 13.3.3.6. BENELUX
      • 13.3.3.7. Russia
      • 13.3.3.8. Rest of Europe
  • 13.4. Market Attractiveness Analysis
    • 13.4.1. By Device Type
    • 13.4.2. By Gamer Type
    • 13.4.3. By Country
  • 13.5. Market Trends
  • 13.6. Key Market Participants - Intensity Mapping

14. South Asia & Pacific Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031

  • 14.1. Introduction
  • 14.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 14.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2031
    • 14.3.1. By Device Type
    • 14.3.2. By Gamer Type
    • 14.3.3. By Country
      • 14.3.3.1. India
      • 14.3.3.2. Indonesia
      • 14.3.3.3. Malaysia
      • 14.3.3.4. Singapore
      • 14.3.3.5. Australia & New Zealand
      • 14.3.3.6. Rest of South Asia and Pacific
  • 14.4. Market Attractiveness Analysis
    • 14.4.1. By Device Type
    • 14.4.2. By Gamer Type
    • 14.4.3. By Country
  • 14.5. Market Trends
  • 14.6. Key Market Participants - Intensity Mapping

15. East Asia Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031

  • 15.1. Introduction
  • 15.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 15.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2031
    • 15.3.1. By Device Type
    • 15.3.2. By Gamer Type
    • 15.3.3. By Country
      • 15.3.3.1. China
      • 15.3.3.2. Japan
      • 15.3.3.3. South Korea
  • 15.4. Market Attractiveness Analysis
    • 15.4.1. By Device Type
    • 15.4.2. By Gamer Type
    • 15.4.3. By Country
  • 15.5. Market Trends
  • 15.6. Key Market Participants - Intensity Mapping

16. Middle East and Africa Cloud Gaming Market Analysis 2019-2023 and Forecast 2024-2031

  • 16.1. Introduction
  • 16.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 16.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2031
    • 16.3.1. By Device Type
    • 16.3.2. By Gamer Type
    • 16.3.3. By Country
      • 16.3.3.1. GCC Countries
      • 16.3.3.2. Turkey
      • 16.3.3.3. South Africa
      • 16.3.3.4. Rest of Middle East and Africa
  • 16.4. Market Attractiveness Analysis
    • 16.4.1. By Device Type
    • 16.4.2. By Gamer Type
    • 16.4.3. By Country
  • 16.5. Market Trends
  • 16.6. Key Market Participants - Intensity Mapping

17. Key Countries Analysis- Cloud Gaming Market

  • 17.1. U.S. Cloud Gaming Market Analysis
    • 17.1.1. By Device Type
    • 17.1.2. By Gamer Type
  • 17.2. Canada Cloud Gaming Market Analysis
    • 17.2.1. By Device Type
    • 17.2.2. By Gamer Type
  • 17.3. Mexico Cloud Gaming Market Analysis
    • 17.3.1. By Device Type
    • 17.3.2. By Gamer Type
  • 17.4. Brazil Cloud Gaming Market Analysis
    • 17.4.1. By Device Type
    • 17.4.2. By Gamer Type
  • 17.5. Germany Cloud Gaming Market Analysis
    • 17.5.1. By Device Type
    • 17.5.2. By Gamer Type
  • 17.6. Italy Cloud Gaming Market Analysis
    • 17.6.1. By Device Type
    • 17.6.2. By Gamer Type
  • 17.7. France Cloud Gaming Market Analysis
    • 17.7.1. By Device Type
    • 17.7.2. By Gamer Type
  • 17.8. U.K. Cloud Gaming Market Analysis
    • 17.8.1. By Device Type
    • 17.8.2. By Gamer Type
  • 17.9. Spain Cloud Gaming Market Analysis
    • 17.9.1. By Device Type
    • 17.9.2. By Gamer Type
  • 17.10. BENELUX Cloud Gaming Market Analysis
    • 17.10.1. By Device Type
    • 17.10.2. By Gamer Type
  • 17.11. Russia Cloud Gaming Market Analysis
    • 17.11.1. By Device Type
    • 17.11.2. By Gamer Type
  • 17.12. Rest of Europe Cloud Gaming Market Analysis
    • 17.12.1. By Device Type
    • 17.12.2. By Gamer Type
  • 17.13. China Cloud Gaming Market Analysis
    • 17.13.1. By Device Type
    • 17.13.2. By Gamer Type
  • 17.14. Japan Cloud Gaming Market Analysis
    • 17.14.1. By Device Type
    • 17.14.2. By Gamer Type
  • 17.15. South Korea Cloud Gaming Market Analysis
    • 17.15.1. By Device Type
    • 17.15.2. By Gamer Type
  • 17.16. India Cloud Gaming Market Analysis
    • 17.16.1. By Device Type
    • 17.16.2. By Gamer Type
  • 17.17. Malaysia Cloud Gaming Market Analysis
    • 17.17.1. By Device Type
    • 17.17.2. By Gamer Type
  • 17.18. Indonesia Cloud Gaming Market Analysis
    • 17.18.1. By Device Type
    • 17.18.2. By Gamer Type
  • 17.19. Singapore Cloud Gaming Market Analysis
    • 17.19.1. By Device Type
    • 17.19.2. By Gamer Type
  • 17.20. Australia and New Zealand Cloud Gaming Market Analysis
    • 17.20.1. By Device Type
    • 17.20.2. By Gamer Type
  • 17.21. Rest of South Asia and Pacific Cloud Gaming Market Analysis
    • 17.21.1. By Device Type
    • 17.21.2. By Gamer Type
  • 17.22. GCC Countries Cloud Gaming Market Analysis
    • 17.22.1. By Device Type
    • 17.22.2. By Gamer Type
  • 17.23. Turkey Cloud Gaming Market Analysis
    • 17.23.1. By Device Type
    • 17.23.2. By Gamer Type
  • 17.24. South Africa Cloud Gaming Market Analysis
    • 17.24.1. By Device Type
    • 17.24.2. By Gamer Type
  • 17.25. Rest of Middle East and Africa Cloud Gaming Market Analysis
    • 17.25.1. By Device Type
    • 17.25.2. By Gamer Type

18. Market Structure Analysis

  • 18.1. Market Analysis by Tier of Companies
  • 18.2. Market Concentration
  • 18.3. Market Share Analysis of Top Players
  • 18.4. Market Presence Analysis
    • 18.4.1. Regional footprint by Players
    • 18.4.2. Product footprint by Players
    • 18.4.3. Channel footprint by Players

19. Competition Analysis

  • 19.1. Competition Dashboard
  • 19.2. Key Strategies, By Competitors
  • 19.3. Competition Deep Dive
    • 19.3.1. Microsoft
      • 19.3.1.1. Business Overview
      • 19.3.1.2. Product Portfolio
      • 19.3.1.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.1.4. Sales Footprint
      • 19.3.1.5. Strategy Overview
        • 19.3.1.5.1. Marketing Strategy
        • 19.3.1.5.2. Product Strategy
        • 19.3.1.5.3. Channel Strategy
    • 19.3.2. The Gaming Project
      • 19.3.2.1. Business Overview
      • 19.3.2.2. Product Portfolio
      • 19.3.2.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.2.4. Sales Footprint
      • 19.3.2.5. Strategy Overview
        • 19.3.2.5.1. Marketing Strategy
        • 19.3.2.5.2. Product Strategy
        • 19.3.2.5.3. Channel Strategy
    • 19.3.3. Google
      • 19.3.3.1. Business Overview
      • 19.3.3.2. Product Portfolio
      • 19.3.3.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.3.4. Sales Footprint
      • 19.3.3.5. Strategy Overview
        • 19.3.3.5.1. Marketing Strategy
        • 19.3.3.5.2. Product Strategy
        • 19.3.3.5.3. Channel Strategy
    • 19.3.4. Nvidia
      • 19.3.4.1. Business Overview
      • 19.3.4.2. Product Portfolio
      • 19.3.4.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.4.4. Sales Footprint
      • 19.3.4.5. Strategy Overview
        • 19.3.4.5.1. Marketing Strategy
        • 19.3.4.5.2. Product Strategy
        • 19.3.4.5.3. Channel Strategy
    • 19.3.5. Parasec
      • 19.3.5.1. Business Overview
      • 19.3.5.2. Product Portfolio
      • 19.3.5.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.5.4. Sales Footprint
      • 19.3.5.5. Strategy Overview
        • 19.3.5.5.1. Marketing Strategy
        • 19.3.5.5.2. Product Strategy
        • 19.3.5.5.3. Channel Strategy
    • 19.3.6. Shadow.tech
      • 19.3.6.1. Business Overview
      • 19.3.6.2. Product Portfolio
      • 19.3.6.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.6.4. Sales Footprint
      • 19.3.6.5. Strategy Overview
        • 19.3.6.5.1. Marketing Strategy
        • 19.3.6.5.2. Product Strategy
        • 19.3.6.5.3. Channel Strategy
    • 19.3.7. Polystream
      • 19.3.7.1. Business Overview
      • 19.3.7.2. Product Portfolio
      • 19.3.7.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.7.4. Sales Footprint
      • 19.3.7.5. Strategy Overview
        • 19.3.7.5.1. Marketing Strategy
        • 19.3.7.5.2. Product Strategy
        • 19.3.7.5.3. Channel Strategy
    • 19.3.8. Playgiga
      • 19.3.8.1. Business Overview
      • 19.3.8.2. Product Portfolio
      • 19.3.8.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.8.4. Sales Footprint
      • 19.3.8.5. Strategy Overview
        • 19.3.8.5.1. Marketing Strategy
        • 19.3.8.5.2. Product Strategy
        • 19.3.8.5.3. Channel Strategy
    • 19.3.9. Amazon
      • 19.3.9.1. Business Overview
      • 19.3.9.2. Product Portfolio
      • 19.3.9.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.9.4. Sales Footprint
      • 19.3.9.5. Strategy Overview
        • 19.3.9.5.1. Marketing Strategy
        • 19.3.9.5.2. Product Strategy
        • 19.3.9.5.3. Channel Strategy
    • 19.3.10. Playkey
      • 19.3.10.1. Business Overview
      • 19.3.10.2. Product Portfolio
      • 19.3.10.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.10.4. Sales Footprint
      • 19.3.10.5. Strategy Overview
        • 19.3.10.5.1. Marketing Strategy
        • 19.3.10.5.2. Product Strategy
        • 19.3.10.5.3. Channel Strategy
    • 19.3.11. Ubisoft
      • 19.3.11.1. Business Overview
      • 19.3.11.2. Product Portfolio
      • 19.3.11.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.11.4. Sales Footprint
      • 19.3.11.5. Strategy Overview
        • 19.3.11.5.1. Marketing Strategy
        • 19.3.11.5.2. Product Strategy
        • 19.3.11.5.3. Channel Strategy
    • 19.3.12. Nintendo
      • 19.3.12.1. Business Overview
      • 19.3.12.2. Product Portfolio
      • 19.3.12.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.12.4. Sales Footprint
      • 19.3.12.5. Strategy Overview
        • 19.3.12.5.1. Marketing Strategy
        • 19.3.12.5.2. Product Strategy
        • 19.3.12.5.3. Channel Strategy
    • 19.3.13. Others
      • 19.3.13.1. Business Overview
      • 19.3.13.2. Product Portfolio
      • 19.3.13.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.13.4. Sales Footprint
      • 19.3.13.5. Strategy Overview
        • 19.3.13.5.1. Marketing Strategy
        • 19.3.13.5.2. Product Strategy
        • 19.3.13.5.3. Channel Strategy

20. Assumptions and Acronyms Used

21. Research Methodology

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