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PUBLISHER: Prescient & Strategic Intelligence | PRODUCT CODE: 1596086

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PUBLISHER: Prescient & Strategic Intelligence | PRODUCT CODE: 1596086

Cloud Gaming Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

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Market Overview

The global cloud gaming market is projected to reach $12.6 billion in 2024 and is expected to grow at a compound annual growth rate (CAGR) of 42.7% during the forecast period from 2024 to 2030, culminating in a market value of $107.2 billion by 2030. This substantial growth is primarily driven by the increasing popularity of cloud gaming, the introduction of enhanced cross-platform gameplays, and the rising penetration of the internet. Additionally, the advent of 5G technology, offering higher bandwidths and lower latency, is enabling gamers to stream extended reality (XR) games seamlessly, further propelling market expansion. The growing adoption of smartphones and the increasing popularity of social media games are also contributing to the rising demand for cloud gaming services.

Key Insights

The market is segmented by device into smartphones, gaming consoles, PCs, tablets, and others. Smartphones are expected to be the highest revenue generator, accounting for approximately 40% of the market share in 2024, and are projected to witness the highest CAGR of 43.1% during the forecast period. This is attributed to the steady surge in mobile gaming activities over the past five years, driven by cost-effectiveness and technological advancements such as augmented reality (AR), virtual reality (VR), and 5G integration.

In terms of service type, the market includes video streaming and file streaming. Video streaming services dominate the market, holding a 70% share in 2024, and are expected to grow at a CAGR of 43.2% during the forecast period. The popularity of video streaming is attributed to its ability to eliminate the need for additional hardware devices, allowing users to access and play games from any platform and location via the internet with reduced latency. Key players such as Shadow, GeForce Now, LiquidSky, and Vortex are supporting video streaming games, further driving market growth.

The end-user segment comprises casual gamers, hardcore gamers, and avid gamers. Casual gamers hold the largest share in the market, driven by the accessibility and convenience of cloud gaming services that cater to a broad audience. The availability of a diverse range of games and the elimination of the need for high-end hardware make cloud gaming appealing to casual gamers.

Geographically, the Asia-Pacific region is both the largest and fastest-growing market for cloud gaming. This dominance is attributed to the high penetration of smartphones, rapid advancements in network infrastructure, and a large gaming population in countries such as China, Japan, and South Korea. The region's strong technological adoption and increasing investments in cloud services are further propelling market growth.

Technological advancements are significantly shaping the cloud gaming market. The deployment of 5G networks is revolutionizing the industry by providing the necessary speed and low latency for an optimal gaming experience. Additionally, the integration of AR and VR technologies is enhancing the immersive experience for gamers, attracting a broader audience. The development of cross-platform gaming capabilities is also enabling seamless gameplay across various devices, contributing to market expansion.

The market is characterized by fragmentation, with several players launching new products, acquiring similar companies, and entering into partnerships to stay ahead of competitors. The low market entry barriers, due to the minimal hardware setup required for developing video games, are leading to the emergence of regional IT vendors. Key companies are focusing on strategic initiatives such as mergers, acquisitions, and partnerships to expand their product portfolios and geographic presence. The increasing demand for cloud gaming services presents significant opportunities for innovation and growth within the market. As technology continues to evolve and internet accessibility improves, the adoption of cloud gaming is expected to rise, driving the market's expansion in the coming years.

Product Code: 12313

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by device
    • 1.4.2. Market size breakdown, by type
    • 1.4.3. Market size breakdown, by end user
    • 1.4.4. Market size breakdown, by region
    • 1.4.5. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Device (2019-2030)
  • 6.3. Market Revenue, by Type (2019-2030)
  • 6.4. Market Revenue, by End User (2019-2030)
  • 6.5. Market Revenue, by Region (2019-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Device (2019-2030)
  • 7.3. Market Revenue, by Type (2019-2030)
  • 7.4. Market Revenue, by End User (2019-2030)
  • 7.5. Market Revenue, by Country (2019-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Device (2019-2030)
  • 8.3. Market Revenue, by Type (2019-2030)
  • 8.4. Market Revenue, by End User (2019-2030)
  • 8.5. Market Revenue, by Country (2019-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Device (2019-2030)
  • 9.3. Market Revenue, by Type (2019-2030)
  • 9.4. Market Revenue, by End User (2019-2030)
  • 9.5. Market Revenue, by Country (2019-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Device (2019-2030)
  • 10.3. Market Revenue, by Type (2019-2030)
  • 10.4. Market Revenue, by End User (2019-2030)
  • 10.5. Market Revenue, by Country (2019-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Device (2019-2030)
  • 11.3. Market Revenue, by Type (2019-2030)
  • 11.4. Market Revenue, by End User (2019-2030)
  • 11.5. Market Revenue, by Country (2019-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Device (2019-2030)
  • 12.3. Market Revenue, by Type (2019-2030)
  • 12.4. Market Revenue, by End User (2019-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Device (2019-2030)
  • 13.3. Market Revenue, by Type (2019-2030)
  • 13.4. Market Revenue, by End User (2019-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Device (2019-2030)
  • 14.3. Market Revenue, by Type (2019-2030)
  • 14.4. Market Revenue, by End User (2019-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Device (2019-2030)
  • 15.3. Market Revenue, by Type (2019-2030)
  • 15.4. Market Revenue, by End User (2019-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Device (2019-2030)
  • 16.3. Market Revenue, by Type (2019-2030)
  • 16.4. Market Revenue, by End User (2019-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Device (2019-2030)
  • 17.3. Market Revenue, by Type (2019-2030)
  • 17.4. Market Revenue, by End User (2019-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Device (2019-2030)
  • 18.3. Market Revenue, by Type (2019-2030)
  • 18.4. Market Revenue, by End User (2019-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Device (2019-2030)
  • 19.3. Market Revenue, by Type (2019-2030)
  • 19.4. Market Revenue, by End User (2019-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Device (2019-2030)
  • 20.3. Market Revenue, by Type (2019-2030)
  • 20.4. Market Revenue, by End User (2019-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Device (2019-2030)
  • 21.3. Market Revenue, by Type (2019-2030)
  • 21.4. Market Revenue, by End User (2019-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Device (2019-2030)
  • 22.3. Market Revenue, by Type (2019-2030)
  • 22.4. Market Revenue, by End User (2019-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Device (2019-2030)
  • 23.3. Market Revenue, by Type (2019-2030)
  • 23.4. Market Revenue, by End User (2019-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Device (2019-2030)
  • 24.3. Market Revenue, by Type (2019-2030)
  • 24.4. Market Revenue, by End User (2019-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Device (2019-2030)
  • 25.3. Market Revenue, by Type (2019-2030)
  • 25.4. Market Revenue, by End User (2019-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Device (2019-2030)
  • 26.3. Market Revenue, by Type (2019-2030)
  • 26.4. Market Revenue, by End User (2019-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Device (2019-2030)
  • 27.3. Market Revenue, by Type (2019-2030)
  • 27.4. Market Revenue, by End User (2019-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Device (2019-2030)
  • 28.3. Market Revenue, by Type (2019-2030)
  • 28.4. Market Revenue, by End User (2019-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Amazon Luna
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Blacknut Cloud Gaming
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Google LLC
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. Microsoft Corporation
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. NVIDIA Corporation
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Shadow
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Sony Group Corporation
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. Tencent
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. Ubitus K.K.
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports
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Jeroen Van Heghe

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+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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