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雲端遊戲 - 各主題調查

Cloud Gaming - Thematic Research

出版商 GlobalData 商品編碼 986108
出版日期 內容資訊 英文 32 Pages
雲端遊戲 - 各主題調查 Cloud Gaming - Thematic Research
出版日期: 2021年02月01日內容資訊: 英文 32 Pages

雲端遊戲,就像影片和音訊流重新構建了音樂、電影和電視產業一樣,今後10年將根本地改變電玩遊戲產業。市場處於非常初期的階段,不過,競爭激化,大技術企業(Sony,Google,騰訊,Microsoft,Nvidia,Facebook,及 Amazon等)與通訊企業(Deutsche Telekom,Verizon,AT&T,Vodafone,KT 及 China Mobile等)參加。 Ubisoft 和ElectronicArts 等遊戲發行者,和服務供應商締結合作關係,提高在這個發展中的市場上的知名度。





  • 企業
  • 技術概要
  • 趨勢
  • 產業分析
  • 價值鏈
  • 企業
  • 部門的計分卡
  • 詞彙表
  • 參考文件
  • 各主題調查手法


Product Code: GDTMT-TR-S296

Cloud gaming will fundamentally change the video games industry over the next 10 years, just as video and audio streaming has reshaped the music, film, and TV industries. The market is at a very early stage, but competition is intensifying, drawing in tech giants (including Sony, Google, Tencent, Microsoft, Nvidia, Facebook, and Amazon) and telcos (like Deutsche Telekom, Verizon, AT&T, Vodafone, KT, and China Mobile). Game publishers like Ubisoft and Electronic Arts have formed partnerships with service providers to increase their prominence in this developing market.

Tech giants like Google, Microsoft, Sony, and Nvidia are banking on subscription models to help them become the "Netflix of gaming". Exclusive content will be critical to attracting customers. Thanks to their massive libraries of exclusive games, Microsoft, Sony, and Tencent are potential winners in the subscription model. Providers of subscription-based cloud gaming services that lack exclusive games will struggle to compete.


  • This report provides an overview of the cloud gaming theme.
  • It identifies the key trends impacting growth of the theme over the next 12 to 24 months, split into three categories: technology trends, macroeconomic trends, and regulatory trends.
  • It includes a comprehensive industry analysis, including forecasts for cloud gaming revenues to 2030.
  • The detailed value chain comprises four layers: a content layer, a service layer, a connectivity layer, and a device layer.

Reasons to Buy

  • Worth $1bn in 2020, the global cloud gaming market will grow to become a $30bn industry by 2030, at a compound annual growth rate (CAGR) of 40% over this 10-year period, according to GlobalData estimates.
  • By revenue, cloud gaming accounted for less than 1% of the video games industry in 2020, but it has the potential to disrupt how games are distributed, consumed, and monetized. In 10 years, traditional PC and console games will have been replaced by games hosted in the cloud and accessed via thin-client PCs, consoles, or mobiles.

Table of Contents

Table of Contents

Executive summary

  • Players
  • Technology briefing
  • Trends
  • Industry analysis
  • Value chain
  • Companies
  • Sector scorecard
  • Glossary
  • Further reading
  • Thematic methodology