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市場調查報告書
商品編碼
1171396

雲端遊戲的全球市場預測(2022年~2027年)

Cloud Gaming Market - Forecasts from 2022 to 2027

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 135 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

全球雲端遊戲的市場規模在2020年估算為7億5,843萬2,000美金,在預測期間內預計將以25.94%的年複合成長率增長,在2027年前達到38億1,191萬美元。市場成長的主要因素有高速互聯網的普及和手機、電視、筆記本電腦和平板設備的普及而促使對雲遊戲的需求不斷增長,以及許多免費遊戲模式正成功獲取訂閱變得流行這一事實等。

本報告提供全球雲端遊戲市場相關調查,提供市場規模和預測,COVID-19影響,市場促進因素及課題,市場趨勢,各市場區隔的市場分析,競爭情形,主要企業的簡介等系統性資訊。

目錄

第1章 簡介

  • 市場概要
  • COVID-19影響
  • 市場定義
  • 市場區隔

第2章 調查手法

  • 調查資料
  • 前提條件

第3章 摘要整理

  • 調查的重點

第4章 市場動態

  • 推動市場要素
  • 阻礙市場要素
  • 波特的五力分析
    • 終端用戶談判力
    • 買方議價能力
    • 新加入廠商者的威脅
    • 替代品的威脅
    • 競爭企業間的敵對關係
  • 產業的價值鏈分析

第5章 雲端遊戲市場:各平台

  • 簡介
  • 智慧型手機
  • PC
  • 其他

第6章 雲端遊戲市場:各服務形式

  • 簡介
  • 影音串流
  • 文件串流

第7章 雲端遊戲市場:各地區

  • 簡介
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 南美
    • 巴西
    • 阿根廷
    • 其他
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 義大利
    • 其他
  • 中東·非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 以色列
    • 其他
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 韓國
    • 印尼
    • 泰國
    • 台灣
    • 其他

第8章 競爭環境與分析

  • 主要企業策略分析
  • 新興企業與市場的有利性
  • 合併,收購,契約,合作
  • 供應商的競爭矩陣

第9章 企業簡介

  • NVIDIA Corporation
  • G-cluster Global Corporation
  • Meta Platforms, Inc.
  • Sony Corporation
  • Amazon Web Services, Inc
  • Ubisoft Entertainment SA
  • Google
  • OVH Groupe SAS
  • Rainway, Inc.
  • Paperspace Co.
  • Microsoft Corporation
簡介目錄
Product Code: KSI061610344

Cloud gaming market is projected to witness a CAGR of 25.94% during the forecast period to reach a market size of US$3,811.91 million by 2027, increasing from US$758.432 million in 2020.

Cloud gaming refers to a game that resides on a company server rather than on the gamer's device. The gamer enters the game by installing a client program that can access the server where the games are running. A gamer does not require any physical copies, updates, or backup as the game is stored on a cloud platform reducing the overall cost of playing the game. The widespread availability of high-speed internet and the increasing proliferation of mobile phones, televisions, laptops, and tablets are augmenting the demand for cloud gaming. Reduction in the access time, as well as the declining cost of purchasing games, is further fuelling the demand for cloud gaming. Rising social media and a growing number of mobile gamers will be affecting the market growth during the forecast period. Free-to-play models have successfully attracted many subscriptions which also contribute to market growth. The growth of e-Sports worldwide will boost the demand for cloud gaming in the coming years.

Smartphone adoption to drive growth

The growth of cloud gaming is an emerging technology in the gaming industry, which allows the user to stream high-quality games across smartphones with fast network connectivity, thereby preventing the requirement for regular gaming consoles, PCs, or laptops. The burgeoning demand for mobile games is a result of the multiple technological advancements in cloud gaming, like AR, 5G, and VR. This trend is not shocking, considering the mobile game industry heavily relies on new technology. A poll by the Mobile Video Industry Council suggested that mobile operators forecasted cloud gaming to generate 25-50% off 5G data traffic by the end of 2022. The emergence of 5G, as well as unlimited data plans, are also expected to be critical factors to aid the success of cloud gaming across the world since most gamers today prefer playing games on their mobile phones. In addition, the rising services and investments in 5G infrastructure hold an eminent place for this success. In accordance with Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region alone is estimated to reach around 1,545 million by 2025.

Asia Pacific to Witness the Highest Growth

The growing prevalence of cloud infrastructure has provided storage, several computing, and communication resources in a cost-effective, reliable, and low-maintenance manner. Multiple applications may employ all these cloud computing resources, and gaming services have been regarded as one of the fastest-growing sectors in China for cloud computing. With the rise of cloud gaming platforms that allow users to stream their favorite video games rather than download them on smartphones or any other gaming consoles, the market is witnessing novel platform launches. For instance, in April 2019, Tencent started testing a cloud gaming service called "Start. "The company has since deployed these solutions in multiple test markets, including China, where the company allowed an exclusive group of users to sign up for the service. The company made this strategic move to get ahead of its competitors in the next huge gaming industry trend. Japan is also among one the key players in the gaming market in the world after China and the US. With the steady growth of technological adaption and many leading gaming companies, that include Konami, Sony, Nintendo, and others, for several decades in the country, the country's gaming market has been evolving and advancing and is expected to grow substantially during the forecast period. With one of the largest youth populations, India is projected to emerge as one of the world's leading market destinations in the gaming sector. The growth in the country is attributed to the growing younger population, inclining disposable incomes, the introduction of fresh and new gaming genres, and the rapidly increasing number of smartphone and tablet users.

Key Developments

  • June 2022- Microsoft launched the Xbox Cloud Gaming in Argentina and New Zealand. Xbox Game Pass Ultimate subscribers were offered the perk to stream over 100 games to devices like phones, tablets, personal computers, and Samsung TVs. Xbox Cloud Gaming is now available in about 28 countries and is powered by custom Xbox Series X consoles.
  • February 2022 - Nintendo Acquired SRD Co. Ltd . Through this acquisition, Nintendo aimed at strengthening its software development resources, to improve the efficiency of development, while also allowing it to make even more polished games in the times to come.

COVID-19 Insights

The COVID-19 pandemic turned out to have a positive impact on the market. According to a study by Verizon, there had been an increase of 115% in gaming usage in the US alone, compared to times before COVID-19. Further, live streaming services, as well as online gaming platforms also continued to see a surge in their concurrent users throughout March and April 2020. This was most possibly due to the mandated lockdowns across several nations, which caused people to stay at home, which made them get indulged in activities like gaming.

Segmentation

  • By Platform

Smartphones

PCs

Others

  • By Service Type

Video Streaming

File Streaming

  • By Geography

North America

  • United States
  • Canada
  • Mexico

South America

  • Brazil
  • Argentina
  • Others

Europe

  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Others

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Israel
  • Others

Asia-Pacific

  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Taiwan
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Covid-19 Scenario
  • 1.3. Market Definition
  • 1.4. Market Segmentation

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Assumptions

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Driver
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of End-Users
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. CLOUD GAMING MARKET, BY PLATFORM

  • 5.1. Introduction
  • 5.2. Smartphones
  • 5.3. PCs
  • 5.4. Others

6. CLOUD GAMING MARKET, BY SERVICE TYPE

  • 6.1. Introduction
  • 6.2. Video Streaming
  • 6.3. File Streaming

7. CLOUD GAMING MARKET, BY GEOGRAPHY

  • 7.1. Introduction
  • 7.2. North America
    • 7.2.1. United States
    • 7.2.2. Canada
    • 7.2.3. Mexico
  • 7.3. South America
    • 7.3.1. Brazil
    • 7.3.2. Argentina
    • 7.3.3. Others
  • 7.4. Europe
    • 7.4.1. UK
    • 7.4.2. Germany
    • 7.4.3. France
    • 7.4.4. Spain
    • 7.4.5. Italy
    • 7.4.6. Others
  • 7.5. Middle East and Africa
    • 7.5.1. Saudi Arabia
    • 7.5.2. UAE
    • 7.5.3. Israel
    • 7.5.4. Others
  • 7.6. Asia-Pacific
    • 7.6.1. Japan
    • 7.6.2. China
    • 7.6.3. India
    • 7.6.4. South Korea
    • 7.6.5. Indonesia
    • 7.6.6. Thailand
    • 7.6.7. Taiwan
    • 7.6.8. Others

8. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 8.1. Major Players and Strategy Analysis
  • 8.2. Emerging Players and Market Lucrativeness
  • 8.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 8.4. Vendor Competitiveness Matrix

9. COMPANY PROFILES

  • 9.1. NVIDIA Corporation
  • 9.2. G-cluster Global Corporation
  • 9.3. Meta Platforms, Inc.
  • 9.4. Sony Corporation
  • 9.5. Amazon Web Services, Inc
  • 9.6. Ubisoft Entertainment SA
  • 9.7. Google
  • 9.8. OVH Groupe SAS
  • 9.9. Rainway, Inc.
  • 9.10. Paperspace Co.
  • 9.11. Microsoft Corporation