全球雲端遊戲市場 (2022-2028)
市場調查報告書
商品編碼
1215608

全球雲端遊戲市場 (2022-2028)

Cloud Gaming Market 2022-2028

出版日期: | 出版商: Orion Market Research | 英文 | 商品交期: 2-3個工作天內

價格

在預測期內,全球雲端遊戲市場規模預計將以 45.9% 的複合年增長率增長。 推動市場的關鍵因素包括對 5G 技術的需求增加、智能手機用戶增加、政府舉措、外國直接投資增加和經濟增長。

本報告考察了全球雲端遊戲市場,提供了市場概況、市場驅動因素和製約因素分析、市場機會、細分市場和地區市場分析以及主要參與者概況,並提供了系統信息。

內容

第 1 章報告概述

第 2 章市場概述和洞察

  • 調查範圍
  • 分析師見解和當前市場趨勢

第三章競爭格局

  • Utomik B.V.
    • 概覽
    • 財務分析
    • SWOT 分析
    • 近期趨勢
  • 英偉達公司
    • 概覽
    • 財務分析
    • SWOT 分析
    • 近期趨勢
  • Numecent 集團
    • 概覽
    • 財務分析
    • SWOT 分析
    • 近期趨勢
  • Parsec Cloud, Inc.
    • 概覽
    • 財務分析
    • SWOT 分析
    • 近期趨勢
  • RemoteMyApp sp. z o.o.
    • 概覽
    • 財務分析
    • SWOT 分析
    • 近期趨勢
  • 關鍵策略分析
  • COVID-19 對主要公司的影響

第四章市場細分

  • 全球雲端遊戲市場:按設備分類
    • 智能手機
    • 遊戲機
    • 電腦
    • 遊戲筆記本電腦
    • 平板電腦
  • 全球雲端遊戲市場:按類型分類
    • 視頻流
    • 文件流

第五章區域分析

  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 意大利
    • 西班牙
    • 法國
    • 其他歐洲
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地方

第六章公司簡介

  • Advanced Micro Devices, Inc
  • Amazon Web Services, Inc.
  • Blacknut
  • Boosteroid Games S.R.L.
  • Cubelogy technologies s.r.o.
  • Google Inc
  • IBM Corp
  • Intel Corp
  • Microsoft Corp
  • Numecent Holdings Ltd.
  • Shadow SAS
  • Sony Group Corp
  • Ubitus K.K.
  • Vortex Optics
Product Code: OMR2026664

Title:Global Cloud Gaming Market Size, Share & Trends Analysis Report by Device (Smartphones, Gaming Consoles, Personal Computer, and Tablets), and by Type (Video Streaming, and File Streaming) Forecast Period (2022-2028).

The global cloud gaming market is anticipated to grow at a substantial CAGR of 45.9% during the forecast period. The increase in the demand for 5G technologies, rising smartphone users, government initiatives, rising FDI, and economic growth are the key factors enhancing the overall market growth. Various key market players and telecom providers are creating alliances and collaborations to give gamers a 5G gaming experience. For instance, in 2021, SK Telecom and SingTel operated together to attract gamers utilizing technologies like multi-access edge computing (MEC) and 5G. Furthermore, in October 2020, Blacknut and POST Luxembourg, partnered to introduce the first Cloud Gaming service as part of POST's upcoming 5G launch. The service enables POST customers subscribing to their new 5G service to stream games from Blacknut's catalog of more than 400 premium titles, and play via any 5G-connected smartphone, PC, or laptop. This is anticipated to fuel the global cloud gaming market during the forecast period.

The global cloud gaming market is segmented based on the device and type. Based on the device, the market is segmented into smartphones, gaming consoles, personal computer, and tablets. Based on the type, the market is sub-segmented into the video streaming, and file streaming. Among these the mobile segment is expected to be the fastest-growing during the forecast period as Immense data centers are linked to devices and phones via the internet, therefore a number of smartphones run cloud gaming, supporting utilizers with easy access to games that propel the global cloud gaming market.

Geographically market is segmented into: North America, Europe, Asia Pacific, and the Rest of the World. The Asia-Pacific region is anticipated to be the fastest-growing region during the forecast period due to the increase in the demand for cloud gaming in this region. The increase in the online gamers in the region and improved gaming technology by the companies For instance, in April 2019, Tencent started testing a cloud gaming service called "Start. " The company has started deploying these solutions in several test markets, including China, where the company is letting a select group of users sign up for the service. Increased adoption of next generation technologies and the ever-increasing popularity of PCs and electronic devices is expected to create new growth opportunities in the region.

The major companies serving the global cloud gaming market include Utomik B.V., NVIDIA Corp, Numecent Group, Parsec Cloud, Inc. RemoteMyApp sp. Z o.o., Google Inc, IBM Corp, Intel Corp, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers & acquisitions, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in April 2021, Blacknut partnered with the communications and entertainment group NOS to provide the gaming experience with 5G across Portugal. The partnership aims to deliver 500+ games to play over the 5G network. After the launch of 5G technology, NOS delivered Backnut's gaming service directly to customers.

Research Methodology

The market study of the global cloud gaming market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include:

  • Financial reports of companies involved in the market.
  • Whitepapers, research papers, and news blogs.
  • Company websites and their product catalog.

The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

  • Global Cloud Gaming Market Research and Analysis by Devices
  • Global Cloud Gaming Market Research and Analysis by Type

The Report Covers:

  • Comprehensive research methodology of the global cloud gaming market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the global cloud gaming market.
  • Insights about market determinants that are stimulating the global cloud gaming market.
  • Detailed and extensive market segments with the regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • Impact of COVID-19 on the Global Cloud Gaming Market
  • Recovery Scenario of Global Cloud Gaming Market
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. BY Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Utomik B.V.
    • 3.1.1. Overview
    • 3.1.2. Financial Analysis
    • 3.1.3. SWOT Analysis
    • 3.1.4. Recent Developments
  • 3.2. NVIDIA Corp
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Numecent Group
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Parsec Cloud, Inc.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. RemoteMyApp sp. z o.o.
    • 3.5.1. Overview
    • 3.5.2. Financial Analysis
    • 3.5.3. SWOT Analysis
    • 3.5.4. Recent Developments
  • 3.6. Key Strategy Analysis
  • 3.7. Impact of Covid-19 on Key Players

4. Market Segmentation

  • 4.1. Global Cloud Gaming Market by Device
    • 4.1.1. Smartphones
    • 4.1.2. Gaming Consoles
    • 4.1.3. Personal Computer
    • 4.1.4. Gaming Laptop
    • 4.1.5. Tablets
  • 4.2. Global Cloud Gaming Market by Type
    • 4.2.1. Video Streaming
    • 4.2.2. File Streaming

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Advanced Micro Devices, Inc
  • 6.2. Amazon Web Services, Inc.
  • 6.3. Blacknut
  • 6.4. Boosteroid Games S.R.L.
  • 6.5. Cubelogy technologies s.r.o.
  • 6.6. Google Inc
  • 6.7. IBM Corp
  • 6.8. Intel Corp
  • 6.9. Microsoft Corp
  • 6.10. Numecent Holdings Ltd.
  • 6.11. Shadow SAS
  • 6.12. Sony Group Corp
  • 6.13. Ubitus K.K.
  • 6.14. Vortex Optics

LIST OF TABLES

  • 1. GLOBAL CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)
  • 2. GLOBAL CLOUD GAMING FOR SMARTPHONES MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 3. GLOBAL CLOUD GAMING FOR GAMING CONSOLES MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 4. GLOBAL CLOUD GAMING FOR PERSONAL COMPUTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 5. GLOBAL CLOUD GAMING FOR GAMING LAPTOP MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 6. GLOBAL CLOUD GAMING FOR TABLETS MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 7. GLOBAL CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
  • 8. GLOBAL VIDEO STREAMING IN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 9. GLOBAL FILE STREAMING IN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
  • 10. GLOBAL CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2021-2028 ($ MILLION)
  • 11. NORTH AMERICAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
  • 12. NORTH AMERICAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)
  • 13. NORTH AMERICAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
  • 14. EUROPEAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
  • 15. EUROPEAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)
  • 16. EUROPEAN CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
  • 17. ASIA-PACIFIC CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
  • 18. ASIA-PACIFIC CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)
  • 19. ASIA-PACIFIC CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
  • 20. REST OF THE WORLD CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
  • 21. REST OF THE WORLD CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE, 2021-2028 ($ MILLION)
  • 22. REST OF THE WORLD CLOUD GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)

LIST OF FIGURES

  • 1. IMPACT OF COVID-19 ON GLOBAL CLOUD GAMING MARKET, 2021-2028 ($ MILLION)
  • 2. IMPACT OF COVID-19 ON GLOBAL CLOUD GAMING MARKET BY SEGMENT, 2021-2028 ($ MILLION)
  • 3. RECOVERY OF GLOBAL CLOUD GAMING MARKET, 2022-2028 (%)
  • 4. GLOBAL CLOUD GAMING MARKET SHARE BY DEVICE, 2021 VS 2028 (%)
  • 5. GLOBAL CLOUD GAMING FOR SMARTPHONES MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 6. GLOBAL CLOUD GAMING FOR GAMING CONSOLES MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 7. GLOBAL CLOUD GAMING FOR PERSONAL COMPUTER MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 8. GLOBAL CLOUD GAMING FOR GAMING LAPTOP MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 9. GLOBAL CLOUD GAMING FOR TABLETS MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 10. GLOBAL CLOUD GAMING MARKET SHARE BY TYPE, 2021 VS 2028 (%)
  • 11. GLOBAL VIDEO STREAMING IN CLOUD GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 12. GLOBAL FILE STREAMING IN CLOUD GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 13. GLOBAL CLOUD GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)
  • 14. US CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 15. CANADA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 16. UK CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 17. FRANCE CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 18. GERMANY CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 19. ITALY CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 20. SPAIN CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 21. REST OF EUROPE CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 22. INDIA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 23. CHINA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 24. JAPAN CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 25. SOUTH KOREA CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 26. REST OF ASIA-PACIFIC CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)
  • 27. REST OF THE WORLD CLOUD GAMING MARKET SIZE, 2021-2028 ($ MILLION)