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Cloud Gaming Market to grow by USD 5.73 Bn; Driven by cost savings and quick onboarding - Technavio

Global Cloud Gaming Market 2022-2026

News provided by

Technavio

Nov 17, 2022, 05:00 ET

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NEW YORK, Nov. 17, 2022 /PRNewswire/ -- The "Cloud Gaming Market by Platform, Type, and Geography - Forecast and Analysis 2022-2026" report has been added to Technavio's offering. The report expects the market size to grow by USD 5.73 billion between 2021 and 2026. However, the growth momentum will decelerate at a CAGR of 31.13% during the forecast period. The report provides a comprehensive analysis of the current market scenario, regional growth opportunities, major revenue-generating segments, recent product launches, vendor landscape, and much more. Understand the scope of this report. Download a Free PDF Report Sample

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Technavio has announced its latest market research report titled Global Cloud Gaming Market 2022-2026
Technavio has announced its latest market research report titled Global Cloud Gaming Market 2022-2026

Market Dynamics

The market is driven by cost savings and quick onboarding. Cloud gaming does not require physical copies of games, which is a major factor that drives the growth of the cloud gaming market. The cloud constantly updates and provides a backup of the games that are stored on the cloud platform. This decreases the overall cost of gaming substantially. Cloud gaming also eliminates the need for regular hardware updates to play the latest games. It also allows users to play the same games on different platforms, including PCs, laptops, tablets, and smartphones. Hence, the adoption of cloud gaming reduces the cost of gaming. Cloud gaming services have a lesser waiting time during loading or updating than traditional gaming. Hence, onboarding is quick. As the computing power resides on the cloud servers, even high-end games can be played on low-powered devices with limited RAM, graphics processing power, and hard drive space. All these factors will drive the growth of the global cloud gaming market during the forecast period. Understand how the purchase of the report can have a direct impact on your revenue. Download a Free Sample Report

Cloud Gaming Market: Platform Landscape

By platform, the market is analyzed across segments such as gaming consoles, computing devices, smart TVs, and mobile devices. The growing number of games with gesture control features and 3D integrated cameras with gesture recognition technology is expected to support the growth of the gaming console segment. Sony and Nintendo are likely to dominate the gaming console segment during the forecast period. Most of the latest gaming consoles are equipped with 3D cameras for gesture recognition. Therefore, the expected growth of new-generation gaming consoles that integrate gesture recognition technology and AR/VR support will drive the growth of the segment during the forecast period.

Cloud Gaming Market: Type Landscape

By type, the market is segmented as video streaming and file streaming. The video streaming segment will have the largest share of the market. In the video streaming process, the actual game is stored, executed, and rendered on the server of the remote operator or game company, and the video results are streamed directly to the consumer's computer via the Internet. This allows access to games without the need for a console. The data required to operate the game are transmitted over the Internet, which prompts the need for high bandwidth. However, the impending advent of 5G globally is expected to drive the growth of the segment during the forecast period. Identify potential segments in the market. Buy Now!

Technavio's library includes over 17,000+ reports covering more than 2,000 emerging technologies. Subscribe to our "Basic Plan" at just USD 5,000 and get lifetime access to our Technavio Insights

Companies Covered:
  • Alphabet Inc.
  • Apple Inc.
  • Blade SAS
  • International Business Machines Corp.
  • LiquidSky Software Inc.
  • Microsoft Corp.
  • NVIDIA Corp.
  • Samsung Electronics Co. Ltd.
  • Sony Corp.
  • Ubitus KK
What our reports offer:
  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers market data for 2021, 2022, until 2026
  • Market trends (drivers, opportunities, threats, challenges, investment opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements
Related Reports:
  • The gaming headset market share is expected to increase to USD 1.28 billion from 2021 to 2026, and the market's growth momentum will accelerate at a CAGR of 7.52%. The growth in global e-sports market is notably driving the gaming headset market growth, although factors such as the easy availability of counterfeit products may impede the market growth.
  • The game streaming market's growth momentum will accelerate at a CAGR of 9.15% and the market share will increase to USD 1.14 billion from 2021 to 2026. The increasing popularity of esports tournaments is notably driving the game streaming market growth, although factors such as the effects of gaming on health may impede the market growth.

Cloud Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Decelerate at a CAGR of 31.13%

Market growth 2022-2026

USD 5.73 billion

Market structure

Fragmented

YoY growth (%)

33.54

Regional analysis

North America, APAC, Europe, South America, Middle East, and Africa

Performing market contribution

North America at 46%

Key consumer countries

US, Japan, China, Germany, UK, and South Korea (Republic of Korea)

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Alphabet Inc., Apple Inc., Blade SAS, International Business Machines Corp., LiquidSky Software Inc., Microsoft Corp., NVIDIA Corp., Samsung Electronics Co. Ltd., Sony Corp., and Ubitus KK

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, and market condition analysis for the forecast period.

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of contents:

1 Executive Summary

2 Market Landscape

  • 2.1 Market ecosystem 
    • Exhibit 01: Parent market
    • Exhibit 02: Market characteristics
  • 2.2 Value chain analysis 
    • Exhibit 03: Value chain analysis – Interactive home entertainement

3 Market Sizing

  • 3.1 Market definition 
    • Exhibit 04: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis 
    • Exhibit 05: Market segments
  • 3.3 Market size 2020
  • 3.4 Market outlook: Forecast for 2020 - 2025
    • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
    • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

4 Five Forces Analysis

  • 4.1 Five Force Summary 
    • Exhibit 08: Five forces analysis 2020 & 2025
  • 4.2 Bargaining power of buyers 
    • Exhibit 09: Bargaining power of buyers
  • 4.3 Bargaining power of suppliers 
    • Exhibit 10: Bargaining power of suppliers
  • 4.4 Threat of new entrants 
    • Exhibit 11: Threat of new entrants
  • 4.5 Threat of substitutes 
    • Exhibit 12: Threat of substitutes
  • 4.6 Threat of rivalry 
    • Exhibit 13: Threat of rivalry
  • 4.7 Market condition 
    • Exhibit 14: Market condition - Five forces 2020

5 Market Segmentation by Type

  • 5.1 Market segments 
    • Exhibit 15: Type - Market share 2020-2025 (%)
  • 5.2 Comparison by Type 
    • Exhibit 16: Comparison by Type
  • 5.3 Video streaming - Market size and forecast 2020-2025
    • Exhibit 17: Video streaming - Market size and forecast 2020-2025 ($ million)
    • Exhibit 18: Video streaming - Year-over-year growth 2020-2025 (%)
  • 5.4 File streaming - Market size and forecast 2020-2025
    • Exhibit 19: File streaming - Market size and forecast 2020-2025 ($ million)
    • Exhibit 20: File streaming - Year-over-year growth 2020-2025 (%)
  • 5.5 Market opportunity by Type 
    • Exhibit 21: Market opportunity by Type

6 Market Segmentation by Platform

  • 6.1 Market segments 
    • Exhibit 22: Platform - Market share 2020-2025 (%)
  • 6.2 Comparison by Platform 
    • Exhibit 23: Comparison by Platform
  • 6.3 Gaming consoles - Market size and forecast 2020-2025
    • Exhibit 24: Gaming consoles - Market size and forecast 2020-2025 ($ million)
    • Exhibit 25: Gaming consoles - Year-over-year growth 2020-2025 (%)
  • 6.4 Computing devices - Market size and forecast 2020-2025
    • Exhibit 26: Computing devices - Market size and forecast 2020-2025 ($ million)
    • Exhibit 27: Computing devices - Year-over-year growth 2020-2025 (%)
  • 6.5 Smart TVs - Market size and forecast 2020-2025
    • Exhibit 28: Smart TVs - Market size and forecast 2020-2025 ($ million)
    • Exhibit 29: Smart TVs - Year-over-year growth 2020-2025 (%)
  • 6.6 Mobile devices - Market size and forecast 2020-2025
    • Exhibit 30: Mobile devices - Market size and forecast 2020-2025 ($ million)
    • Exhibit 31: Mobile devices - Year-over-year growth 2020-2025 (%)
  • 6.7 Market opportunity by Platform 
    • Exhibit 32: Market opportunity by Platform

7 Customer landscape

8 Geographic Landscape

  • 8.1 Geographic segmentation 
    • Exhibit 34: Market share by geography 2020-2025 (%)
  • 8.2 Geographic comparison 
    • Exhibit 35: Geographic comparison
  • 8.3 North America - Market size and forecast 2020-2025
    • Exhibit 36: North America - Market size and forecast 2020-2025 ($ million)
    • Exhibit 37: North America - Year-over-year growth 2020-2025 (%)
  • 8.4 APAC - Market size and forecast 2020-2025
    • Exhibit 38: APAC - Market size and forecast 2020-2025 ($ million)
    • Exhibit 39: APAC - Year-over-year growth 2020-2025 (%)
  • 8.5 Europe - Market size and forecast 2020-2025
    • Exhibit 40: Europe - Market size and forecast 2020-2025 ($ million)
    • Exhibit 41: Europe - Year-over-year growth 2020-2025 (%)
  • 8.6 South America - Market size and forecast 2020-2025
    • Exhibit 42: South America - Market size and forecast 2020-2025 ($ million)
    • Exhibit 43: South America - Year-over-year growth 2020-2025 (%)
  • 8.7 MEA - Market size and forecast 2020-2025
    • Exhibit 44: MEA - Market size and forecast 2020-2025 ($ million)
    • Exhibit 45: MEA - Year-over-year growth 2020-2025 (%)
  • 8.8 Key leading countries 
    • Exhibit 46: Key leading countries
  • 8.9 Market opportunity by geography 
    • Exhibit 47: Market opportunity by geography ($ million)

9 Drivers, Challenges, and Trends

  • 9.1 Volume drivers-demand-led-growth
  • 9.2 Market challenges
  • 9.3 Market trends

10 Vendor Landscape

  • 10.1 Vendor Landscape 
    • Exhibit 49: Vendor landscape
  • 10.2 Landscape disruption 
    • Exhibit 50: Landscape disruption
    • Exhibit 51: Industry risks

11 Vendor Analysis

  • 11.1 Vendors covered 
    • Exhibit 52: Vendors covered
  • 11.2 Market positioning of vendors 
    • Exhibit 53: Market positioning of vendors
  • 11.3 Alphabet Inc. 
    • Exhibit 54: Alphabet Inc. - Overview
    • Exhibit 55: Alphabet Inc. - Business segments
    • Exhibit 56: Alphabet Inc. - Key news
    • Exhibit 57: Alphabet Inc. - Key offerings
    • Exhibit 58: Alphabet Inc. - Segment focus
  • 11.4 Apple Inc. 
    • Exhibit 59: Apple Inc. - Overview
    • Exhibit 60: Apple Inc. - Business segments
    • Exhibit 61: Apple Inc. - Key news
    • Exhibit 62: Apple Inc. - Key offerings
    • Exhibit 63: Apple Inc. - Segment focus
  • 11.5 Blade SAS 
    • Exhibit 64: Blade SAS - Overview
    • Exhibit 65: Blade SAS - Product and service
    • Exhibit 66: Blade SAS - Key offerings
  • 11.6 International Business Machines Corp. 
    • Exhibit 67: International Business Machines Corp. - Overview
    • Exhibit 68: International Business Machines Corp. - Business segments
    • Exhibit 69: International Business Machines Corp. - Key news
    • Exhibit 70: International Business Machines Corp. - Key offerings
    • Exhibit 71: International Business Machines Corp. - Segment focus
  • 11.7 LiquidSky Software Inc. 
    • Exhibit 72: LiquidSky Software Inc. - Overview
    • Exhibit 73: LiquidSky Software Inc. - Product and service
    • Exhibit 74: LiquidSky Software Inc. - Key offerings
  • 11.8 Microsoft Corp. 
    • Exhibit 75: Microsoft Corp. - Overview
    • Exhibit 76: Microsoft Corp. - Business segments
    • Exhibit 77: Microsoft Corp. - Key news
    • Exhibit 78: Microsoft Corp. - Key offerings
    • Exhibit 79: Microsoft Corp. - Segment focus
  • 11.9 NVIDIA Corp. 
    • Exhibit 80: NVIDIA Corp. - Overview
    • Exhibit 81: NVIDIA Corp. - Business segments
    • Exhibit 82: NVIDIA Corp. - Key news
    • Exhibit 83: NVIDIA Corp. - Key offerings
    • Exhibit 84: NVIDIA Corp. - Segment focus
  • 11.10 Samsung Electronics Co. Ltd. 
    • Exhibit 85: Samsung Electronics Co. Ltd. - Overview
    • Exhibit 86: Samsung Electronics Co. Ltd. - Business segments
    • Exhibit 87: Samsung Electronic Co. Ltd. - Key news
    • Exhibit 88: Samsung Electronics Co. Ltd. - Key offerings
    • Exhibit 89: Samsung Electronics Co. Ltd. - Segment focus
  • 11.11 Sony Corp. 
    • Exhibit 90: Sony Corp. - Overview
    • Exhibit 91: Sony Corp. - Business segments
    • Exhibit 92: Sony Corp. - Key news
    • Exhibit 93: Sony Corp. - Key offerings
    • Exhibit 94: Sony Corp. - Segment focus
  • 11.12 Ubitus KK 
    • Exhibit 95: Ubitus KK - Overview
    • Exhibit 96: Ubitus KK - Product and service
    • Exhibit 97: Ubitus KK - Key offerings

12 Appendix

  • 12.1 Scope of the report
  • 12.2 Currency conversion rates for US$ 
    • Exhibit 98: Currency conversion rates for US$
  • 12.3 Research methodology 
    • Exhibit 99: Research Methodology
    • Exhibit 100: Validation techniques employed for market sizing
    • Exhibit 101: Information sources
  • 12.4 List of abbreviations 
    • Exhibit 102: List of abbreviations
About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/

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