Global Cloud Gaming Market was valued at USD 609.67 Million in 2021 and is projected to reach around USD 7382.37 Million by 2028, at a CAGR of 42.8% during the forecast period
The Detailed Market intelligence report on the Cloud Gaming Market applies the most effective of each primary and secondary analysis to weighs upon the competitive landscape and also the outstanding market players expected to dominate Cloud Gaming Market place for the forecast 2021– 2028. The improved gaming experience presented by cloud gaming drives the market growth.
Cloud gaming refers to any game that makes use of cloud-based innovations. It is designed so that users can regulate and play a variety of games on web servers, which further stream the entire game to the gadget to which the cloud is connected. Unlike traditional console processes, which run on the gaming device's local hard drive space, cloud gaming innovation operates as an integrated component of cloud technology, needing less space on the user's device. Cloud gaming is also referred to as "gaming-as-a-service." The market is predicted to expand quickly into a billion-dollar industry. The market is expected to be influenced by the increased demand for video games and low-cost gaming solutions. The introduction of a new line of games has a positive impact on the market, as user involvement in unique experiences is increasing. Gamers can play games without needing to download the entire game by using an external cloud service. They can play the games on any device, which decreases the cost of storage capacity and hardware installation. For example, Microsoft Corporation launched a game platform on Xbox consoles. The company intends to expand the offering to include consoles such as the Xbox Series X, Xbox Series S, and Xbox One.
Due to a lack of outdoor activities and social interactions, the COVID-19 pandemic has accelerated market growth as new gamers subscribe to various gaming services, including loud gaming. Major corporations capitalized on the growing interest in video games by launching cloud gaming assistance to provide an economic option and broaden the overall gaming market. For example, Intel purchased RemoteMyApp, a cloud gaming service, with plans to enter the market in November 2021. Intel gained access to the RemoteMyApp team of experienced cloud service developers as a result of the acquisition.
The global Cloud Gaming market is segmented based on the offering, device type, solution, end-use, and region & country level. Based on the offering, the global Cloud Gaming market is segmented into infrastructural and gaming platform services. By device types, the market is segmented into smartphones, tablets, gaming consoles, pcs & laptops, smart TVs, and head-mounted displays. By solutions, the global Cloud Gaming market is segmented into file streaming and video streaming. By end-user, the global cloud gaming market is segmented into casual gamers, avid gamers, and lifestyle gamers.
The regions covered in the global Cloud Gaming market report are North America, Europe, Asia-Pacific, Latin America, and the rest of the World. Based on country level, the market of global Cloud Gaming is sub divided into U.S., Mexico, Canada, U.K., France, Germany, China, Italy, India, Japan, Southeast Asia, Middle East Asia (Saudi Arabia, UAE, Egypt) GCC, Africa, etc.
Some major key players for the global Cloud Gaming market report cover prominent players like
Intel introduces data center GPUs, while Google discontinues cloud gaming
On October 2022 Intel introduces discrete data center GPUs intended to power Android-based cloud computing. Intel announced the availability of datacenter GPUs as well as the $329 Intel Arc 770 for mid-range gaming computer systems. Due to the abundance of GPU chips on the market, timing may not be ideal. In contrast, the cloud gaming market has struggled this year, as Google plans to close its cloud gaming service Stadia in January 2023.
Xbox Cloud Gaming is being used in more Samsung TVs, and Rumble Support is being added
On December 16th, 2022; Earlier this year, Microsoft (Xbox) announced that gamers would be able to play their favorite Xbox games such as Microsoft Flight Simulator, Sea of Thieves, A Plague Tale: Requiem, and others on all 2022 Samsung TVs via the Samsung Gaming Hub via the Xbox App, with no PlayStation required. Now, the company is expanding Xbox Cloud Gaming (Beta) features and support to provide players with an even better experience.
With a special deal for Amazon Prime members, the Amazon Luna cloud gaming service expanded its availability to everyone in the continental United States
On March 1st, 2022; Amazon announced the availability of its Luna cloud game platform to all customers in the United States, along with an expanding library of games and new features. The new Prime Gaming Channel offers Amazon Prime members a one-of-a-kind opportunity to try a spinning selection of free games on Luna, and all gamers can now gain access to additional games by subscription to the new Jackbox Games Channel and Retro Channel. Live Twitch broadcasting and the Luna Phone Controller, which is accessible in the Luna Control system app for iPhone and Android phones, are two new Luna features.
Market participants are trying to lower technological barriers and associated high costs in order to attract all gamer types that exist globally. To provide a unique and immersive gaming experience, low latency in gaming services is critical. 5G technology, including its low-latency capacity, helps providers even more. With the launch of 5G, cloud-based gaming has been redefined to provide a better gaming experience.
Similarly, major market players and telecommunications companies are collaborating and forming alliances to provide 5G gaming experiences to gamers. For example, in 2021, SingTel and S K Telecom collaborated to entice gamers by utilizing technologies such as 5G and multi-access edge computing (MEC). Similarly, POST Luxembourg, an EU mobile operator, has partnered with Blacknut to launch a 5G gaming service in October 2020. In addition, according to a VentureBeat report from May 2022, Activision Blizzard outperformed analyst earnings forecasts by 50% due to the mobile version of its Call of Duty game.
Besides, the rise of data centres, cloud computing, and cloud games are all linked. With cloud gaming, a user's device is transformed into a connected high-resolution terminal, eliminating the requirement to download and providing significant benefits to both the player and provider. To support this transition, cloud gaming services along with global delivery networks, streaming media services, and hyper-scale cloud capabilities to build the next generation of interactive, immersive, and social entertainment platforms.
Streaming games on a cloud service necessitates a system with high bitrates, low latency, and adequate bandwidth. However, in some countries, the cost of establishing a high-performance internet connection could be prohibitively expensive. If the suitable bandwidth and network needs are not met, responsiveness and latency can be an issue. However, as telecommunications companies begin to provide high-speed connectivity and key organizations such as Google LLC and Microsoft Corporation invest in data servers, the stumbling block is expected to be removed in the future.
The increasing user of gaming devices is the key factor which drives the growth of cloud gaming market. Technological developments and revolution in graphics that show realistic views are attractive part for the gamers. Additional Growing innovation in smart phone sector and increasing number of mobile users are also supplementing the cloud gaming market growth worldwide. For instance: According to the latest figures the numbers of mobile phone users in the world are around 4.9 billion in 2018.
Furthermore, increasing presence of high speed internet in the world is also one of the major factors drive the market growth for cloud gaming. Increasing better user experience through the technological development in cloud gaming technology is also drives the market growth within the forecast period. Device compatibility may be a restraining factor for the market growth.
Rising demand for playing game content from India, Japan, China, and South Korea is driving the region's expansion. Furthermore, increasing mobile penetration in these countries is expected to drive the global gaming industry. China is expected to dominate the market, owing to increased 5G and telecom infrastructure investments. Japan is expected to experience rapid growth throughout the forecast period attributed to the prevalence of key cloud gaming market participants.
Japan, along with the United States and China, is a major player in the global gaming market. The country's gaming industry is evolving and anticipated to grow significantly, owing to the rapid expansion of technological adaptation and the presence of many leading gaming companies, such as Nintendo, Konami, Sony, and others, in the country for decades. India is predicted to rank among the top market destinations for the gaming industry due to the presence of one of the largest youth populations in the world. The country's growth is fueled by higher disposable incomes, a younger population, an increasing number of tablet and smartphone users, and the introduction of new gaming genres.
North America is expected to dominate the cloud gaming market, due to the convenience of high-speed internet, high user of smart devices, and the attendance of major players in this region.
Asia Pacific is projected to witness the highest growth in the cloud gaming market within the forecast period. The increasing adoption of technologies in China, India, and South Korea for gaming and high accessibility of low-cost smartphones and tablets are some factors foster the market growth for cloud computing in this region. In addition, the rising number of smart phone users in this region is also supplementing the growth of this market.
|2018 - 2021
|2022 - 2028
|Market Size in 2021:
|USD 609.67 Million
|Base year considered
|Forecast Period CAGR %:
|Market Size Expected in 2025:
|USD 7382.37 Million
|Tables, Charts & Figures:
|NVIDIA Corporation, Ubitus Inc., LiquidSky Software, RemoteMyApp, IBM, Hatch Entertainment Ltd., Cloudzen, Sony Corporation, ParsecCloud Inc., Microsoft, Crytek GmbH, Amazon Luna., Blade (Shadow), Samsung Electronics, GameFly, Google Inc., Playkey, Paperspace, Boosteroid, Google Stadia, Sony PlayStation Now, Xbox Game Pass Ultimate (Xbox Cloud Gaming), Blacknut Rainway, NetBoom, Alibaba Group, Tencent Holdings Ltd., Ubisoft Entertainment SA, Intel Corporation, Advanced Micro Devices, Apple Inc., others.
|By Device Type, By Type, By Service Type, By Gaming System, By Game Type, By End-User
|North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa
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