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市场调查报告书
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1171396

云端游戏的全球市场预测(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个工作天内

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简介目录

全球云端游戏的市场规模在2020年估算为7亿5,843万2,000美金,在预测期间内预计将以25.94%的年复合成长率增长,在2027年前达到38亿1,191万美元。市场成长的主要因素有高速互联网的普及和手机、电视、笔记本电脑和平板设备的普及而促使对云游戏的需求不断增长,以及许多免费游戏模式正成功获取订阅变得流行这一事实等。

本报告提供全球云端游戏市场相关调查,提供市场规模和预测,COVID-19影响,市场促进因素及课题,市场趋势,各市场区隔的市场分析,竞争情形,主要企业的简介等系统性资讯。

目录

第1章 简介

  • 市场概要
  • COVID-19影响
  • 市场定义
  • 市场区隔

第2章 调查手法

  • 调查资料
  • 前提条件

第3章 摘要整理

  • 调查的重点

第4章 市场动态

  • 推动市场要素
  • 阻碍市场要素
  • 波特的五力分析
    • 终端用户谈判力
    • 买方议价能力
    • 新加入厂商者的威胁
    • 替代品的威胁
    • 竞争企业间的敌对关係
  • 产业的价值链分析

第5章 云端游戏市场:各平台

  • 简介
  • 智慧型手机
  • PC
  • 其他

第6章 云端游戏市场:各服务形式

  • 简介
  • 影音串流
  • 文件串流

第7章 云端游戏市场:各地区

  • 简介
  • 北美
    • 美国
    • 加拿大
    • 墨西哥
  • 南美
    • 巴西
    • 阿根廷
    • 其他
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 义大利
    • 其他
  • 中东·非洲
    • 沙乌地阿拉伯
    • 阿拉伯联合大公国
    • 以色列
    • 其他
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 韩国
    • 印尼
    • 泰国
    • 台湾
    • 其他

第8章 竞争环境与分析

  • 主要企业策略分析
  • 新兴企业与市场的有利性
  • 合併,收购,契约,合作
  • 供应商的竞争矩阵

第9章 企业简介

  • 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
简介目录
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