全球云端游戏市场 (2022-2028)
市场调查报告书
商品编码
1215608

全球云端游戏市场 (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个工作天内

价格

在预测期内,全球云端游戏市场规模预计将以 45.9% 的复合年增长率增长。 推动市场的关键因素包括对 5G 技术的需求增加、智能手机用户增加、政府举措、外国直接投资增加和经济增长。

本报告考察了全球云端游戏市场,提供了市场概况、市场驱动因素和製约因素分析、市场机会、细分市场和地区市场分析以及主要参与者概况,并提供了系统信息。

内容

第 1 章报告概述

第 2 章市场概述和洞察

  • 调查范围
  • 分析师见解和当前市场趋势

第三章竞争格局

  • Utomik B.V.
    • 概览
    • 财务分析
    • SWOT 分析
    • 近期趋势
  • 英伟达公司
    • 概览
    • 财务分析
    • SWOT 分析
    • 近期趋势
  • Numecent 集团
    • 概览
    • 财务分析
    • SWOT 分析
    • 近期趋势
  • Parsec Cloud, Inc.
    • 概览
    • 财务分析
    • SWOT 分析
    • 近期趋势
  • RemoteMyApp sp. z o.o.
    • 概览
    • 财务分析
    • SWOT 分析
    • 近期趋势
  • 关键策略分析
  • COVID-19 对主要公司的影响

第四章市场细分

  • 全球云端游戏市场:按设备分类
    • 智能手机
    • 游戏机
    • 电脑
    • 游戏笔记本电脑
    • 平板电脑
  • 全球云端游戏市场:按类型分类
    • 视频流
    • 文件流

第五章区域分析

  • 北美
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 意大利
    • 西班牙
    • 法国
    • 其他欧洲
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地方

第六章公司简介

  • 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)