Analysis of the Global Cloud Gaming Market

Information Technology Analysis of the Global Cloud Gaming Market

A Radical Paradigm Shift in the Videogame Industry, Driving Multiple Growth Opportunities


RELEASE DATE
04-Mar-2022
REGION
Global
DELIVERABLE TYPE
Market Research

RESEARCH CODE
K70E-01-00-00-00
SKU
IT04487-GL-MT_26343
Yes
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Analysis of the Global Cloud Gaming Market
Published on: 04-Mar-2022 | SKU: IT04487-GL-MT_26343

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This study examines the trends, challenges, and opportunities found in the global cloud gaming market, and also forecasts the number of users and market size between the years 2022-2025, with the base year being 2021. Cloud gaming enables users to play videogames without the need of downloading the full software or having access to the latest hardware, and it is present across a wide range of devices including PCs, consoles, mobiles, and tablets. Instead of relying on the processing power of the gaming device, cloud gaming works by rendering and playing remotely in servers hosted across specialized data centers, with users watching the gameplay and sending inputs locally.

The report begins by providing a brief explanation on how cloud gaming services are provided, describing existing business models. It then offers a throughout rundown of many of the existing participants in the market, detailing the number of games offered, device compatibility, up-to-date prices, and differentiating factors. The report also discusses several of the drivers and restraints currently affecting the market, such as the advent of 5G connectivity or the entry of major videogame developers when it comes the former and high economic barriers or lack of economies of scale when it comes to the latter.

The cloud gaming market is still in a nascent stage. As a result, it shows outstanding growth for the incoming years, with B2C (business-to-consumer) revenues of $13.05 billion by 2025, compared to revenues $1.6 billion in 2021, showcasing a CAGR (Compound Annual Growth Rate) of 69% for the whole period. As the forecast does not include B2B (business-to-business) revenues, Frost & Sullivan believes that the market holds even more potential for revenue generation. When it comes number of users worldwide, Frost & Sullivan estimates that total users will reach 349.4 million by 2025, compared to 60.6 million users in 2021.

Forecast Assumptions:
•     The number of videogame users will grow steadily across all regions, as while the market experienced massive adoption at the start of the COVID-19 pandemic, new users continue to discover the possibilities offered by gaming.
•     Users across emerging markets are more aware of cloud gaming, primarily due to both gaming hardware and software being extremely restrictive in these regions, linked to low-income levers and unstable exchange rates.
•     The serviceable market for cloud gaming providers will grow at a constant rate, when considering that the market still faces some daunting challenges. This assumption also simplifies the forecast process.

Finally, the report also presents several opportunities still present in the market, such as the mobile and Chinese cloud gaming markets for cloud gaming service providers, the future investment in data centers for telcos and data center providers, or the wide range of opportunities for smart TV makers, streaming platforms, or event organizers. The report also showcases some case studies that provide a deep dive into some of the most influential companies in the market.

Why is it Increasingly Difficult to Grow?

The Strategic Imperative 8™

The Impact of the Top Three Strategic Imperatives on Cloud Gaming Industry

Growth Opportunities Fuel the Growth Pipeline Engine™

Cloud Gaming—Scope of Analysis

Cloud Gaming—Infrastructure Overview

Cloud Gaming—Impact on Existing Monetization Models

Cloud Gaming—Market Segmentation

Key Competitors for Cloud Gaming

Key Competitors for Cloud Gaming—Selected Major Participants

Key Competitors for Cloud Gaming—Selected Major Tech Companies

Key Competitors for Cloud Gaming—Selected Challengers

Key Competitors for Cloud Gaming—Selected Challengers (continued)

Key Competitors for Cloud Gaming—Selected Asia-Pacific Participants

Key Competitors for Cloud Gaming—Selected Asia-Pacific Participants (continued)

Growth Drivers for Cloud Gaming

Growth Driver Analysis for Cloud Gaming

Growth Drivers—5G Growth and Increasing Adoption

Growth Drivers—5G Growth and Increasing Adoption (continued)

Growth Drivers—Chinese Cloud Gaming Market

Growth Drivers—Increased Adoption in the Global Videogame Market

Growth Drivers—Mobile Cloud Gaming Market

Growth Restraints for Cloud Gaming

Growth Restraint Analysis for Cloud Gaming

Forecast Assumptions, Cloud Gaming

Forecast and Analysis, Cloud Gaming—Revenues and Users

M&A and Partnership Activities—Major Players

M&A and Partnership Activities—Major Players (continued)

M&A and Partnership Activities—Asia-Pacific Players

M&A and Partnership Activities—Major Technology Companies

Case Study—Nvidia’s GeForce Now

Case Study—Boosteroid

Case Study—CareGame

Case Study—Ludium Lab

Case Study—AWG Games

Case Study—Paperspace Gaming

Case Study—Ubitus

Case Study—now.gg (BlueStacks)

Growth Opportunities

Growth Opportunity 1—Increased Adoption of 5G and High-bandwidth Networks

Growth Opportunity 1—Increased Adoption of 5G and High-bandwidth Networks (continued)

Growth Opportunity 2—Cloud Capabilities for Game Developers and Publishers

Growth Opportunity 2—Cloud Capabilities for Game Developers and Publishers (continued)

Growth Opportunity 3—Edge Computing and Investment on Data Centers

Growth Opportunity 3—Edge Computing and Investment on Data Centers (continued)

Growth Opportunity 4—Mobile Cloud Gaming Market

Growth Opportunity 4—Mobile Cloud Gaming Market (continued)

Growth Opportunity 5—Chinese Cloud Gaming Market

Growth Opportunity 5—Chinese Cloud Gaming Market (continued)

Growth Opportunity 6—Growth and Increased Adoption in the Global Videogame Market

Growth Opportunity 6—Growth and Increased Adoption in the Global Videogame Market (continued)

Growth Opportunity 7—Streaming Platforms, Smart TV Makers, and e-sports

Growth Opportunity 7—Streaming Platforms, Smart TV Makers, and e-sports (continued)

List of Exhibits

Legal Disclaimer

List of Figures
  • Cloud Gaming Market: Segmentation, Global, 2021
  • Cloud Gaming Market: Growth Drivers, Global, 2022–2025
  • Cloud Gaming Market: Active Smartphones & 5G-ready Smartphones, Global, 2020–2023
  • Cloud Gaming Market: 5G Mobile Subscriptions by Region, Global, 2020–2026
  • Cloud Gaming Market: 5G and 4G Subscription Uptake in First Years of Deployment, Global, 5g: 2018–2027, 4g: 2009–2018
  • Cloud Gaming Market: Number of Game Users, China, 2008–2020
  • Cloud Gaming Market: Number of Cloud Gaming Technology Patents, China, 2008–2019
  • Cloud Gaming Market: Percent of Customers Ranking their #1 Entertainment Activity, U.S., 2021
  • Cloud Gaming Market: Percent of Consumers Doing a Specific Activity, U.S., 2021
  • Cloud Gaming Market: Percent Revenue of Video Games Market by Segment, Global, 2021
  • Cloud Gaming Market: Videogame Market Users by Segment, Global, 2017–2025
  • Cloud Gaming Market: Growth Restraints, Global, 2022–2025
  • Cloud Gaming Market: User Forecast, Global, 2021–2025
  • Cloud Gaming Market: Revenue Forecast of B2C Segment,

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This study examines the trends, challenges, and opportunities found in the global cloud gaming market, and also forecasts the number of users and market size between the years 2022-2025, with the base year being 2021. Cloud gaming enables users to play videogames without the need of downloading the full software or having access to the latest hardware, and it is present across a wide range of devices including PCs, consoles, mobiles, and tablets. Instead of relying on the processing power of the gaming device, cloud gaming works by rendering and playing remotely in servers hosted across specialized data centers, with users watching the gameplay and sending inputs locally. The report begins by providing a brief explanation on how cloud gaming services are provided, describing existing business models. It then offers a throughout rundown of many of the existing participants in the market, detailing the number of games offered, device compatibility, up-to-date prices, and differentiating factors. The report also discusses several of the drivers and restraints currently affecting the market, such as the advent of 5G connectivity or the entry of major videogame developers when it comes the former and high economic barriers or lack of economies of scale when it comes to the latter. The cloud gaming market is still in a nascent stage. As a result, it shows outstanding growth for the incoming years, with B2C (business-to-consumer) revenues of $13.05 billion by 2025, compared to revenues $1.6 billion in 2021, showcasing a CAGR (Compound Annual Growth Rate) of 69% for the whole period. As the forecast does not include B2B (business-to-business) revenues, Frost & Sullivan believes that the market holds even more potential for revenue generation. When it comes number of users worldwide, Frost & Sullivan estimates that total users will reach 349.4 million by 2025, compared to 60.6 million users in 2021. Forecast Assumptions: • The number of videogame users will grow steadily across all regions, as while the market experienced massive adoption at the start of the COVID-19 pandemic, new users continue to discover the possibilities offered by gaming. • Users across emerging markets are more aware of cloud gaming, primarily due to both gaming hardware and software being extremely restrictive in these regions, linked to low-income levers and unstable exchange rates. • The serviceable market for cloud gaming providers will grow at a constant rate, when considering that the market still faces some daunting challenges. This assumption also simplifies the forecast process. Finally, the report also presents several opportunities still present in the market, such as the mobile and Chinese cloud gaming markets for cloud gaming service providers, the future investment in data centers for telcos and data center providers, or the wide range of opportunities for smart TV makers, streaming platforms, or event organizers. The report also showcases some case studies that provide a deep dive into some of the most influential companies in the market.
More Information
Deliverable Type Market Research
Author Diego dellorco
GPS Codes 9523-D1,9705-C1,9A3D-D1,9658
Industries Information Technology
No Index No
Is Prebook No
List of Charts and Figures Cloud Gaming Market: Segmentation, Global, 2021~ Cloud Gaming Market: Growth Drivers, Global, 2022–2025~ Cloud Gaming Market: Active Smartphones & 5G-ready Smartphones, Global, 2020–2023~ Cloud Gaming Market: 5G Mobile Subscriptions by Region, Global, 2020–2026~ Cloud Gaming Market: 5G and 4G Subscription Uptake in First Years of Deployment, Global, 5g: 2018–2027, 4g: 2009–2018~ Cloud Gaming Market: Number of Game Users, China, 2008–2020~ Cloud Gaming Market: Number of Cloud Gaming Technology Patents, China, 2008–2019~ Cloud Gaming Market: Percent of Customers Ranking their #1 Entertainment Activity, U.S., 2021~ Cloud Gaming Market: Percent of Consumers Doing a Specific Activity, U.S., 2021~ Cloud Gaming Market: Percent Revenue of Video Games Market by Segment, Global, 2021~ Cloud Gaming Market: Videogame Market Users by Segment, Global, 2017–2025~ Cloud Gaming Market: Growth Restraints, Global, 2022–2025~ Cloud Gaming Market: User Forecast, Global, 2021–2025~ Cloud Gaming Market: Revenue Forecast of B2C Segment,~
Podcast No
WIP Number K70E-01-00-00-00