Cloud Gaming Market - Future Estimations and Key Industry Segments till 2023

Overview

The Global Cloud Gaming Market is expected to reach 3,806.52 million by 2023, registering a CAGR of 24.69% during the forecast period 2017–2023. In this report, Market Research Future (MRFR) includes market segmentation and market dynamics to offer a better glimpse of the market in the coming years.

With adoption of game as a service, a user can experience games on demand on any device, such as PCs, tablets, laptops, or smartphones, with high quality, low latency, and multi-device gaming capabilities. Additionally, the games can be accessed anytime, from any device, anywhere across the globe without the requirement for additional hardware, gaming setup, game discs, downloads, installations. One of the major issues with traditional gaming is that a lot of hardware devices, which includes game controllers, disc drives, game discs, are needed to play a game. Moreover, the game requires a certain set of specifications in terms of RAM, CPU, GPU, and display, among others which must be compatible with the device to be played upon. Also, the installation file for these games are to be downloaded or copied from the disc and installed on the computer, which takes up a lot of storage space. With cloud gaming, the issue of owning expensive games and storage is replaced by gaming as a service. Thus, the increasing demand for gaming as a service is expected to fuel the growth of cloud gaming market during the forecast period. However, the lack of proper cloud infrastructure and unavailability of high-speed internet in most of the regions are some of the factors which are expected to hinder the growth of the market.

Segmental Analysis

The global cloud gaming market has been segmented based on type, gaming system, deployment, end user, and region.

Based on the type, the global cloud gaming market can be segmented into video streaming and file streaming. The video streaming segment accounted for the largest market share with a market value of 853.87 million in 2018 and is expected to dominate the market during the forecast period. Furthermore, the video streaming segment is projected to register a high CAGR during the forecast period. In cloud gaming, video streaming is similar to an on-demand service, where the user does not have to wait for the download; instead, the content is sent in a continuous stream of data and played as it arrives. This transfer of data usually happens through a thin client, such as a computer, tablet, or a smartphone. The contents of the game such as images, videos, audio files, and patch files are stored in a company’s server located at remote location, while the data is continuously streamed to the user device.

By deployment, the global cloud gaming market has been segmented into public cloud, hybrid cloud, and private cloud. The private cloud segment accounted for the largest market share in 2018; it is expected to register a CAGR of 24% during the forecast period. However, the hybrid segment is expected to register the highest CAGR during the forecast period. The adoption of hybrid cloud provides an advantage to the enterprises by switching the process between the public cloud, private cloud, and on premise devices; Hence, the hybrid segment is expected to witness the highest growth rate in next five years.

Based on gaming system, the cloud gaming market has been segregated into remote play, G-Cluster, PlayStation, StreamMyGame , steam in-home streaming, and others. The steam in-home streaming segment accounted for the largest market share in 2018, it is expected to register a CAGR of 28.25% during the forecast period. The StreamMyGame segment is expected to account for the second-largest market with a significant CAGR. This is because StreamMyGame allows the game users to play the Microsoft’s Windows-based games and applications that can be played remotely on Windows and Linux devices. Also, StreamMyGame has software versions for windows and Linux-based devices, allowing PlayStation users to play windows games remotely.

Based on end user, the cloud gaming market has been categorized as casual gamers, serious gamers, and social gamers. The social gamers segment accounted for the largest market share in 2018 with a market value of USD 610.20 million; it is expected to register a significant CAGR during the forecast period. However, the serious gamers segment held the second-largest market in 2018; it is projected to exhibit the highest CAGR during the assessment period.

Competitive Analysis

The prominent players operating in Cloud Gaming Market are Sony Corporation (Japan), Game Fly (US), Nvidia Corporation (US), Ubitus Inc. (US), Playkey (US), PlayGiga (Spain), Tsinghua Tongfang Co., Ltd (China), Microsoft Corporation (US), Zynga, Inc. (US), Cirrascale Corporation (US), Google, LLC (US), and Hatch Entertainment Ltd (Finland).

Regional Analysis

Regionally, the cloud gaming market has been divided into North America, Europe, Asia-Pacific, and the rest of the world (the Middle East & Africa and South America).

North America held the largest market share of in 2018 in the cloud gaming market; it is expected to dominate during the forecast period. Increased adoption of smartphones and high-speed internet penetration in this region are some of the factors expected to fuel market growth.

The market in Asia-Pacific is expected to register the highest CAGR of 27.58% during the forecast period. Asia-Pacific has been categorized into five geographical segments—China, Japan, India, South Korea, and the rest of Asia-Pacific. Asia-Pacific is expected to dominate the global cloud gaming market in 2023. This is attributed to the presence of active players in China, Japan, South Korea, India, and Hong Kong. The major companies offering cloud gaming in Asia-Pacific are Sony Corporation (Japan) and Tsinghua Tongfang Co., Ltd (China).Furthermore, increased ownership of smart televisions and smart devices is one of the other factors responsible for the growth of the market during the forecast period.

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