Cloud Gaming Market Research Report - Global Forecast till 2027

Global Cloud Gaming Market Research Report: by Type (Video Streaming, File Streaming), Gaming System (G-Cluster, PlayStation, Stream My Game, Steam in Home Streaming, Remote Play, Others), Deployment (Public Cloud, Hybrid Cloud, Private Cloud), End User (Casual Gamers, Serious Gamers and Social Gamers) and by Region (North America, Europe, Asia Pacific, Middle East & Africa and South America) - Forecast till 2027

ID: MRFR/ICT/0860-CR | February 2020 | Region: Global | 126 pages

Impact of Covid-19 on the Cloud Gaming Market


The pandemic, which originated in China, has now infected many countries across the globe. Due to which over the past few months, many lives and businesses have been affected at an unprecedented rate. Governments have advised or ordered citizens to stay at home to stop the spread of the virus. While many of the markets have been impacted due to this pandemic, cloud computing is witnessing strong demand. With an increasing number of people turning to internet-based entertainment services at home, the cloud computing market has emerged stronger than ever during this pandemic. The Cloud gaming market has experienced a boom as a result of the crisis. Cloud gaming or on-demand gaming has emerged as one of the most important sources of entertainment during this quarantine. Cloud gaming allows the storing of the users’ files in the cloud server so that the games can be played independently from any platform like a smartphone, tablet, laptop, or a desktop computer at any time.


With free time in hand, people are playing on-demand games on their smartphones or consoles due to which cloud gaming is witnessing a considerable demand among serious gamers, casual gamers, as well as social gamers. Amidst the COVID-19 lockdown, the global cloud gaming market is witnessing a rapid increase in user engagement. India is one of the countries witnessing a significant demand for cloud or on-demand gaming during this pandemic. Games such as Houseparty and Psych have emerged as some of the most-played games during the quarantine period. The boost in user engagement has reached a level where the users are experiencing lags in the gaming interface of Psych. Also, the majority of the US population has turned toward video games to pass the time during the lockdown. Verizon Communications has witnessed a surprising boost of 75% in usage during March 2020. However, this sudden spike in time spent on gaming has impacted such platforms. On March 15, various cloud gaming service providers faced issues due to a sudden surge in the number of users. WinZo Games witnessed a 3X increase in gameplays and 30% higher traffic. WinZo Games then worked closely with AWS in the next few days to scale the servers to deal with such high demand. Also, on the same day, several Microsoft Xbox Live users were unable to log-in to their Xbox consoles. The issue was resolved within a few hours. The demand is so high that the service providers have had to limit the bandwidth of the streaming services to ensure a smooth gaming experience for gamers across the globe. In an official Azure blog, Microsoft assured its gaming users that it is actively monitoring the performance of Xbox Live and usage trends to ensure that the services for gamers worldwide are optimized. Both PC/console and mobile gaming platforms are facing an unprecedented demand during the COVID-19 phase, thereby increasing the market growth rate.
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1 Executive Summary

2 Scope Of The Report

2.1 Market Definition

2.2 Scope Of The Study

2.2.1 Research Objectives

2.2.2 Assumptions & Limitations

2.3 Market Structure

3 Market Research Methodology

3.1 Research Process

3.2 Secondary Research

3.3 Primary Research

3.4 Forecast Model

4 Market Landscape

4.1 Porter’s Five Forces Analysis

4.1.1 Threat Of New Entrants

4.1.2 Bargaining Power Of Suppliers

4.1.3 Bargaining Power Of Buyers

4.1.4 Threat Of Substitutes

4.1.5 Intensity Of Rivalry

4.2 Value Chain/Supply Chain Of The Global Cloud Gaming Market

5 Industry Overview Of The Global Cloud Gaming Market

5.1 Introduction

5.2 Growth Drivers

5.3 Impact Analysis

5.4 Market Challenges

6 Market Trends

6.1 Introduction

6.2 Growth Trends

6.3 Impact Analysis

7 Global Cloud Gaming Market, By Type

7.1 Introduction

7.2 Video Streaming

7.2.1 Market Estimates & Forecast, 2020–2027

7.2.2 Market Estimates & Forecast, By Region, 2020–2027

7.3 File Streaming

7.3.1 Market Estimates & Forecast, 2020–2027

7.3.2 Market Estimates & Forecast, By Region, 2020–2027

8 Global Cloud Gaming Market, By Deployment

8.1 Introduction

8.2 Public Cloud

8.2.1 Market Estimates & Forecast, 2020–2027

8.2.2 Market Estimates & Forecast, By Region, 2020–2027

8.3 Private Cloud

8.3.1 Market Estimates & Forecast, 2020–2027

8.3.2 Market Estimates & Forecast, By Region, 2020–2027

8.4 Hybrid Cloud

8.4.1 Market Estimates & Forecast, 2020–2027

8.4.2 Market Estimates & Forecast, By Region, 2020–2027

9 Global Cloud Gaming Market, By Gaming System

9.1 Introduction

9.2 G Cluster

9.2.1 Market Estimates & Forecast, 2020–2027

9.2.2 Market Estimates & Forecast, By Region, 2020–2027

9.3 Steam In-Home Streaming

9.3.1 Market Estimates & Forecast, 2020–2027

9.3.2 Market Estimates & Forecast, By Region, 2020–2027

9.4 Remote Play

9.4.1 Market Estimates & Forecast, 2020–2027

9.4.2 Market Estimates & Forecast, By Region, 2020–2027

9.5 StreamMyGame

9.5.1 Market Estimates & Forecast, 2020–2027

9.5.2 Market Estimates & Forecast, By Region, 2020–2027

9.6 PlayStation

9.6.1 Market Estimates & Forecast, 2020–2027

9.6.2 Market Estimates & Forecast, By Region, 2020–2027

9.7 Others

9.7.1 Market Estimates & Forecast, 2020–2027

9.7.2 Market Estimates & Forecast, By Region, 2020–2027

10 Global Cloud Gaming Market, By End User

10.1 Introduction

10.2 Casual Gamers

10.2.1 Market Estimates & Forecast, 2020–2027

10.2.2 Market Estimates & Forecast, By Region, 2020–2027

10.3 Serious Gamers

10.3.1 Market Estimates & Forecast, 2020–2027

10.3.2 Market Estimates & Forecast, By Region, 2020–2027

10.4 Social Gamers

10.4.1 Market Estimates & Forecast, 2020–2027

10.4.2 Market Estimates & Forecast, By Region, 2020–2027

11 Global Cloud Gaming Market, By Region

11.1 Introduction

11.2 North America

11.2.1 Market Estimates & Forecast, 2020–2027

11.2.2 Market Estimates & Forecast, By Type, 2020–2027

11.2.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.2.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.2.5 Market Estimates & Forecast, By End User, 2020–2027

11.2.6 US

11.2.6.1 Market Estimates & Forecast, 2020–2027

11.2.6.2 Market Estimates & Forecast, By Type, 2020–2027

11.2.6.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.2.6.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.2.6.5 Market Estimates & Forecast, By End User, 2020–2027

11.2.7 Canada

11.2.7.1 Market Estimates & Forecast, 2020–2027

11.2.7.2 Market Estimates & Forecast, By Type, 2020–2027

11.2.7.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.2.7.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.2.7.5 Market Estimates & Forecast, By End User, 2020–2027

11.2.8 Mexico

11.2.8.1 Market Estimates & Forecast, 2020–2027

11.2.8.2 Market Estimates & Forecast, By Type, 2020–2027

11.2.8.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.2.8.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.2.8.5 Market Estimates & Forecast, By End User, 2020–2027

11.3 Europe

11.3.1 Market Estimates & Forecast, 2020–2027

11.3.2 Market Estimates & Forecast, By Type, 2020–2027

11.3.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.3.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.3.5 Market Estimates & Forecast, By End User, 2020–2027

11.3.6 Germany

11.3.6.1 Market Estimates & Forecast, 2020–2027

11.3.6.2 Market Estimates & Forecast, By Type, 2020–2027

11.3.6.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.3.6.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.3.6.5 Market Estimates & Forecast, By End User, 2020–2027

11.3.7 France

11.3.7.1 Market Estimates & Forecast, 2020–2027

11.3.7.2 Market Estimates & Forecast, By Type, 2020–2027

11.3.7.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.3.7.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.3.7.5 Market Estimates & Forecast, By End User, 2020–2027

11.3.8 UK

11.3.8.1 Market Estimates & Forecast, 2020–2027

11.3.8.2 Market Estimates & Forecast, By Type, 2020–2027

11.3.8.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.3.8.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.3.8.5 Market Estimates & Forecast, By End User, 2020–2027

11.3.9 Rest Of Europe

11.3.9.1 Market Estimates & Forecast, 2020–2027

11.3.9.2 Market Estimates & Forecast, By Type, 2020–2027

11.3.9.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.3.9.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.3.9.5 Market Estimates & Forecast, By End User, 2020–2027

11.4 Asia-Pacific

11.4.1 Market Estimates & Forecast, 2020–2027

11.4.2 Market Estimates & Forecast, By Type, 2020–2027

11.4.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.4.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.4.5 Market Estimates & Forecast, By End User, 2020–2027

11.4.6 China

11.4.6.1 Market Estimates & Forecast, 2020–2027

11.4.6.2 Market Estimates & Forecast, By Type, 2020–2027

11.4.6.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.4.6.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.4.6.5 Market Estimates & Forecast, By End User, 2020–2027

11.4.7 India

11.4.7.1 Market Estimates & Forecast, 2020–2027

11.4.7.2 Market Estimates & Forecast, By Type, 2020–2027

11.4.7.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.4.7.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.4.7.5 Market Estimates & Forecast, By End User, 2020–2027

11.4.8 Japan

11.4.8.1 Market Estimates & Forecast, 2020–2027

11.4.8.2 Market Estimates & Forecast, By Type, 2020–2027

11.4.8.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.4.8.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.4.8.5 Market Estimates & Forecast, By End User, 2020–2027

11.4.9 Rest Of Asia-Pacific

11.4.9.1 Market Estimates & Forecast, 2020–2027

11.4.9.2 Market Estimates & Forecast, By Type, 2020–2027

11.4.9.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.4.9.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.4.9.5 Market Estimates & Forecast, By End User, 2020–2027

11.5 Rest Of The World

11.5.1 Market Estimates & Forecast, 2020–2027

11.5.2 Market Estimates & Forecast, By Type, 2020–2027

11.5.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.5.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.5.5 Market Estimates & Forecast, By End User, 2020–2027

11.5.6 Middle East & Africa

11.5.6.1 Market Estimates & Forecast, 2020–2027

11.5.6.2 Market Estimates & Forecast, By Type, 2020–2027

11.5.6.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.5.6.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.5.6.5 Market Estimates & Forecast, By End User, 2020–2027

11.5.7 South America

11.5.7.1 Market Estimates & Forecast, 2020–2027

11.5.7.2 Market Estimates & Forecast, By Type, 2020–2027

11.5.7.3 Market Estimates & Forecast, By Deployment, 2020–2027

11.5.7.4 Market Estimates & Forecast, By Gaming System, 2020–2027

11.5.7.5 Market Estimates & Forecast, By End User, 2020–2027

12 Company Landscape

13 Company Profiles

13.1 Sony Corporation

13.1.1 Company Overview

13.1.2 Product/Business Segment Overview

13.1.3 Financial Updates

13.1.4 Key Developments

13.2 Game Fly

13.2.1 Company Overview

13.2.2 Product/Business Segment Overview

13.2.3 Financial Updates

13.2.4 Key Developments

13.3 Nvidia Corporation

13.3.1 Company Overview

13.3.2 Product/Business Segment Overview

13.3.3 Financial Updates

13.3.4 Key Developments

13.4 Ubitus Inc

13.4.1 Company Overview

13.4.2 Product/Business Segment Overview

13.4.3 Financial Updates

13.4.4 Key Developments

13.5 Playkey

13.5.1 Company Overview

13.5.2 Product/Business Segment Overview

13.5.3 Financial Updates

13.5.4 Key Developments

13.6 PlayGiga

13.6.1 Company Overview

13.6.2 Product/Business Segment Overview

13.6.3 Financial Updates

13.6.4 Key Developments

13.7 Tsinghua Tongfang Co., Ltd

13.7.1 Company Overview

13.7.2 Product/Business Segment Overview

13.7.3 Financial Updates

13.7.4 Key Developments

13.8 Microsoft Corporation

13.8.1 Company Overview

13.8.2 Product/Business Segment Overview

13.8.3 Financial Updates

13.8.4 Key Developments

13.9 Zynga, Inc.

13.9.1 Company Overview

13.9.2 Product/Business Segment Overview

13.9.3 Financial Updates

13.9.4 Key Developments

13.10 Cirrascale Corporation

13.10.1 Company Overview

13.10.2 Product/Business Segment Overview

13.10.3 Financial Updates

13.10.4 Key Developments

13.11 Google, LLC

13.11.1 Company Overview

13.11.2 Product/Business Segment Overview

13.11.3 Financial Updates

13.11.4 Key Developments

13.12 Hatch Entertainment Ltd.

13.12.1 Company Overview

13.12.2 Product/Business Segment Overview

13.12.3 Financial Updates

13.12.4 Key Developments

14 Conclusion

15 List Of Tables

Table 1 Global Cloud Gaming Market, By Region, 2020–2027

Table 2 North America: Cloud Gaming Market, By Country, 2020–2027

Table 3 Europe: Cloud Gaming Market, By Country, 2020–2027

Table 4 Asia-Pacific: Cloud Gaming Market, By Country, 2020–2027

Table 5 Middle East & Africa: Cloud Gaming Market, By Country, 2020–2027

Table 6 South America: Cloud Gaming Market, By Country, 2020–2027

Table 7 Global Cloud Gaming Platform Market, By Region, 2020–2027

Table 8 North America: Cloud Gaming Platform Market, By Country, 2020–2027

Table 9 Europe: Cloud Gaming Platform Market, By Country, 2020–2027

Table10 Asia-Pacific: Cloud Gaming Platform Market, By Country, 2020–2027

Table11 Middle East & Africa: Cloud Gaming Platform Market, By Country, 2020–2027

Table12 South America: Cloud Gaming Market, By Country, 2020–2027

Table13 Global Cloud Gaming Market, By Region, 2020–2027

Table14 North America: Cloud Gaming Market, By Country, 2020–2027

Table15 Europe: Cloud Gaming Market, By Country, 2020–2027

Table16 Asia-Pacific: Cloud Gaming Market, By Country, 2020–2027

Table17 Middle East & Africa: Cloud Gaming Market, By Country, 2020–2027

Table18 South America: Cloud Gaming Market, By Country, 2020–2027

Table19 Global Cloud Gaming Market, By Region, 2020–2027

Table20 North America: Cloud Gaming Deployment Market, By Country, 2020–2027

Table21 Europe: Cloud Gaming Deployment Market, By Country, 2020–2027

Table22 Asia-Pacific: Cloud Gaming Deployment Market, By Country, 2020–2027

Table23 Middle East & Africa: Cloud Gaming Deployment Market, By Country, 2020–2027

Table24 South America: Cloud Gaming Deployment Market, By Country, 2020–2027

Table25 Global Deployment Market, By Region, 2020–2027

Table26 Global Deployment Market, By Region, 2020–2027

Table27 Global Deployment Market, By Region, 2020–2027

Table28 North America: Cloud Gaming Market, By Country

Table29 North America: Cloud Gaming Market, By Type

Table30 North America: Cloud Gaming Market, By Deployment

Table31 North America: Cloud Gaming Market, By Gaming System

Table32 Europe: Cloud Gaming Market, By Country

Table33 Europe: Cloud Gaming Market, By Type

Table34 Europe: Cloud Gaming Market, By Deployment

Table 35 Europe: Cloud Gaming Market, By Gaming System

Table36 Asia-Pacific: Cloud Gaming Market, By Country

Table37 Asia-Pacific: Cloud Gaming Market, By Type

Table38 Asia-Pacific: Cloud Gaming Market, By Deployment

Table 39 Asia-Pacific: Cloud Gaming Market, By Gaming System

Table40 Middle East & Africa: Cloud Gaming Market, By Country

Table41 Middle East & Africa: Cloud Gaming Market, By Type

Table42 Middle East & Africa: Cloud Gaming Market, By Deployment

Table43 Middle East & Africa: Cloud Gaming Market, By Gaming System

Table44 South America: Cloud Gaming Market, By Country

Table45 South America: Cloud Gaming Market, By Type

Table46 South America: Cloud Gaming Market, By Deployment

Table47 South America: Cloud Gaming Market, By Gaming System

16 List Of Figures

FIGURE 1 Global Cloud Gaming Market Segmentation

FIGURE 2 Forecast Methodology

FIGURE 3 Porter’s Five Forces Analysis Of The Global Cloud Gaming Market

FIGURE 4 Value Chain Of The Global Cloud Gaming Market

FIGURE 5 Share Of The Global Cloud Gaming Market, By Country, 2020 (In %)

FIGURE 6 Global Cloud Gaming Market, 2020–2027

FIGURE 7 Sub-Segments Of Type

FIGURE 8 Global Cloud Gaming Market Size, By Type, 2020

FIGURE 9 Share Of The Global Cloud Gaming Market, By Type, 2020–2027