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Market Research Report
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997787

Global Cloud Gaming Market 2021-2025

Published: | TechNavio (Infiniti Research Ltd.) | 120 Pages | Delivery time: 1-2 business days

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Global Cloud Gaming Market 2021-2025
Published: March 19, 2021
TechNavio (Infiniti Research Ltd.)
Content info: 120 Pages
Delivery time: 1-2 business days
  • ALL
  • Description
  • Table of Contents
Description

Technavio has been monitoring the cloud gaming market and it is poised to grow by USD 4.50 billion during 2021-2025, progressing at a CAGR of over 33% during the forecast period. Our report on the cloud gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the cost savings and quick onboarding and inherent benefits for vendors. In addition, the cost savings and quick onboarding is anticipated to boost the growth of the market as well.

The cloud gaming market analysis includes type segment and geographical landscape.

Technavio's cloud gaming market is segmented as below:

By Type

  • Video streaming
  • File streaming

By Geographical Landscapes

  • North America
  • APAC
  • Europe
  • South America
  • MEA

This study identifies the rise in popularity of SOA as one of the prime reasons driving the cloud gaming market growth during the next few years.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on cloud gaming market covers the following areas:

  • Cloud gaming market sizing
  • Cloud gaming market forecast
  • Cloud gaming market industry analysis

Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading cloud gaming market vendors that include Alphabet Inc., Apple Inc., Blade SAS, International Business Machines Corp., LiquidSky Software Inc., Microsoft Corp., NVIDIA Corp., Samsung Electronics Co. Ltd., Sony Corp., and Ubitus KK. Also, the cloud gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.

Table of Contents
Product Code: IRTNTR40768

Table of Contents

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2020
  • Market outlook: Forecast for 2020 - 2025

Five Forces Analysis

  • Five Force Summary
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Type

  • Market segments
  • Comparison by Type
  • Video streaming - Market size and forecast 2020-2025
  • File streaming - Market size and forecast 2020-2025
  • Market opportunity by Type

Market Segmentation by Platform

  • Market segments
  • Comparison by Platform
  • Gaming consoles - Market size and forecast 2020-2025
  • Computing devices - Market size and forecast 2020-2025
  • Smart TVs - Market size and forecast 2020-2025
  • Mobile devices - Market size and forecast 2020-2025
  • Market opportunity by Platform

Customer landscape

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2020-2025
  • APAC - Market size and forecast 2020-2025
  • Europe - Market size and forecast 2020-2025
  • South America - Market size and forecast 2020-2025
  • MEA - Market size and forecast 2020-2025
  • Key leading countries
  • Market opportunity by geography
  • Volume drivers-demand-led-growth
  • Market challenges
  • Market trends

Vendor Landscape

  • Vendor Landscape
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Alphabet Inc.
  • Apple Inc.
  • Blade SAS
  • International Business Machines Corp.
  • LiquidSky Software Inc.
  • Microsoft Corp.
  • NVIDIA Corp.
  • Samsung Electronics Co. Ltd.
  • Sony Corp.
  • Ubitus KK

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

Exhibit

  • 1: Key Finding 1
  • 2: Key Finding 2
  • 3: Key Finding 3
  • 4: Key Finding 5
  • 5: Key Finding 6
  • 6: Key Finding 7
  • 7: Key Finding 8
  • 8: Key Finding 9
  • 9: Parent market
  • 10: Market characteristics
  • 11: Offerings of vendors included in the market definition
  • 12: Market segments
  • 13: Global - Market size and forecast 2020 - 2025 ($ million)
  • 14: Global market: Year-over-year growth 2020 - 2025 (%)
  • 15: Five forces analysis 2020 & 2025
  • 16: Bargaining power of buyers
  • 17: Bargaining power of suppliers
  • 18: Threat of new entrants
  • 19: Threat of substitutes
  • 20: Threat of rivalry
  • 21: Market condition - Five forces 2020
  • 22: Type - Market share 2020-2025 (%)
  • 23: Comparison by Type
  • 24: Video streaming - Market size and forecast 2020-2025 ($ million)
  • 25: Video streaming - Year-over-year growth 2020-2025 (%)
  • 26: File streaming - Market size and forecast 2020-2025 ($ million)
  • 27: File streaming - Year-over-year growth 2020-2025 (%)
  • 28: Market opportunity by Type
  • 29: Platform - Market share 2020-2025 (%)
  • 30: Comparison by Platform
  • 31: Gaming consoles - Market size and forecast 2020-2025 ($ million)
  • 32: Gaming consoles - Year-over-year growth 2020-2025 (%)
  • 33: Computing devices - Market size and forecast 2020-2025 ($ million)
  • 34: Computing devices - Year-over-year growth 2020-2025 (%)
  • 35: Smart TVs - Market size and forecast 2020-2025 ($ million)
  • 36: Smart TVs - Year-over-year growth 2020-2025 (%)
  • 37: Mobile devices - Market size and forecast 2020-2025 ($ million)
  • 38: Mobile devices - Year-over-year growth 2020-2025 (%)
  • 39: Market opportunity by Platform
  • 40: Customer landscape
  • 41: Market share by geography 2020-2025 (%)
  • 42: Geographic comparison
  • 43: North America - Market size and forecast 2020-2025 ($ million)
  • 44: North America - Year-over-year growth 2020-2025 (%)
  • 45: APAC - Market size and forecast 2020-2025 ($ million)
  • 46: APAC - Year-over-year growth 2020-2025 (%)
  • 47: Europe - Market size and forecast 2020-2025 ($ million)
  • 48: Europe - Year-over-year growth 2020-2025 (%)
  • 49: South America - Market size and forecast 2020-2025 ($ million)
  • 50: South America - Year-over-year growth 2020-2025 (%)
  • 51: MEA - Market size and forecast 2020-2025 ($ million)
  • 52: MEA - Year-over-year growth 2020-2025 (%)
  • 53: Key leading countries
  • 54: Market opportunity by geography ($ million)
  • 55: Impact of drivers and challenges
  • 56: Vendor landscape
  • 57: Landscape disruption
  • 58: Industry risks
  • 59: Vendors covered
  • 60: Market positioning of vendors
  • 61: Alphabet Inc. - Overview
  • 62: Alphabet Inc. - Business segments
  • 63: Alphabet Inc. - Key offerings
  • 64: Alphabet Inc. - Key customers
  • 65: Alphabet Inc. - Segment focus
  • 66: Apple Inc. - Overview
  • 67: Apple Inc. - Business segments
  • 68: Apple Inc. - Key offerings
  • 69: Apple Inc. - Key customers
  • 70: Apple Inc. - Segment focus
  • 71: Blade SAS - Overview
  • 72: Blade SAS - Product and service
  • 73: Blade SAS - Key offerings
  • 74: Blade SAS - Key customers
  • 75: Blade SAS - Segment focus
  • 76: International Business Machines Corp. - Overview
  • 77: International Business Machines Corp. - Business segments
  • 78: International Business Machines Corp. - Key offerings
  • 79: International Business Machines Corp. - Key customers
  • 80: International Business Machines Corp. - Segment focus
  • 81: LiquidSky Software Inc. - Overview
  • 82: LiquidSky Software Inc. - Product and service
  • 83: LiquidSky Software Inc. - Key offerings
  • 84: LiquidSky Software Inc. - Key customers
  • 85: LiquidSky Software Inc. - Segment focus
  • 86: Microsoft Corp. - Overview
  • 87: Microsoft Corp. - Business segments
  • 88: Microsoft Corp. - Key offerings
  • 89: Microsoft Corp. - Key customers
  • 90: Microsoft Corp. - Segment focus
  • 91: NVIDIA Corp. - Overview
  • 92: NVIDIA Corp. - Business segments
  • 93: NVIDIA Corp. - Key offerings
  • 94: NVIDIA Corp. - Key customers
  • 95: NVIDIA Corp. - Segment focus
  • 96: Samsung Electronics Co. Ltd. - Overview
  • 97: Samsung Electronics Co. Ltd. - Business segments
  • 98: Samsung Electronics Co. Ltd. - Key offerings
  • 99: Samsung Electronics Co. Ltd. - Key customers
  • 100: Samsung Electronics Co. Ltd. - Segment focus
  • 101: Sony Corp. - Overview
  • 102: Sony Corp. - Business segments
  • 103: Sony Corp. - Key offerings
  • 104: Sony Corp. - Key customers
  • 105: Sony Corp. - Segment focus
  • 106: Ubitus KK - Overview
  • 107: Ubitus KK - Product and service
  • 108: Ubitus KK - Key offerings
  • 109: Ubitus KK - Key customers
  • 110: Ubitus KK - Segment focus
  • 111: Currency conversion rates for US$
  • 112: Research Methodology
  • 113: Validation techniques employed for market sizing
  • 114: Information sources
  • 115: List of abbreviations