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表纸
市场调查报告书

云端游戏的全球市场(2019年~2026年)

Global Cloud Gaming Market - 2021-2028

出版商 DataM Intelligence 商品编码 944261
出版日期 内容资讯 英文 180 Pages
商品交期: 约2个工作天内
价格
云端游戏的全球市场(2019年~2026年) Global Cloud Gaming Market - 2021-2028
出版日期: 2021年06月23日内容资讯: 英文 180 Pages
简介

全球云端游戏市场的成长,受到对PC、笔记型电脑、平板电脑、智慧型手机等不同平台提供快速支援和兼容性的云端游戏的需求高涨所带动。作为下一代的无线技术的5G技术的进步,刺激该市场的成长。5G技术,有效提供更快的资料传输速率,由于云端游戏的10Mbps以上快速的传输速度的必要性,及5G基础设施的发展扩大,企业启动云端游戏平台。还有云端游戏服务开发、开始成为推动该市场成长的要素。

本报告提供全球云端游戏市场的相关调查,市场机会,成长及阻碍因素,影响分析,各设备类型、解决方案类型、游戏玩家类型、地区的市场分析,竞争情形,主要企业的简介等资讯。

目录

第1章 市场调查手法和范围

第2章 市场定义和概要

第3章 摘要整理

  • 各提供
  • 各设备类型
  • 各解决方案类型
  • 各游戏玩家类型
  • 各地区

第4章 市场动态

  • 影响市场的要素
    • 成长要素
    • 阻碍因素
    • 影响分析
  • 市场机会

第5章 产业分析

  • 波特的五力分析
  • 供应链分析
  • 法规分析
  • 价格分析

第6章 市场分析:各提供

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 基础设施
    • 电脑
    • 记忆体
    • 储存
  • 游戏平台服务
    • 内容服务
    • PC服务

第7章 市场分析:各设备类型

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 智慧型手机
  • 平板电脑
  • 游戏主机
  • 个人电脑、笔记型电脑
  • 智慧电视
  • 头戴式显示器

第8章 市场分析:各解决方案类型

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 影音串流
  • 文件串流

第9章 市场分析:各游戏玩家类型

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 休闲游戏玩家
  • 重度游戏玩家
  • 硬核心游戏玩家

第10章 市场分析:各地区

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 北美
  • 欧洲
  • 南美
  • 亚太地区
  • 中东和非洲

第11章 竞争情形

  • 竞争模式
  • 市场地位/占有率分析
  • 合并和收购分析

第12章 企业简介

  • Nvidia
  • Intel Corporation
  • Google
  • Microsoft
  • Amazon
  • Advanced Micro Devices
  • Sony Corporation
  • IBM
  • Tencent
  • Alibaba

第13章 重要考察

第14章 DataM

  • 附录
  • 关于本公司与服务
  • 咨询方式

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目录
Product Code: DMIC2473

Market Overview

Cloud gaming is online gaming in which interactive games can be accessed remotely by the users in the cloud and the video can be streamed back to the user just like Netflix movie streaming. It is also known as gaming on-demand or gaming as a service. It is different from traditional gaming in which the game runs on a user's device.

The Global Cloud Gaming market size was valued at US$ XX billion in 2020 and a growth in market size is expected resulting in a market size worth US$ XX billion by 2028, growing at a CAGR of XX% during the forecast period (2021-2028).

Market Dynamics

The major factors driving the market of Global Cloud Gaming are that Cloud gaming is very compatible with different platforms like PC's, laptops, tablets and smartphones and it is very cost-effective. The development of the 5G network is also driving market growth.

Compatibility With different platforms and Cost-effectiveness and more purchase of smartphones is driving the market growth of Cloud Gaming

Cloud Gaming is very much compatible with different platforms like PC's, laptops, tablets and smartphones. It provides the elimination of gaming consoles, hardware, High-end gaming PCs for playing games. This is known as a game as a service. It is very cheap compared to other gaming devices as you don't need smartphones, consoles, High-end gaming PCs etc. It provides the users with the facility of playing games on even low-powered devices with limited RAM, graphics processing power, and hard drive space. Physical copies or downloading of games is also not required in cloud gaming. The increase in internet users is also driving the growth of the market. According to the report, around 4.66 billion in the world was having internet access in 2021 which increased due to restrictions by covid-19. The number of unique mobile users increased by 97 million during the lockdown in 2020.

The development of Wireless Technology and the launching of New Cloud Gaming services are driving the market growth of Cloud Gaming.

The growing development of Wireless Technology- 5G technology in different parts of the world is driving the market growth of cloud gaming as 5G Technology can provide faster data transmission speeds and cloud gaming services also require 10 MBPS data transmission speeds, so 5G technology is increasing the demand for cloud gaming. According to the report, three Chinese companies - China Mobile, China Unicom and China Telecom launched the world's largest 5G network in 2019. There are several telecom operators which have started the testing of new cloud gaming formats on the 5G networks. Even many companies are launching cloud gaming services like Nvidia had launched the cloud gaming service GeForce Now for USD 5 per month in February 2020, Google had launched the Stadia cloud gaming service in March 2019 which provides the users to play games without the gaming consoles and High-end Gaming PC and China Mobile and Ubitus launched the 5G cloud gaming service named UGAME in April 2020. Tencent, a Chinese firm started the testing of the cloud gaming service named Start in April 2019. Microsoft also released a cloud gaming service Xbox for beta testing in November 2019.

The cost associated with the bandwidth for a low latency network is hampering the growth of the market.

COVID-19 Impact Analysis

The COVID-19 pandemic has affected many industries due to the disruption in the supply chain, as there were full or partial lockdowns in many countries of the world and restrictions across borders and closure of airports hampered the world trade and this led to the decline in the supply of hardware devices like gaming consoles, laptop, PC etc. Due to this, the demand for cloud gaming increased during the lockdown as it provides the facility of playing games without hardware devices like gaming consoles, high-end gaming PCs. Since people were at home during covid-19, they shifted to digital entertainment and cloud gaming for passing their time. Even the number of internet users increased during this time as there was a huge requirement for internet in online meetings, classes, webinars and seminars. The demand for many cloud gaming services increased during the lockdown. The number of internet users in the world in 2020 was 4.54 billion in January 2020 and increased to 4.66 billion in January 2021. The number of unique smartphone users also increased by close to 97 million during the lockdown will is also a driving factor for the market growth. Many countries also tested and developed cloud gaming services like Nvidia launched the cloud gaming service GeForce Now in February 2020, and China Mobile and Ubitus launched the 5G cloud gaming service named UGAME in April 2020. Lockdown and more leisure time increased the demand for cloud gaming services during 2020.

Segment Analysis

The Global Cloud Gaming Market is segmented based on the offering, device type, solution type, gamer type and region.

Based on offering, the Global Cloud Gaming market is segmented into Infrastructure and Game Platform Services.

The Game Platform Services segment was valued at US$ XX billion in 2020 and a growth in market size is predicted leading to a market size worth US$ XX billion by 2028, growing at a CAGR of XX% during the forecast period (2021-2028). Cloud Gaming provides the users with the facility of playing games on even low-powered devices with limited RAM, graphics processing power, and hard drive space. No gaming consoles and high-end gaming PCs are required in cloud gaming and even physical copies of games are also not required in cloud gaming.

The Game Platform Services has the highest market share as there is increasing usage of content services and PC services. Many companies are developing cloud gaming services like Nvidia launched the cloud gaming service GeForce Now in February 2020, Google launched the Stadia cloud gaming service in March 2019 which provides the users to play games without the gaming consoles and High-end Gaming PC and China Mobile and Ubitus launched the 5G cloud gaming service named UGAME in April 2020. Tencent started the testing of the cloud gaming service- Start in April 2019. Even Blacknut Now collaborated with POST Luxembourg for the launch of a new 5G cloud gaming service in 2020. Microsoft also released a cloud gaming service Xbox for beta testing in November 2019.

Based on Device Type, the Global Cloud Gaming Market is segmented as - Smartphones, Tablets, Gaming Consoles, Personal Computers & Laptops, Smart Televisions, Head-Mounted Displays.

Based on Solution Type, the Global Cloud Gaming Market is segmented into Video Streaming and File Streaming.

Based on Gamer Type, the Global Cloud Gaming Market is segmented into Casual Gamers, Avid Gamers, Hardcore Gamers.

Geographical Analysis

Based on the Region, Global Cloud Gaming Market is segmented as - North America, Europe, Asia-Pacific, The Middle East, Africa and South America.

The Asia-pacific region had a market share of XX% in 2020 and is expected to hold XX% by 2028. Asia Pacific has the highest market share among all the regions because of the increasing initiatives for the development of the 5G infrastructure. According to the report, three Chinese companies - China Mobile, China Unicom and China Telecom launched the world's largest 5G network in 2019. Even many companies are launching cloud gaming services like China Mobile and Ubitus launched the 5G cloud gaming service named UGAME in April 2020 and Chinese company named Tencent started the testing of the cloud gaming service- Start in April 2019.

Unlimited internet plans are also the reason for the growth of cloud gaming as India is having the world's cheapest mobile data. Cloud gaming platforms are adopted due to low-cost involvement. The increasing usage of immersive and competitive gaming on smartphones and gaming consoles is also driving the market growth of cloud gaming.

The government is also working for the development of cloud gaming and has taken several initiatives for the implementation of cloud computing in the country like the Indian government has taken several cloud-computing initiatives such as GI Cloud or Meghan. Many stringent regulations are also imposed by the government regarding cloud computing in several countries such as The Ministry of Electronics and IT had issued the guidelines on setting up of IT infrastructure by government departments using cloud computing technology with a clause mandating that all data must be stored within the country in August 2017.

The increasing purchasing power and per capita income of the people will also drive market growth. According to the report by IMF in 2020, 6 countries of the Asia-Pacific region - Qatar, Brunei, Macau, Singapore, UAE, Kuwait are among the top 10 countries of the world in terms of GDP(PPP) per capita. Among the top 10 countries of the world, 3 countries- China, India, Japan have the highest GDP(PPP) among the Asia-pacific countries.

The increase in the number of internet users in the area is also driving the market like India, China has the most internet users in the world with 0.98 billion and 0.755 billion respectively.

Competitive Landscape

The Global Cloud Gaming market is fragmented with key global players in the market and there are many large companies in the market. Some of the major companies contributing to the market's growth are- Intel Corporation, Google, Microsoft, Amazon, Advanced Micro Devices, Sony, IBM, Tencent, Alibaba and many others.

Mergers and Acquisitions, expansions, joint ventures etc increases competition in the market like Nvidia acquiring UK based chip designer company Arm Holdings from SoftBank Group in 2020. Facebook acquired PlayGiga, a Madrid based cloud gaming company in December 2019.

New products, services launched also increase competition between companies and many companies are developing innovative technologies like Nvidia launched the Nvidia RTX A6000 to the market in October 2020. Nvidia launched the cloud gaming service GeForce Now in February 2020, Google launched the Stadia cloud gaming service in March 2019.

Partnerships and Collaborations between companies are also creating the market more competitive like KT collaborated with the cloud gaming company Ubitus for 5G cloud gaming service in Korea, Nvidia collaborated with a Chinese company named Tencent for cloud gaming service - Start in December 2019. Nvidia launched the cloud gaming service GeForce Now in February 2020, Google launched the Stadia cloud gaming service in March 2019. Tencent collaborated with Huawei to develop the cloud gaming service in March 2020. Microsoft collaborated with Reliance-Jio for the launch of a cloud gaming service -Xbox in March 2020.

NVIDIA

Overview:

Nvidia is an American multinational corporation dealing with semiconductors and other electronics. The headquarters of the company is located in Santa Clara, California, US. It was founded On 5th April 1993 by Jensen Huang. Jensen Huang is a Taiwanese American who is also the current CEO and president of the company. The company deals with GPU's for the gaming market and SOCs for the mobile computing market. Cloud gaming service GeForce Now and gaming consoles like Shield Portable, Shield Tablet and Shield Android Tv are helping the company to expand in the gaming industry. The company also has an application programming interface(API) CUDA. According to the list of fortune 500 companies, Nvidia was ranked 184. The market value of the company as of 31st March 2021 was USD 328 billion. According to the Forbes global 2000 ranking, the company was ranked 256 in 2021. Some of the subsidiaries of the company are Nvidia Advanced, Rendering Center, Mellanox Technologies and Arm Ltd. Nvidia collaborated with a Chinese company named Tencent for cloud gaming service - Start in December 2019

Product Portfolio:

GeForce: Graphics processing product of the company.

Nvidia RTX: Visual computing platform made by Nvidia which allows real-time ray tracing.

Nvidia Shield: gaming hardware/consoles like Shield Portable, Shield Tablet and Shield Android Tv.

Nvidia Grid

NVS

Bluefield

Key Developments

The company launched the Nvidia RTX A6000 to the market in October 2020.

The company announced the acquisition of a UK based chip designer named Arm Holdings from SoftBank Group on 13th September 2020.

GeForce 30 series was announced by the company on 1st September 2020.

Ampere GPU Architecture was announced by the company in May 2020.

The company announced Minecraft RTX in August 2019.

Financial Overview

According to the list of fortune 500 companies, Nvidia was ranked 184. The market value of the company as of 31st March 2021 was USD 328 billion. According to the Forbes global 2000 ranking, the company was ranked 256 in 2021. The annual revenue of the company in 2020 was USD 10.918 billion. Some of the shareholders of the company are The Vanguard Group, Inc, BlackRock Fund Advisors, SSgA Funds Management, Inc and Jennison Associates LLC with market shares of 7.28%, 4.64%, 3.89%, 1.15% respectively.

Why Purchase the Report?

Visualize the composition of the Global Cloud Gaming Market products in terms of type and End User options, highlighting the critical commercial assets and players.

Identify commercial opportunities in the Global Cloud Gaming market by analyzing trends and co-development deals.

Excel data sheet with thousands of data points of Global Cloud Gaming Market-level 4/5 segmentation.

PDF report with the most relevant analysis cogently put together after exhaustive qualitative interviews and in-depth market study.

Product mapping in excel for the key product of all major market players

The Global Cloud Gaming market report will provide access to approximately 53 market data tables, 42 figures, and 200 pages

Target Audience 2022

  • Equipment suppliers/ Buyers
  • Type Providers/ Buyers
  • Industry Investors/Investment Bankers
  • Education & Research Institutes
  • Emerging Companies
  • Research professionals
  • Distributors
  • Manufacturers

Table of Contents

1. Global Cloud Gaming Market Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Global Cloud Gaming Market - Market Definition and Overview

3. Global Cloud Gaming Market - Executive Summary

  • 3.1. Market Snippet by Offering
  • 3.2. Market Snippet by Device Type
  • 3.3. Market Snippet by Solution Type
  • 3.4. Market Snippet by Gamer Type
  • 3.5. Market Snippet by Region

4. Global Cloud Gaming Market-Market Dynamics

  • 4.1. Market Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Compatibility With different platforms and Cost-effectiveness and more purchase of smartphones is driving the market growth of Cloud Gaming
      • 4.1.1.2. The development of Wireless Technology and the launching of New Cloud Gaming services are driving the market growth of Cloud Gaming.
    • 4.1.2. Restraints:
      • 4.1.2.1. The cost associated with the bandwidth for a low latency network is hampering the growth of the market.
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Global Cloud Gaming Market - Industry Analysis

  • 5.1. Porter's Five Forces Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Value Chain Analysis
  • 5.6. PEST Analysis
  • 5.7. Reimbursement Analysis
  • 5.8. Unmet Needs
  • 5.9. Patent Trends

6. Global Cloud Gaming Market- COVID-19 Analysis

  • 6.1. Analysis of COVID-19 on the Market
    • 6.1.1. Before COVID-19 Market Scenario
    • 6.1.2. Present COVID-19 Market Scenario
    • 6.1.3. After COVID-19 or Future Scenario
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. Global Cloud Gaming Market - By Offering

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Offering, 2020-2028
    • 7.1.2. Market Attractiveness Index, By Offering
  • 7.2. Infrastructure
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%), 2020-2028
    • 7.2.3. Compute
    • 7.2.4. Memory
    • 7.2.5. Storage
  • 7.3. Gaming Platform Services
    • 7.3.1. Content Services
    • 7.3.2. PC Services

8. Global Cloud Gaming Market - By Device Type

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Device Type, 2020-2028
    • 8.1.2. Market Attractiveness Index, By Device Type
  • 8.2. Smartphones
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%), 2020-2028
  • 8.3. Tablets
  • 8.4. Gaming Consoles
  • 8.5. Personal Computers & Laptops
  • 8.6. Smart Televisions
  • 8.7. Head-Mounted Displays

9. Global Cloud Gaming Market - By Solution Type

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type, 2020-2028
    • 9.1.2. Market Attractiveness Index, By Solution Type
  • 9.2. Video Streaming
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis, US$ Mn, 2018-2027 and Y-o-Y Growth Analysis (%), 2020-2028
  • 9.3. File Streaming

10. Global Cloud Gaming Market - By Gamer Type

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type, 2020-2028
    • 10.1.2. Market Attractiveness Index, By Gamer Type
  • 10.2. Casual Gamers
    • 10.2.1. Introduction
    • 10.2.2. Market Size Analysis, US$ Mn, 2018-2026 and Y-o-Y Growth Analysis (%), 2020-2028
  • 10.3. Avid Gamers
  • 10.4. Hardcore Gamers

11. Global Cloud Gaming Market - By Region

  • 11.1. Introduction
    • 11.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region, 2020-2028
    • 11.1.2. Market Attractiveness Index, By Region
  • 11.2. North America
    • 11.2.1. Introduction
    • 11.2.2. Key Region-Specific Dynamics
    • 11.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Offering, 2020-2028
    • 11.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Device Type, 2020-2028
    • 11.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Solution Type, 2020-2028
    • 11.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Gamer Type, 2020-2028
    • 11.2.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country, 2020-2028
      • 11.2.7.1. The U.S.
      • 11.2.7.2. Canada
      • 11.2.7.3. Mexico
  • 11.3. Europe
    • 11.3.1. Introduction
    • 11.3.2. Key Region-Specific Dynamics
    • 11.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Offering, 2020-2028
    • 11.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Device Type, 2020-2028
    • 11.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Solution Type, 2020-2028
    • 11.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Gamer Type, 2020-2028
    • 11.3.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country, 2020-2028
      • 11.3.7.1. Germany
      • 11.3.7.2. The U.K.
      • 11.3.7.3. France
      • 11.3.7.4. Rest of Europe
  • 11.4. South America
    • 11.4.1. Introduction
    • 11.4.2. Key Region-Specific Dynamics
    • 11.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Offering, 2020-2028
    • 11.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Device Type, 2020-2028
    • 11.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Solution Type, 2020-2028
    • 11.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Gamer Type, 2020-2028
    • 11.4.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country, 2020-2028
      • 11.4.7.1. Brazil
      • 11.4.7.2. Argentina
      • 11.4.7.3. Rest of South America
  • 11.5. Asia-Pacific
    • 11.5.1. Introduction
    • 11.5.2. Key Region-Specific Dynamics
    • 11.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Offering, 2020-2028
    • 11.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Device Type, 2020-2028
    • 11.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Solution Type, 2020-2028
    • 11.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Gamer Type, 2020-2028
    • 11.5.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country, 2020-2028
      • 11.5.7.1. China
      • 11.5.7.2. India
      • 11.5.7.3. Japan
      • 11.5.7.4. Australia
      • 11.5.7.5. Rest of Asia Pacific
  • 11.6. The Middle East and Africa
    • 11.6.1. Introduction
    • 11.6.2. Key Region-Specific Dynamics
    • 11.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Offering, 2020-2028
    • 11.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Device Type, 2020-2028
    • 11.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Solution Type, 2020-2028
    • 11.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Gamer Type, 2020-2028

12. Global Cloud Gaming Market- Competitive Landscape

  • 12.1. Competitive Scenario
  • 12.2. Competitor strategy analysis
  • 12.3. Comparative type of portfolio analysis
  • 12.4. Market Positioning/Share Analysis
  • 12.5. Mergers and Acquisitions Analysis

13. Global Cloud Gaming Market- Company Profiles

  • 13.1. Nvidia*
    • 13.1.1. Company Overview
    • 13.1.2. Form Portfolio and Description
    • 13.1.3. Key Highlights
    • 13.1.4. Financial Overview
  • 13.2. Intel Corporation
  • 13.3. Google
  • 13.4. Microsoft
  • 13.5. Amazon
  • 13.6. Advanced Micro Devices
  • 13.7. Sony
  • 13.8. IBM
  • 13.9. Tencent

LIST NOT EXHAUSTIVE

14. Global Cloud Gaming Market - Premium Insights

15. Global Cloud Gaming Market - Data M

  • 15.1. Appendix
  • 15.2. About Us and Service
  • 15.3. Contact Us