Asia Pacific Cloud Gaming Market to grow at a CAGR of 46.8% to aggregate $1,123.9 million by 2022

Increasing smartphone and electronic devices penetration, soaring gaming audience, and low cost in development are the growth drivers of cloud gaming market. The leading gaming audience segment – social gamers – is expected to grow at a CAGR of 42.8% to reach $415.7 million by 2022.

 

 
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Infoholic Research LLP, a global market research and consulting organization, has published a study titled “Asia Pacific Cloud Gaming Market – Drivers, Opportunities, Trends and Forecasts: 2016–2022

 

According to Infoholic Research, the social gamers will continue to dominate the Asia Pacific cloud gaming market. As per the study, the market will experience a significant growth in coming years facilitated by increase in the number of internet users, smartphone penetration, and growing demand for digital infrastructure growth in the region. The market is expected to grow at a CAGR of 46.8% during the forecast period 2016–2022 to touch an aggregate of $1,123.9 million by 2022.

 

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Currently, cloud gaming market is set to be the emerging market in the region. The market is an attractive space for gaming vendors to expand their business in various countries. The cloud gaming devices segment is expected to hold enormous opportunities in the next 3–4 years due to the demand for innovative gaming devices from the businesses.” – Tariq Ahmed. Shaik, Research Manager at Infoholic Research

 

The report is segmented into gaming audience, devices, technologies, and countries. The data streaming technology is playing a major role in offering innovative and high-quality cloud gaming services to the gaming audience. In the ongoing connected world, gaming has become an essential part in individual’s daily activities. Gaming audience adopts cloud gaming to lead a stress-free life. In line with this, cloud gaming is also used for industrial training activities in major industry verticals such as education, healthcare, military and IT & telecom. The Gaming-as-a-Service is the new trending technology and is expected to grow at a CAGR of 57.3% to reach $133.3 million by 2022.

 

In terms of devices analysis, smartphones and console units are expected to outperform and reach $205.2 million and $195.4 million respectively by 2022. Smartphones have been the dominant gaming devices for cloud gaming and the revolution in gaming consoles industry will support the growth of console units in the next 5 years. The increasing online gaming population and improved lifestyle create significant opportunities for tablets. Numerous device manufacturers and OEMs are expected to enter the market within the next decade.

 

In terms of technology, the data streaming technology plays a major role in cloud gaming market. The data streaming services are more advantageous than traditional gaming services. The adoption of Gaming-as-a-Service by the major cloud gaming vendors is expected to support the growth of data streaming technology too. The market is estimated to grow at a CAGR of 50.4% during the forecast period 2016–2022, to reach $168.3 million by 2022.

 

In terms of the gaming audience, social gamers are considered the dominant gaming audience in the Asia Pacific cloud gaming market due to increasing games in social media platforms. Social gamers market share is expected to reach $415.7 million by 2022. The industrial training trends such as e-learning and m-learning in healthcare, education, military and IT & telecom industry verticals will create significant opportunities for serious games in the next few years. The market will be growing at an exponential rate and reach $244.8 million by 2022, with an estimated CAGR of 57.1% during the forecast period 2016–2022.

 

China is set to be the leading country for cloud gaming market followed by Japan and South Korea. ANZ, Taiwan, and Indonesia are set to be the emerging countries for cloud gaming market growth in the Asia Pacific region. The rising online gaming population, innovations in gaming technology, and increasing smartphone penetration in the developing countries are expected to drive the market growth in the upcoming years.

 

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The report aims to highlight key insights from providers and end-users. The report provides an in-depth analysis and forecast about the industry covering the following key features:
  • The report not only highlights users’ conundrum (challenges and barriers to adopting cloud gaming) but also brings in their perspective on the Asia Pacific cloud gaming market
  • The market has been analyzed by taking into account the key countries – ANZ, China, India, Indonesia, Japan, Malaysia, Singapore, South Korea, Taiwan, and Thailand
  • The report analyzes the market according to the gaming audience, devices, technologies, and countries
  • The report analyzes the top 12 players in terms of market reach, business strategy, and business focus
  • Provides an in-depth analysis of the key business opportunities in each technology type
  • Competitive benchmarking analysis to optimize short term and long term strategy of the organizations
  • Stakeholders’ insights and key trends (current and future) of the market

 

Report Scope
Cloud gaming or gaming on demand is an emerging market and has started witnessing growth in the Asia Pacific region since the last 2–3 years. The Asia Pacific Cloud Gaming market is expected to grow at an estimated CAGR of 46.8% during the forecast period 2016–2022. The growing demand for smartphones and electronic devices shipments, increasing online gaming population and low-cost gaming are driving the market but the lack of digital infrastructure and support for only high-end devices are the factors hindering the growth of the market. The increase in the investment by the governments & big players and growing internet penetration in the region are helping the cloud gaming market growth in the major industry verticals such as education, healthcare and military for e-learning and serious gaming segments.

 

China is currently dominating the Asia Pacific cloud gaming market followed by Japan. At present, social gamers are dominating the market followed by core gamers. Smartphones are the dominating gaming devices in the market followed by tablets. Some of the key players covered in the report are Sony Corp., Nintendo Co Ltd., Microsoft, Nvidia Corp., Samsung Electronics, LG Corp., Amazon Web Services, Google, IBM, Razer Inc., Ubitus Inc., and Zynga Inc.

 

Scope of the report:
The research report categorizes the “Asia Pacific Cloud Gaming Market” into the following segments and sub-segments:
  • Gaming Audience: Market Size and Analysis
    • Social Gamers
    • Serious Gamers
    • Core Gamers
  • Devices: Market Size and Analysis
    • Smartphones
    • Smart TVs
    • Console Units
    • Tablets
    • PCs
  • Technology: Market Size and Analysis
    • Data Streaming Technology
    • Server Technology
    • Gaming-as-a-Service (GaaS)
  • Countries: Market Size and Analysis
    • ANZ
    • China
    • India
    • Indonesia
    • Japan
    • Malaysia
    • Singapore
    • South Korea
    • Taiwan
    • Thailand
    • Others
About Infoholic Research
Infoholic Research is a global market research and consulting organization providing strategic and high-level market intelligence in emerging and niche technologies. Founded in 2014, we are headquartered in India with an office in the US and with consultants working across the globe. Our market analysis powered by rigorous methodology and quality metrics provides information and forecast across all the emerging markets, technologies and business models. We aim at delivering high-quality results to our clients providing them with in-depth industry insights to identify new business opportunities and nurture their business strategies. For more information, please visit www.infoholicresearch.com
 
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Bhaskar Jyoti Nath
Infoholic Research LLP
 +91 8867685927, +91 8971243001
bhaskar@infoholicresearch.com

 

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