Report

global cloud gaming market trends forecast 2015 2020

Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast, 2015-2020

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tables Tables: 33
charts Charts: 43
country Regions/Countries: 6/0
compaines Companies: 16
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Overview

Cloud gaming or gaming on demand is a form of online gaming that offers frictionless play and direct playability on various devices. Cloud gaming occurs via two modes- video streaming and file streaming. The cloud gaming market is showing commendable growth, driven by the new entrants in the industry and improved network performances. The market is witnessing an increased adoption of next generation technologies.

Social media games and mobile games are contributing the major share to the overall market as these two channels contribute to a large user base. The social gamers, especially the females and kids across the world, are the major contributors in the online cloud gaming segment. The population the female gamers has increased significantly in the recent years. Around 46% of the online gaming audience are females who generally prefer smartphones to play games as these devices are affordable and easy to carry thus giving the gamers the freedom to play anytime at anywhere.

Market Analysis

The Global Cloud Gaming Market is likely to witness significant growth in the future, driven by increase in gaming audience, social media, mobile gaming and proliferation of gaming devices. Cloud gaming offers several advantages such as it does not require downloading and can be played almost instantly. Unlike gaming consoles which require updates and backup, cloud gaming is played on the cloud platform.

Reduced cost of game ownership and ease of access of the games on cloud are the major growth drivers of the market. Increased smartphone penetration and widespread availability of high speed internet will continue to boost market growth.

The gaming audience (core gamers) are expected to drive the cloud gaming market followed by the proliferation of gaming devices (smartphones). The cloud gaming market is predicted to grow at a CAGR of 33.7% during the period 2015-2020. The core gamers market will grow a faster rate in comparison to smartphone gaming applications.

However, the use of poor technology infrastructure and connectivity will restrain the market.

One of the emerging trends in the market is increased usage of cloud gamification. The gamification process helps companies in understanding the productivity and knowledge of the employees. This process will help the gaming vendors in understanding the gamer’s psychology and design similar games.

Regional Segmentation

The Global Cloud Gaming Market is analyzed by six key regions – North America, Western Europe, Asia-Pacific, Central Eastern Europe, Latin America, Middle East & Africa. The regions are analysed according to the gaming audience, gaming devices, technology, and regions.

North America and Western Europe is leading the cloud gaming market. The increased penetration of smartphones and tablets in the Americas, high affordability and ability to spend time on leisure activities is a propellant for the market growth.

Segmentation by End Users- The Global Cloud Gaming Market is segmented by the following types of gaming audience -  Social Gamers, Serious Gamers and Core Gamers.

Segmentation by Devices- The Global Cloud Gaming Market is segmented by the following devicesSmartphones, Smart TVs, Tablets and   PCs.

Key Vendors

Some of the key vendors in Global Cloud Gaming Market are Amazon, G-cluster, and Gaikai. The report also talks about watch list companies such as OnLive, TransGaming and Happy Cloud.

Competitive Analysis

Competitive benchmarking is done for the leading vendors based on key metrics- financial health, business units, business strategy etc. Current and predicted business strategies for the leading companies of the market such as Microsoft, Sony, Nintendo, Zynga and Nvidia is covered in the report. Total 15 companies are covered.

Benefits

The report is of significance to the key stakeholders of the cloud gaming market such as game publishers, game developers, game platform providers, game distributor, game device manufacturers and gaming associations in the following ways:

  • Competitive analysis (i.e. current and future key business strategies of the competitors and their regional growth)

  • Drivers, growth opportunities, and regional digital gaming trends

  • Present and upcoming gaming behaviour of the gamer in the regions


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The report gives information related to the latest industry and market trends, key stakeholders, Industry Pest analysis, Porter’s Five Forces Analysis and Competitive landscape. It also includes end user analysis i.e. gamers (in terms of time spent on games in a day, month, preferred gaming devices, preferred subscription models and popular games among the gamers). This analysis was done according to an end user survey which was successfully conducted across the globe during the period of the study.
 

1    Industry Overview
1.1    Industry Trends

2    Report Outline
2.1    Report Scope
2.2    Report Summary
2.3    Research Methodology
2.4    Report Assumptions

3    Market Snapshot
3.1    Total Addressable Market (TAM)
3.2    Segmented Addressable Market (SAM)
3.3    Related Markets

4    Market Characteristics
4.1    Evolution of Market
4.2    Ecosystem
4.3    Market Segmentation
4.3.1    Gaming Audience
4.3.2    Devices
4.3.3    Technology
4.3.4    Regions
4.4    Market Dynamics
4.4.1    Drivers
4.4.1.1    Increase in Gaming Audience
4.4.1.2    Increase in Development of New Technologies
4.4.1.3    Decrease in Piracy
4.4.1.4    Low Cost
4.4.2    Restraints
4.4.2.1    Supports High-End Smart Devices
4.4.2.2    Poor Technology Infrastructure and Connectivity
4.4.3    Opportunities
4.4.3.1    For Game Publishers, Developers and Mobile Manufacturers
4.4.3.2    Cloud Virtual Gaming
4.4.3.3    Increase in Usage of Cloud Gamification
4.4.4    DRO - Impact Analysis
4.5    Porter 5 Forces Analysis

5    Trends and Roadmap
5.1    Market Trends & Impact
5.2    Technology Roadmap

6    Gaming Audience: Market Size & Analysis
6.1    Overview
6.2    Social Gamers
6.2.1    Market Size & Analysis
6.3    Serious Gamers
6.3.1    Market Size & Analysis
6.4    Core Gamers
6.4.1    Market Size & Analysis

7    Devices: Market Size & Analysis
7.1    Overview
7.2    Smartphones
7.2.1    Market Size & Analysis
7.3    Smart TVs
7.3.1    Market Size & Analysis
7.4    Console Units
7.4.1    Market Size & Analysis
7.5    Tablets
7.5.1    Market Size & Analysis
7.6    PCs
7.6.1    Market Size & Analysis
7.7    Vendor Profiles
7.7.1    Sony Corporation
7.7.1.1    Overview
7.7.1.2    Financial Health
7.7.1.3    Business Units
7.7.1.3.1    Overall
7.7.1.3.2    Market Specific
7.7.1.4    SWOT Analysis
7.7.1.5    Business Strategy & Views
7.7.2    Microsoft
7.7.2.1    Overview
7.7.2.2    Financial Health
7.7.2.3    Business Units
7.7.2.3.1    Overall
7.7.2.3.2    Market Specific
7.7.2.4    SWOT Analysis
7.7.2.5    Business Strategy & Views
7.7.3    Nintendo.Co.Ltd
7.7.3.1    Overview
7.7.3.2    Financial Health
7.7.3.3    Business Units
7.7.3.3.1    Overall
7.7.3.3.2    Market Specific
7.7.3.4    SWOT Analysis
7.7.3.5    Business Strategy & Views
7.7.4    Samsung Electronics
7.7.4.1    Overview
7.7.4.2    Financial Health
7.7.4.3    Business Units
7.7.4.3.1    Overall
7.7.4.3.2    Market Specific
7.7.4.4    SWOT Analysis
7.7.4.5    Business Strategy & Views
7.7.5    LG
7.7.5.1    Overview
7.7.5.2    Financial Health
7.7.5.3    Business Units
7.7.5.3.1    Overall
7.7.5.3.2    Market Specific
7.7.5.4    SWOT Analysis
7.7.5.5    Business Strategy & Views

8    Technology: Market Size & Analysis
8.1    Overview
8.2    Data Streaming Technology
8.3    Server Technology
8.4    Gaming as a Service
8.5    Vendor Profiles
8.5.1    Ubitus
8.5.1.1    Overview
8.5.1.2    Financial Health
8.5.1.3    Business Units
8.5.1.3.1    Market Specific
8.5.1.4    SWOT Analysis
8.5.1.5    Business Strategy & Views
8.5.2    Gaikai
8.5.2.1    Overview
8.5.2.2    Financial Health
8.5.2.3    Business Units
8.5.2.3.1    Market Specific
8.5.2.4    SWOT Analysis
8.5.2.5    Business Strategy & Views
8.5.3    G-Cluster
8.5.3.1    Overview
8.5.3.2    Financial Health
8.5.3.3    Business Units
8.5.3.3.1    Market Specific
8.5.3.4    SWOT Analysis
8.5.3.5    Business Strategy & Views
8.5.4    Playcast Media
8.5.4.1    Overview
8.5.4.2    Financial Health
8.5.4.3    Business Units
8.5.4.3.1    Market Specific
8.5.4.4    SWOT Analysis
8.5.4.5    Business Strategy & Views

9    Regions: Market Size & Analysis
9.1    Overview
9.2    North America
9.2.1    Market Size & Analysis
9.3    Western Europe
9.3.1    Market Size & Analysis
9.4    Asia-Pacific
9.4.1    Market Size & Analysis
9.5    Central Eastern Europe
9.5.1    Market Size & Analysis
9.6    Middle East & Africa
9.6.1    Market Size & Analysis
9.7    Latin America
9.7.1    Market Size & Analysis

10    Competitive Landscape
10.1    Competitor Comparison Analysis
10.2    Infoholic Research‘s Neutrino Triangle
10.3    Analysis by Gaming Devices
10.4    Market Landscape
10.4.1    Mergers & Acquisition
10.4.2    Venture Capital (VC) Funding
10.4.3    Joint Ventures & Collaborations

11    End-User Views
11.1    End-User View
11.2    End-User View

12    Global Generalists
12.1    Google Inc.
12.1.1    Overview
12.1.2    Key Offerings
12.1.3    Objectives & Progresses
12.2    Amazon
12.2.1    Overview
12.2.2    Key Offerings
12.2.3    Objectives & Progresses
12.3    International Business Machines Corp (IBM)
12.3.1    Overview
12.3.2    Key Offerings
12.3.3    Objectives & Progresses

13    Companies To Watch For
13.1    Happy Cloud
13.1.1    Overview
13.1.2    Key Offering
13.1.3    Objectives and Progress
13.2    OnLive
13.2.1    Overview
13.2.2    Key offerings
13.2.3    Objectives and Progress
13.3    TransGaming
13.3.1    Overview
13.3.2    Key Offerings
13.3.3    Objectives and Progress

14    What Our Peers Are Estimating

Annexure
Acronyms

TABLE 1 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 2015–2020 ($MILLION)
TABLE 2 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 2015–2020 (Y-O-Y) %
TABLE 3 SOCIAL GAMERS MARKET BY REGIONS, 2015–2020 ($MILLION)
TABLE 4 SERIOUS GAMERS MARKET BY REGIONS, 2015–2020 ($MILLION)
TABLE 5 CORE GAMERS MARKET BY REGIONS, 2015–2020 ($MILLION)
TABLE 6 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING DEVICES, 2015–2020 ($MILLION)
TABLE 7 GLOBAL CLOUD GAMING MARKET BY GAMING DEVICES, 2015–2020 (Y-O-Y) %
TABLE 8 SONY CORPORATION: REVENUE, 2013–2014 ($MILLION)
TABLE 9 SONY CORPORATION: REVENUE BY REGIONS, 2013–2014 ($MILLION)
TABLE 10 SONY CORPORATION: REVENUE BY SEGMENTS, 2013–2014 ($MILLION)
TABLE 11 MICROSOFT: REVENUE, 2013–2014 ($MILLION)
TABLE 12 MICROSOFT: REVENUE BY SEGMENTS, 2013–2014 ($MILLION)
TABLE 13 MICROSOFT: SWOT ANALYSIS
TABLE 14 NINTENDO. CO. LTD: REVENUE, 2013–2014 ($MILLION)
TABLE 15 NINTENDO. CO. LTD: REVENUE BY REGIONS, 2013–2014 ($MILLION)
TABLE 16 NINTENDO. CO. LTD: REVENUE BY SEGMENTS, 2013–2014 ($MILLION)
TABLE 17 SAMSUNG ELECTRONICS: REVENUE, 2012–2013 ($BILLION)
TABLE 18 SAMSUNG ELECTRONICS: REVENUE BY REGIONS, 2012–2013 (IN $BILLION)
TABLE 19 LG: SWOT ANALYSIS
TABLE 20 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 2015–2020 ($MILLION)
TABLE 21 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 2015–2020 (Y-O-Y) %
TABLE 22 CLOUD GAMING MARKET REVENUE BY REGIONS, 2015–2020 ($MILLION)
TABLE 23 CLOUD GAMING MARKET REVENUE BY REGIONS, 2015–2020 (Y-O-Y) %
TABLE 24 NORTH AMERICA CLOUD GAMING MARKET BY DEVICES, 2015–2020 ($MILLION)
TABLE 25 WESTERN EUROPE CLOUD GAMING MARKET BY DEVICES, 2015–2020 ($MILLION)
TABLE 26 ASIA-PACIFIC CLOUD GAMING MARKET BY DEVICES, 2015–2020 ($MILLION)
TABLE 27 CENTRAL EASTERN EUROPE CLOUD GAMING MARKET BY DEVICES, 2015–2020 ($MILLION)
TABLE 28 MIDDLE EAST & AFRICA CLOUD GAMING MARKET BY DEVICES, 2015–2020 ($MILLION)
TABLE 29 LATIN AMERICA CLOUD GAMING MARKET BY DEVICES, 2015–2020 ($MILLION)
TABLE 30 GAMING CONSOLE UNITS COMPARISON
TABLE 31 MERGER & ACQUISITION, 2012–2015
TABLE 32 VENTURE CAPITAL (VC) FUNDING, 2010–2013
TABLE 33 JOINT VENTURES & COLLABORATIONS, 2013–2015

Research Framework

Infoholic Research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Primary & Secondary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting
Methodology

Market related information is congregated from both primary and secondary sources.

Primary sources

Involved participants from all global stakeholders such as Solution providers, service providers, Industry associations, thought leaders etc. across levels such as CXOs, VPs and managers. Plus, our in-house industry experts having decades of industry experience contribute their consulting and advisory services.

Secondary sources

Include public sources such as regulatory frameworks, government IT spending, government demographic indicators, industry association statistics, and company publications along with paid sources such as Factiva, OneSource, Bloomberg among others.

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Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast, 2015-2020
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