封面
市場調查報告書
商品編碼
1883082

全球雲端遊戲市場(至 2035 年):依設備類型、串流媒體類型、部署類型、遊戲系統類型、交付類型、最終用戶類型、公司規模、主要地區、行業趨勢和預測

Cloud Gaming Market till 2035: Distribution by Type of Device, Type of Streaming, Type of Deployment, Type of Gaming System, Type of Offering, Type of End-Users, Company Size, and Key Geographical Regions: Industry Trends and Global Forecasts

出版日期: | 出版商: Roots Analysis | 英文 179 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

雲端遊戲市場概論

預計到 2035 年,全球雲端遊戲市場規模將從目前的 48.9 億美元成長至 2,368.2 億美元,預測期內複合年增長率 (CAGR) 為 42.28%。

雲端遊戲市場-IMG1

雲端遊戲市場:成長與趨勢

雲端遊戲是一種基於互聯網的遊戲平台,無需依賴特定硬體即可運行,這一概念已被全球遊戲玩家廣泛接受。雲端遊戲之所以如此受歡迎,主要原因之一是它無需定期升級硬體即可確保遊戲相容性。除了提升遊戲體驗外,雲端遊戲還能提供流暢的行動遊戲環境。透過利用文件和視訊串流技術,市場參與者可以在提供流暢遊戲體驗的同時降低網路成本。

電子競技產業的興起、雲端遊戲日益增長的吸引力以及跨平台遊戲的發展預計將推動雲端遊戲市場的擴張。此外,網路存取的改善、線上遊戲產業的成長以及安全可靠的遊戲存取也是促進市場成長的因素。另外,Facebook、Instagram 和 Reddit 等社群媒體遊戲平台的快速發展也預計將成為市場擴張的催化劑。

本報告分析了全球雲端遊戲市場,並提供了市場規模估算、機會分析、競爭格局和公司概況。

目錄

第一章:引言

第二章:研究方法

第三章:經濟及其他項目相關考量

第四章:宏觀經濟指標

第五章:摘要整理

第六章:引言

第七章:競爭格局

第八章:雲端遊戲市場的創業生態系

第九章:公司簡介

  • 章節概述
  • AMD
  • 亞馬遜
  • 亞馬遜網路服務
  • 蘋果
  • 黑堅果
  • 刀片
  • 寬媒體
  • Crunchbase
  • 電子藝術
  • 遊戲飛
  • GeForce Now
  • Google
  • Google 體育場
  • 孵化
  • IBM
  • 英特爾
  • 液體天空
  • 微軟
  • 英偉達
  • 數字
  • 秒差距雲

第10章價值鏈分析

第十一章 SWOT 分析

第十二章 全球雲端遊戲市場

第十三章 依設備類型劃分的市場機會

第十四章 依串流媒體類型劃分的市場機會

第十五章 依部署類型劃分的市場機會

第十六章 依遊戲系統類型劃分的市場機會

第十七章 依交付類型劃分的市場機會

第十八章 依最終使用者類型劃分的市場機會

第十九章 依公司規模劃分的市場機會

第二十章 北美雲端遊戲市場機會

第二十一章 歐洲雲端遊戲市場機會市場

第22章:亞洲雲端遊戲市場機會

第23章:中東和北非(MENA)雲端遊戲市場機會

第24章:拉丁美洲雲端遊戲市場機會

第25章:其他地區雲端遊戲市場機會

第26章:表格資料

第27章:公司和機構列表

第28章:客製化機會

第29章:Roots訂閱服務

第30章:作者資訊

簡介目錄
Product Code: RAICT30014

Cloud Gaming Market Overview

As per Roots Analysis, the global cloud gaming market size is estimated to grow from USD 4.89 billion in the current year USD 236.82 billion by 2035, at a CAGR of 42.28% during the forecast period, till 2035.

Cloud Gaming Market - IMG1

The opportunity for cloud gaming market has been distributed across the following segments:

Type of Device

  • Consoles
  • Head-Mounted Displays
  • Laptop/Tablets
  • Personal Computer
  • Smartphone
  • Smart TV

Type of Streaming

  • File Streaming
  • Video Streaming

Type of Deployment

  • Hybrid Cloud
  • Private Cloud
  • Public Cloud

Type of Gaming System

  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam in Home Streaming
  • Remote Play
  • Others

Type of Offering

  • Compute
  • Content Service
  • Gaming Platform Services
  • Infrastructure
  • Memory
  • PC Service
  • Storage

Type of End-User

  • Avid Gamers
  • Casual Gamers
  • Hard-Core Gamers
  • Lifestyle Gamers

Company Size

  • Large Enterprises
  • Small and Medium Enterprises

Geographical Regions

  • North America
  • US
  • Canada
  • Mexico
  • Other North American countries
  • Europe
  • Austria
  • Belgium
  • Denmark
  • France
  • Germany
  • Ireland
  • Italy
  • Netherlands
  • Norway
  • Russia
  • Spain
  • Sweden
  • Switzerland
  • UK
  • Other European countries
  • Asia
  • China
  • India
  • Japan
  • Singapore
  • South Korea
  • Other Asian countries
  • Latin America
  • Brazil
  • Chile
  • Colombia
  • Venezuela
  • Other Latin American countries
  • Middle East and North Africa
  • Egypt
  • Iran
  • Iraq
  • Israel
  • Kuwait
  • Saudi Arabia
  • UAE
  • Other MENA countries
  • Rest of the World
  • Australia
  • New Zealand
  • Other countries

Cloud Gaming Market: Growth and Trends

Cloud gaming refers to an internet-based gaming platform that operates independently of specific hardware, making it a widely embraced concept among gamers globally. One key reason for its popularity is its capacity to eliminate the necessity for regular hardware upgrades to ensure game compatibility. In addition to enhancing the gaming experience, cloud gaming also facilitates a smooth mobile gaming environment. Utilizing file and video streaming technology allows major players in the market to deliver a fluid gaming experience with reduced internet costs.

The emergence of the e-sports industry, along with the rising appeal of cloud gaming and the growth of cross-platform gameplay, is anticipated to spur the expansion of the cloud gaming market. Moreover, the increase in internet accessibility and the online gaming sector, coupled with secure access to gaming, are additional factors contributing to market growth. Further, the rapid growth of social media gaming on platforms such as Facebook, Instagram, and Reddit is expected to also act as a catalyst for the market expansion.

Cloud Gaming Market: Key Segments

Market Share by Type of Device

Based on type of device, the global cloud gaming market is segmented into consoles, head-mounted displays, laptop/tablets, personal computer, smartphone, and smart TV. According to our estimates, currently, the gaming consoles segment captures the majority of the market share. This trend can be attributed to the increasing disposable incomes and the exclusivity of select game titles tied to specific consoles.

Conversely, the smartphone category is expected to grow at a higher CAGR during the forecast period. This surge can be attributed to the rising availability of freemium games that include optional in-app purchases and gaming subscription services, enabling users to enjoy their favorite games at no cost.

Market Share by Type of Streaming

Based on type of streaming, the global cloud gaming market is segmented into file streaming and video streaming. According to our estimates, currently, the file streaming segment captures the majority of the market share, due to its ability to deliver small parts of files for download. Consequently, gamers receive game file updates, which further aids developers in reducing the costs associated with media material creation.

Conversely, the video streaming segment is expected to grow at a higher CAGR during the forecast period. This swift expansion can be attributed to the capability for games to be played on any device without necessitating specific technology. This development has also mitigated latency issues for cloud gamers.

Market Share by Type of Deployment

Based on type of deployment, the global cloud gaming market is segmented into hybrid cloud, private cloud and public cloud. According to our estimates, currently, the public cloud deployment captures the majority of the market share. This trend can be linked to the rising number of gamers and the growing need for accessible gaming experiences on a variety of devices without relying on high-end hardware. Moreover, the scalability and cost-effectiveness of this segment serve as significant factors driving its growth.

Market Share by Type of Gaming System

Based on type of gaming system, the global cloud gaming market is segmented into G-cluster, PlayStation, stream my game, steam in home streaming, remote play and others. According to our estimates, currently, the PlayStation segment captures the majority of the market share. This is due to its strong brand reputation and extensive library of games.

On the other hand, the G-cluster segment is projected to grow at a higher CAGR during the forecast period. Key factors driving this growth include its innovative take on cloud gaming and the rising demand for accessible gaming options.

Market Share by Type of Offering

Based on type of offering, the global cloud gaming market is segmented into computer, content service, gaming platform services, infrastructure, memory, storage and PC service. According to our estimates, currently, the gaming platform captures the majority of the market share. This increase is due to the inclusion of multiple platforms that enhance cloud gaming experiences, like PlayStation and Google Stadia.

On the other hand, the content service segment is projected to grow at a higher CAGR during the forecast period. This growth can be attributed to the rising demand for a wide range of gaming content and the development of subscription-based models.

Market Share by Type of End User

Based on type of end user, the global cloud gaming market is segmented into avid gamers, casual gamers, hard-core gamers, and lifestyle gamers. According to our estimates, currently, the casual gamers segment captures the majority of the market share. This increase is attributed to the rising popularity of casual games under the freemium model. Furthermore, the rise of recreational and spontaneous gaming is projected to boost this segment.

On the other hand, the avid gamers segment is projected to grow at a higher CAGR during the forecast period. This growth can be attributed to more individuals engaging in gaming for reasons beyond mere hobbies. Additionally, it has been noted that avid gamers tend to make in-app purchases and subscribe to cloud gaming services more frequently than casual gamers.

Market Share by Company Size

Based on company size, the global cloud gaming market is segmented into large and small and medium enterprise. According to our estimates, currently, the large enterprise segment captures the majority of the market share. On the other hand, the small and medium enterprise segment is anticipated to experience the quickest growth rate during the forecast period. This growth can be attributed to their flexibility, innovative approaches, concentration on niche markets, and capability to adjust to evolving customer preferences and market dynamics.

Market Share by Geographical Regions

Based on geographical regions, the cloud gaming market is segmented into North America, Europe, Asia, Latin America, Middle East and North Africa, and the rest of the world. According to our estimates, currently Asia Pacific captures the majority share of the market. This dominance can be attributed to a mix of diverse demographics and a significant gamer population within the area.

Example Players in Cloud Gaming Market

  • Advanced Micro Devices
  • Amazon
  • Amazon Web Services
  • Apple
  • Blacknut
  • Blade
  • Broadmedia
  • Crunchbase
  • Electronic Arts
  • GameFly
  • GeForce Now
  • Google
  • Google Stadia
  • Hatch
  • IBM
  • Intel
  • LiquidSky
  • Microsoft
  • NVIDIA
  • Numecent
  • Parsec Cloud
  • Paperspace
  • PlayGiga
  • PlayKey
  • RemoteMyApp
  • Samsung
  • Shadow
  • Sony
  • Tencent
  • Ubitus
  • Unity Technologies
  • Utomik BV
  • Vortex

Cloud Gaming Market: Research Coverage

The report on the cloud gaming market features insights on various sections, including:

  • Market Sizing and Opportunity Analysis: An in-depth analysis of the cloud gaming market, focusing on key market segments, including [A] type of device, [B] type of streaming, [C] type of deployment, [D] type of gaming system, [E] type of offering, [F] type of end-users, [G] company size, and [H] key geographical regions.
  • Competitive Landscape: A comprehensive analysis of the companies engaged in the cloud gaming market, based on several relevant parameters, such as [A] year of establishment, [B] company size, [C] location of headquarters and [D] ownership structure.
  • Company Profiles: Elaborate profiles of prominent players engaged in the cloud gaming market, providing details on [A] location of headquarters, [B] company size, [C] company mission, [D] company footprint, [E] management team, [F] contact details, [G] financial information, [H] operating business segments, [I] portfolio, [J] moat analysis, [K] recent developments, and an informed future outlook.
  • Megatrends: An evaluation of ongoing megatrends in the cloud gaming industry.
  • Patent Analysis: An insightful analysis of patents filed / granted in the cloud gaming domain, based on relevant parameters, including [A] type of patent, [B] patent publication year, [C] patent age and [D] leading players.
  • Recent Developments: An overview of the recent developments made in the cloud gaming market, along with analysis based on relevant parameters, including [A] year of initiative, [B] type of initiative, [C] geographical distribution and [D] most active players.
  • Porter's Five Forces Analysis: An analysis of five competitive forces prevailing in the cloud gaming market, including threats of new entrants, bargaining power of buyers, bargaining power of suppliers, threats of substitute products and rivalry among existing competitors.
  • SWOT Analysis: An insightful SWOT framework, highlighting the strengths, weaknesses, opportunities and threats in the domain. Additionally, it provides Harvey ball analysis, highlighting the relative impact of each SWOT parameter.
  • Value Chain Analysis: A comprehensive analysis of the value chain, providing information on the different phases and stakeholders involved in the cloud gaming market.

Key Questions Answered in this Report

  • How many companies are currently engaged in cloud gaming market?
  • Which are the leading companies in this market?
  • What factors are likely to influence the evolution of this market?
  • What is the current and future market size?
  • What is the CAGR of this market?
  • How is the current and future market opportunity likely to be distributed across key market segments?

Reasons to Buy this Report

  • The report provides a comprehensive market analysis, offering detailed revenue projections of the overall market and its specific sub-segments. This information is valuable to both established market leaders and emerging entrants.
  • Stakeholders can leverage the report to gain a deeper understanding of the competitive dynamics within the market. By analyzing the competitive landscape, businesses can make informed decisions to optimize their market positioning and develop effective go-to-market strategies.
  • The report offers stakeholders a comprehensive overview of the market, including key drivers, barriers, opportunities, and challenges. This information empowers stakeholders to stay abreast of market trends and make data-driven decisions to capitalize on growth prospects.

Additional Benefits

  • Complimentary Excel Data Packs for all Analytical Modules in the Report
  • 15% Free Content Customization
  • Detailed Report Walkthrough Session with Research Team
  • Free Updated report if the report is 6-12 months old or older

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Introduction
  • 1.2. Market Share Insights
  • 1.3. Key Market Insights
  • 1.4. Report Coverage
  • 1.5. Key Questions Answered
  • 1.6. Chapter Outlines

2. RESEARCH METHODOLOGY

  • 2.1. Chapter Overview
  • 2.2. Research Assumptions
  • 2.3. Database Building
    • 2.3.1. Data Collection
    • 2.3.2. Data Validation
    • 2.3.3. Data Analysis
  • 2.4. Project Methodology
    • 2.4.1. Secondary Research
      • 2.4.1.1. Annual Reports
      • 2.4.1.2. Academic Research Papers
      • 2.4.1.3. Company Websites
      • 2.4.1.4. Investor Presentations
      • 2.4.1.5. Regulatory Filings
      • 2.4.1.6. White Papers
      • 2.4.1.7. Industry Publications
      • 2.4.1.8. Conferences and Seminars
      • 2.4.1.9. Government Portals
      • 2.4.1.10. Media and Press Releases
      • 2.4.1.11. Newsletters
      • 2.4.1.12. Industry Databases
      • 2.4.1.13. Roots Proprietary Databases
      • 2.4.1.14. Paid Databases and Sources
      • 2.4.1.15. Social Media Portals
      • 2.4.1.16. Other Secondary Sources
    • 2.4.2. Primary Research
      • 2.4.2.1. Introduction
      • 2.4.2.2. Types
        • 2.4.2.2.1. Qualitative
        • 2.4.2.2.2. Quantitative
      • 2.4.2.3. Advantages
      • 2.4.2.4. Techniques
        • 2.4.2.4.1. Interviews
        • 2.4.2.4.2. Surveys
        • 2.4.2.4.3. Focus Groups
        • 2.4.2.4.4. Observational Research
        • 2.4.2.4.5. Social Media Interactions
      • 2.4.2.5. Stakeholders
        • 2.4.2.5.1. Company Executives (CXOs)
        • 2.4.2.5.2. Board of Directors
        • 2.4.2.5.3. Company Presidents and Vice Presidents
        • 2.4.2.5.4. Key Opinion Leaders
        • 2.4.2.5.5. Research and Development Heads
        • 2.4.2.5.6. Technical Experts
        • 2.4.2.5.7. Subject Matter Experts
        • 2.4.2.5.8. Scientists
        • 2.4.2.5.9. Doctors and Other Healthcare Providers
      • 2.4.2.6. Ethics and Integrity
        • 2.4.2.6.1. Research Ethics
        • 2.4.2.6.2. Data Integrity
    • 2.4.3. Analytical Tools and Databases

3. ECONOMIC AND OTHER PROJECT SPECIFIC CONSIDERATIONS

  • 3.1. Forecast Methodology
    • 3.1.1. Top-Down Approach
    • 3.1.2. Bottom-Up Approach
    • 3.1.3. Hybrid Approach
  • 3.2. Market Assessment Framework
    • 3.2.1. Total Addressable Market (TAM)
    • 3.2.2. Serviceable Addressable Market (SAM)
    • 3.2.3. Serviceable Obtainable Market (SOM)
    • 3.2.4. Currently Acquired Market (CAM)
  • 3.3. Forecasting Tools and Techniques
    • 3.3.1. Qualitative Forecasting
    • 3.3.2. Correlation
    • 3.3.3. Regression
    • 3.3.4. Time Series Analysis
    • 3.3.5. Extrapolation
    • 3.3.6. Convergence
    • 3.3.7. Forecast Error Analysis
    • 3.3.8. Data Visualization
    • 3.3.9. Scenario Planning
    • 3.3.10. Sensitivity Analysis
  • 3.4. Key Considerations
    • 3.4.1. Demographics
    • 3.4.2. Market Access
    • 3.4.3. Reimbursement Scenarios
    • 3.4.4. Industry Consolidation
  • 3.5. Robust Quality Control
  • 3.6. Key Market Segmentations
  • 3.7. Limitations

4. MACRO-ECONOMIC INDICATORS

  • 4.1. Chapter Overview
  • 4.2. Market Dynamics
    • 4.2.1. Time Period
      • 4.2.1.1. Historical Trends
      • 4.2.1.2. Current and Forecasted Estimates
    • 4.2.2. Currency Coverage
      • 4.2.2.1. Overview of Major Currencies Affecting the Market
      • 4.2.2.2. Impact of Currency Fluctuations on the Industry
    • 4.2.3. Foreign Exchange Impact
      • 4.2.3.1. Evaluation of Foreign Exchange Rates and Their Impact on Market
      • 4.2.3.2. Strategies for Mitigating Foreign Exchange Risk
    • 4.2.4. Recession
      • 4.2.4.1. Historical Analysis of Past Recessions and Lessons Learnt
      • 4.2.4.2. Assessment of Current Economic Conditions and Potential Impact on the Market
    • 4.2.5. Inflation
      • 4.2.5.1. Measurement and Analysis of Inflationary Pressures in the Economy
      • 4.2.5.2. Potential Impact of Inflation on the Market Evolution
    • 4.2.6. Interest Rates
      • 4.2.6.1. Overview of Interest Rates and Their Impact on the Market
      • 4.2.6.2. Strategies for Managing Interest Rate Risk
    • 4.2.7. Commodity Flow Analysis
      • 4.2.7.1. Type of Commodity
      • 4.2.7.2. Origins and Destinations
      • 4.2.7.3. Values and Weights
      • 4.2.7.4. Modes of Transportation
    • 4.2.8. Global Trade Dynamics
      • 4.2.8.1. Import Scenario
      • 4.2.8.2. Export Scenario
    • 4.2.9. War Impact Analysis
      • 4.2.9.1. Russian-Ukraine War
      • 4.2.9.2. Israel-Hamas War
    • 4.2.10. COVID Impact / Related Factors
      • 4.2.10.1. Global Economic Impact
      • 4.2.10.2. Industry-specific Impact
      • 4.2.10.3. Government Response and Stimulus Measures
      • 4.2.10.4. Future Outlook and Adaptation Strategies
    • 4.2.11. Other Indicators
      • 4.2.11.1. Fiscal Policy
      • 4.2.11.2. Consumer Spending
      • 4.2.11.3. Gross Domestic Product (GDP)
      • 4.2.11.4. Employment
      • 4.2.11.5. Taxes
      • 4.2.11.6. R&D Innovation
      • 4.2.11.7. Stock Market Performance
      • 4.2.11.8. Supply Chain
      • 4.2.11.9. Cross-Border Dynamics

5. EXECUTIVE SUMMARY

6. INTRODUCTION

  • 6.1. Chapter Overview
  • 6.2. Overview of Cloud Gaming Market
    • 6.2.1. Type of Device
    • 6.2.2. Type of Streaming
    • 6.2.3. Type of Deployment
    • 6.2.4. Type of Gaming System
    • 6.2.5. Type of Offering
    • 6.2.6. Type of End Users
  • 6.3. Future Perspective

7. COMPETITIVE LANDSCAPE

  • 7.1. Chapter Overview
  • 7.2. Cloud Gaming Market: Overall Market Landscape
    • 7.2.1. Analysis by Year of Establishment
    • 7.2.2. Analysis by Company Size
    • 7.2.3. Analysis by Location of Headquarters
    • 7.2.4. Analysis by Ownership Structure

8. STARTUP ECOSYSTEM IN THE CLOUD GAMING MARKET

  • 8.1. Cloud Gaming Market: Market Landscape of Startups
    • 8.1.1. Analysis by Year of Establishment
    • 8.1.2. Analysis by Company Size
    • 8.1.3. Analysis by Company Size and Year of Establishment
    • 8.1.4. Analysis by Location of Headquarters
    • 8.1.5. Analysis by Company Size and Location of Headquarters
    • 8.1.6. Analysis by Ownership Structure
  • 8.2. Key Findings

9. COMPANY PROFILES

  • 9.1. Chapter Overview
  • 9.2. Advanced Micro Devices*
    • 9.2.1. Company Overview
    • 9.2.2. Company Mission
    • 9.2.3. Company Footprint
    • 9.2.4. Management Team
    • 9.2.5. Contact Details
    • 9.2.6. Financial Performance
    • 9.2.7. Operating Business Segments
    • 9.2.8. Service / Product Portfolio (project specific)
    • 9.2.9. MOAT Analysis
    • 9.2.10. Recent Developments and Future Outlook
  • 9.3. Amazon
  • 9.4. Amazon Web Services
  • 9.5. Apple
  • 9.6. Blacknut
  • 9.7. Blade
  • 9.8. Broadmedia
  • 9.9. Crunchbase
  • 9.10. Electronic Arts
  • 9.11. GaameFly
  • 9.12. GeForce Now
  • 9.13. Google
  • 9.14. Google Stadia
  • 9.15. Hatch
  • 9.16. IBM
  • 9.17. Intel
  • 9.18. LiquidSky
  • 9.19. Microsoft
  • 9.20. NVIDIA
  • 9.21. Numecent
  • 9.22. Parsec Cloud

10. VALUE CHAIN ANALYSIS

11. SWOT ANALYSIS

12. GLOBAL CLOUD GAMING MARKET

  • 12.1. Chapter Overview
  • 12.2. Key Assumptions and Methodology
  • 12.3. Trends Disruption Impacting Market
  • 12.4. Global Cloud Gaming Market, Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 12.5. Multivariate Scenario Analysis
    • 12.5.1. Conservative Scenario
    • 12.5.2. Optimistic Scenario
  • 12.6. Key Market Segmentations

13. MARKET OPPORTUNITIES BASED ON TYPE OF DEVICE

  • 13.1. Chapter Overview
  • 13.2. Key Assumptions and Methodology
  • 13.3. Revenue Shift Analysis
  • 13.4. Market Movement Analysis
  • 13.5. Penetration-Growth (P-G) Matrix
  • 13.6. Cloud Gaming Market for Consoles: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.7. Cloud Gaming Market for Head-Mounted Displays: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.8. Cloud Gaming Market for Laptop/Tablets: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.9. Cloud Gaming Market for Personal Computer: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.10. Cloud Gaming Market for Smartphone: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.11. Cloud Gaming Market for Smart TV: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.12. Data Triangulation and Validation

14. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING

  • 14.1. Chapter Overview
  • 14.2. Key Assumptions and Methodology
  • 14.3. Revenue Shift Analysis
  • 14.4. Market Movement Analysis
  • 14.5. Penetration-Growth (P-G) Matrix
  • 14.6. Cloud Gaming Market for File Streaming: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.7. Cloud Gaming Market for Video Streaming: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.8. Data Triangulation and Validation

15. MARKET OPPORTUNITIES BASED ON TYPE OF DEPLOYMENT

  • 15.1. Chapter Overview
  • 15.2. Key Assumptions and Methodology
  • 15.3. Revenue Shift Analysis
  • 15.4. Market Movement Analysis
  • 15.5. Penetration-Growth (P-G) Matrix
  • 15.6. Cloud Gaming Market for Hybrid Cloud: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.7. Cloud Gaming Market for Private Cloud: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.8. Cloud Gaming Market for Public Cloud: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.9. Data Triangulation and Validation

16. MARKET OPPORTUNITIES BASED ON TYPE OF GAMING SYSTEM

  • 16.1. Chapter Overview
  • 16.2. Key Assumptions and Methodology
  • 16.3. Revenue Shift Analysis
  • 16.4. Market Movement Analysis
  • 16.5. Penetration-Growth (P-G) Matrix
  • 16.6. Cloud Gaming Market for G-Cluster: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.7. Cloud Gaming Market for PlayStation: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.8. Cloud Gaming Market for Stream My Game: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.9. Cloud Gaming Market for Steam in Home Streaming: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.10. Cloud Gaming Market for Remote Play: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.11. Cloud Gaming Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.12. Data Triangulation and Validation

17. MARKET OPPORTUNITIES BASED ON TYPE OF OFFERING

  • 17.1. Chapter Overview
  • 17.2. Key Assumptions and Methodology
  • 17.3. Revenue Shift Analysis
  • 17.4. Market Movement Analysis
  • 17.5. Penetration-Growth (P-G) Matrix
  • 17.6. Cloud Gaming Market for Compute: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.7. Cloud Gaming Market for Content Service: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.8. Cloud Gaming Market for Gaming Platform Services: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.9. Cloud Gaming Market for Infrastructure: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.10. Cloud Gaming Market for Memory: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.11. Cloud Gaming Market for PC Service: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.12. Cloud Gaming Market for Storage: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.13. Data Triangulation and Validation

18. MARKET OPPORTUNITIES BASED ON TYPE OF END USER

  • 18.1. Chapter Overview
  • 18.2. Key Assumptions and Methodology
  • 18.3. Revenue Shift Analysis
  • 18.4. Market Movement Analysis
  • 18.5. Penetration-Growth (P-G) Matrix
  • 18.6. Cloud Gaming Market for Avid Gamers: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 18.7. Cloud Gaming Market for Casual Gamers: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 18.8. Cloud Gaming Market for Hard-Core Gamers: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 18.9. Cloud Gaming Market for Lifestyle Gamers: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 18.10. Data Triangulation and Validation

19. MARKET OPPORTUNITIES BASED ON COMPANY SIZE

  • 19.1. Chapter Overview
  • 19.2. Key Assumptions and Methodology
  • 19.3. Revenue Shift Analysis
  • 19.4. Market Movement Analysis
  • 19.5. Penetration-Growth (P-G) Matrix
  • 19.6. Cloud Gaming Market for Large Enterprises: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 19.7. Cloud Gaming Market for Small and Medium Enterprises: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 19.8. Data Triangulation and Validation

20. MARKET OPPORTUNITIES CLOUD GAMING MARKET IN NORTH AMERICA

  • 20.1. Chapter Overview
  • 20.2. Key Assumptions and Methodology
  • 20.3. Revenue Shift Analysis
  • 20.4. Market Movement Analysis
  • 20.5. Penetration-Growth (P-G) Matrix
  • 20.6. Cloud Gaming Market in North America: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.1. Cloud Gaming Market in the US: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.2. Cloud Gaming Market in Canada: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.3. Cloud Gaming Market in Mexico: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.4. Cloud Gaming Market in Other North American Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 20.7. Data Triangulation and Validation

21. MARKET OPPORTUNITIES FOR CLOUD GAMING MARKET IN EUROPE

  • 21.1. Chapter Overview
  • 21.2. Key Assumptions and Methodology
  • 21.3. Revenue Shift Analysis
  • 21.4. Market Movement Analysis
  • 21.5. Penetration-Growth (P-G) Matrix
  • 21.6. Cloud Gaming Market in Europe: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.1. Cloud Gaming Market in Austria: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.2. Cloud Gaming Market in Belgium: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.3. Cloud Gaming Market in Denmark: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.4. Cloud Gaming Market in France: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.5. Cloud Gaming Market in Germany: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.6. Cloud Gaming Market in Ireland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.7. Cloud Gaming Market in Italy: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.8. Cloud Gaming Market in Netherlands: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.9. Cloud Gaming Market in Norway: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.10. Cloud Gaming Market in Russia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.11. Cloud Gaming Market in Spain: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.12. Cloud Gaming Market in Sweden: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.13. Cloud Gaming Market in Switzerland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.14. Cloud Gaming Market in the UK: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 21.6.15. Cloud Gaming Market in Other European Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 21.7. Data Triangulation and Validation

22. MARKET OPPORTUNITIES FOR CLOUD GAMING MARKET IN ASIA

  • 22.1. Chapter Overview
  • 22.2. Key Assumptions and Methodology
  • 22.3. Revenue Shift Analysis
  • 22.4. Market Movement Analysis
  • 22.5. Penetration-Growth (P-G) Matrix
  • 22.6. Cloud Gaming Market in Asia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.1. Cloud Gaming Market in China: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.2. Cloud Gaming Market in India: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.3. Cloud Gaming Market in Japan: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.4. Cloud Gaming Market in Singapore: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.5. Cloud Gaming Market in South Korea: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.6. Cloud Gaming Market in Other Asian Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 22.7. Data Triangulation and Validation

23. MARKET OPPORTUNITIES FOR CLOUD GAMING MARKET IN MIDDLE EAST AND NORTH AFRICA (MENA)

  • 23.1. Chapter Overview
  • 23.2. Key Assumptions and Methodology
  • 23.3. Revenue Shift Analysis
  • 23.4. Market Movement Analysis
  • 23.5. Penetration-Growth (P-G) Matrix
  • 23.6. Cloud Gaming Market in Middle East and North Africa (MENA): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.1. Cloud Gaming Market in Egypt: Historical Trends (Since 2019) and Forecasted Estimates (Till 205)
    • 23.6.2. Cloud Gaming Market in Iran: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.3. Cloud Gaming Market in Iraq: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.4. Cloud Gaming Market in Israel: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.5. Cloud Gaming Market in Kuwait: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.6. Cloud Gaming Market in Saudi Arabia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.7. Cloud Gaming Market in United Arab Emirates (UAE): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 23.6.8. Cloud Gaming Market in Other MENA Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 23.7. Data Triangulation and Validation

24. MARKET OPPORTUNITIES FOR CLOUD GAMING MARKET IN LATIN AMERICA

  • 24.1. Chapter Overview
  • 24.2. Key Assumptions and Methodology
  • 24.3. Revenue Shift Analysis
  • 24.4. Market Movement Analysis
  • 24.5. Penetration-Growth (P-G) Matrix
  • 24.6. Cloud Gaming Market in Latin America: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 24.6.1. Cloud Gaming Market in Argentina: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 24.6.2. Cloud Gaming Market in Brazil: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 24.6.3. Cloud Gaming Market in Chile: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 24.6.4. Cloud Gaming Market in Colombia Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 24.6.5. Cloud Gaming Market in Venezuela: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 24.6.6. Cloud Gaming Market in Other Latin American Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 24.7. Data Triangulation and Validation

25. MARKET OPPORTUNITIES FOR CLOUD GAMING MARKET IN REST OF THE WORLD

  • 25.1. Chapter Overview
  • 25.2. Key Assumptions and Methodology
  • 25.3. Revenue Shift Analysis
  • 25.4. Market Movement Analysis
  • 25.5. Penetration-Growth (P-G) Matrix
  • 25.6. Cloud Gaming Market in Rest of the World: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 25.6.1. Cloud Gaming Market in Australia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 25.6.2. Cloud Gaming Market in New Zealand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 25.6.3. Cloud Gaming Market in Other Countries
  • 25.7. Data Triangulation and Validation

26. TABULATED DATA

27. LIST OF COMPANIES AND ORGANIZATIONS

28. CUSTOMIZATION OPPORTUNITIES

29. ROOTS SUBSCRIPTION SERVICES

30. AUTHOR DETAIL