Cloud gaming market report share is projected to reach USD 3.02 billion by 2024, at a CAGR of 59.0% during the forecast period.
The major driving factors considered are the commercialization of 5G, the rise in a number of gamers, and the upsurge of immersive and competitive gaming on mobile. An increase in the number of internet users is also expected to drive cloud gaming growth during the forecast period.
The major players in the cloud gaming market are NVIDIA (US), Intel (US), Google (US), Microsoft (US), Amazon (US), Advanced Micro Devices (US), Sony (Japan), IBM (US), Tencent (China), and Alibaba (China).
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Cloud Gaming Market Report Scope:
Report Attributes | Details |
Estimated Market Size | USD 306 Million |
Project Market Size | USD 3107 Million |
Growth Rate | 59.0% |
Base Year Considered | 2018 |
Historical Data Available for Years | 2017–2024 |
Forecast Period | 2019–2024 |
Segments Covered |
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Region Covered |
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Market Leaders |
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Top Companies in North America |
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Key Market Driver | Commercialization of 5G |
Key Market Opportunity | Upsurge of immersive and competitive gaming on mobile |
Largest Growing Region | Asia Pacific |
Largest Market Share Segment | Game Platform Services Segment |
Highest CAGR Segment | Smartphones Segment |
Fastest Growth Market | Video Streaming |
Cloud Gaming Market and Top Solutions
- Video Streaming − This solution renders all graphics, compresses resulting videos and streams them to clients in the cloud on remote CPUs/GPUs. The video is streamed to the user and decoded locally. This approach demands more bandwidth and processing time but can utilize higher-powered GPUs than local devices. Both cloud gaming and live media streaming involve the compression of the incoming video and its distribution to end users. In both cases, the user has access to a small set of most recent video frames without having any access to future frames prior to their production.
- File Streaming − File streaming is an approach that enables the downloading of game content in the form of bits. The actual game is carried out on the user’s gaming device. A small part of the game, less than 5% of the total game size, is downloaded initially so that gamers can start playing. The rest of the game content is downloaded while playing. This solution uses advanced mechanisms of progressive downloading, data compression, and prediction algorithms to provide steady motions and smooth visuals.
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