Thursday, December 8, 2022

Cloud Gaming Market Size, Future Growth Opportunities, Market Value and Forecast

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).

Download PDF Brochure:

https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=62740366

Cloud Gaming Market Report Scope:

Report Attributes

Details

Estimated Market Size

USD 306 Million

Project Market SizeUSD 3107 Million
Growth Rate59.0%
Base Year Considered2018
Historical Data Available for Years2017–2024

Forecast Period

2019–2024

Segments Covered

  • By Offering, 
  • By Devices,
  • By Solution Type, 
  • By Gamer Type

Region Covered

  • APAC,
  • Europe,
  • North America,
  • RoW
Market Leaders
  • Tencent (China),
  • Alibaba (China),
  • Jump Gaming (US),
  • Blade (US),
  • Paperspace (US),
  • Vortex (Poland),
  • Playgiga (Spain),
  • Activision (US),
  • Ubitus (Taiwan),
  • Playkey (US),
  • Loudplay (Russia),
  • Electronic Arts (US),
  • Hatch (Finland),
  • Blacknut (France)
Top Companies in North America
  • NVIDIA (US),
  • Intel (US),
  • Google (US),
  • Microsoft (US),
  • Amazon (US),
  • Advanced Micro Devices (US),
  • Sony (Japan),
  • IBM (US)
Key Market DriverCommercialization of 5G
Key Market OpportunityUpsurge of immersive and competitive gaming on mobile
Largest Growing RegionAsia Pacific
Largest Market Share SegmentGame Platform Services Segment
Highest CAGR SegmentSmartphones Segment
Fastest Growth MarketVideo 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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