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Cloud Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

Market Overview:

The global cloud gaming market reached a value of US$ 585 Million in 2020. Looking forward, IMARC Group expects the market to grow at a CAGR of 55.5% during 2021-2026. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.

Cloud gaming, also known as gaming on demand, is a form of web gaming that allows direct streaming of games onto the user’s personal computer (PC), mobile device or console. This is achieved by establishing a remote connection with a third-party organization that has the software of the game stored in their server. It enables users to play games online without having to download or purchase the actual software. Cloud gaming also provides an integrated gaming experience on smart devices that allows the user to view another user’s game through live video streaming. It aims to offer smooth and direct game-playing experience to the end users across various devices.

Increasing mobile gaming audience and digitalization in gaming technology are two of the key factors driving the market growth. Furthermore, constant update and maintenance of a backup are some of the benefits provided by cloud gaming. This eliminates the need for keeping physical copies of software and minimizes the overall gaming cost. Moreover, cloud gaming also offers a reduction of data storage and ease of accessibility to the users. All these factors have contributed to the overall popularity of cloud gaming. Additionally, improving network connectivity, availability of instant play games, and download- and installation-free gameplays on almost all operating systems and devices such as Android, Linux, Mac, iOS and Chrome OS are also catalyzing the market growth.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global cloud gaming market report, along with forecasts for growth at the global and regional level from 2021-2026. Our report has categorized the market based on devices type, genre, technology and gamers.

Breakup by Devices Type:

  • Smartphones 
  • Smart TVs
  • Consoles
  • Tablets
  • PCs
     

Breakup by Genre:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others
     

Breakup by Technology:

Breakup by Gamers:

  • Hardcore Gamers
  • Casual Gamers
     

Breakup by Region:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America
     

Competitive Landscape:

The report has also analysed the competitive landscape of the market with some of the key players being Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly, CiiNow, Inc., etc.

Report Coverage:

Report Features Details
Base Year of the Analysis 2020
Historical Period 2015-2020
Forecast Period 2021-2026
Units US$ Million
Segment Coverage Devices Type, Genre, Technology, Gamers, Region
Region Covered  Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Companies Covered Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly and CiiNow, Inc.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 2299
Five User License: US$ 3399
Corporate License: US$ 4499
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

1   Preface
2   Scope and Methodology

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3   Executive Summary
4   Introduction

    4.1    Overview
    4.2    Key Industry Trends
5   Global Cloud Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Breakup by Devices Type
    5.5    Market Breakup by Genre
    5.6    Market Breakup by Technology
    5.7    Market Breakup by Gamers
    5.8    Market Breakup by Region
    5.9    Market Forecast
6   Market Breakup by Devices Type
    6.1    Smartphones
        6.1.1    Market Trends
        6.1.2    Market Forecast
    6.2    Smart TVs
        6.2.1    Market Trends
        6.2.2    Market Forecast
    6.3    Consoles
        6.3.1    Market Trends
        6.3.2    Market Forecast
    6.4    Tablets
        6.4.1    Market Trends
        6.4.2    Market Forecast
    6.5    PCs
        6.5.1    Market Trends
        6.5.2    Market Forecast
7   Market Breakup by Genre
    7.1    Adventure/Role Playing Games 
        7.1.1    Market Trends
        7.1.2    Market Forecast
    7.2    Puzzles
        7.2.1    Market Trends
        7.2.2    Market Forecast
    7.3    Social Games
        7.3.1    Market Trends
        7.3.2    Market Forecast
    7.4    Strategy
        7.4.1    Market Trends
        7.4.2    Market Forecast
    7.5    Simulation
        7.5.1    Market Trends
        7.5.2    Market Forecast
    7.6    Others
        7.6.1    Market Trends
        7.6.2    Market Forecast
8   Market Breakup by Technology
    8.1    Video Streaming
        8.1.1    Market Trends
        8.1.2    Market Forecast
    8.2    File Streaming
        8.2.1    Market Trends
        8.2.2    Market Forecast
9   Market Breakup by Gamers
    9.1    Hardcore Gamers
        9.1.1    Market Trends
        9.1.2    Market Forecast
    9.2    Casual Gamers
        9.2.1    Market Trends
        9.2.2    Market Forecast
10  Market Breakup by Region
    10.1    North America
        10.1.1    Market Trends
        10.1.2    Market Forecast
    10.2    Europe
        10.2.1    Market Trends
        10.2.2    Market Forecast
    10.3    Asia Pacific
        10.3.1    Market Trends
        10.3.2    Market Forecast
    10.4    Middle East and Africa
        10.4.1    Market Trends
        10.4.2    Market Forecast
    10.5    Latin America
        10.5.1    Market Trends
        10.5.2    Market Forecast
11  SWOT Analysis
    11.1    Overview
    11.2    Strengths
    11.3    Weaknesses
    11.4    Opportunities
    11.5    Threats
12  Value Chain Analysis
13  Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14  Price Analysis
15  Competitive Landscape

    15.1    Market Structure
    15.2    Key Players
    15.3    Profiles of Key Players
        15.3.1    Utomik B.V.
        15.3.2    Nvidia Corporation
        15.3.3    Numecent Holdings Ltd.
        15.3.4    RemoteMyApp SP ZOO (Vortex)
        15.3.5    Parsec Cloud Inc.
        15.3.6    Paperspace
        15.3.7    LiquidSky Software Inc.
        15.3.8    Simplay Gaming Ltd.
        15.3.9     Ubitus Inc.
        15.3.10     Microsoft Corporation
        15.3.11     Sony
        15.3.12     Amazon web services
        15.3.13     Google
        15.3.14     IBM Corporation
        15.3.15     Samsung electronics
        15.3.16     GameFly 
        15.3.17     CiiNow, Inc.


List of Figures

Figure 1: Global: Cloud Gaming Market: Major Drivers and Challenges
Figure 2: Global: Cloud Gaming Market: Sales Value (in Million US$), 2015-2020
Figure 3: Global: Cloud Gaming Market: Breakup by Devices Type (in %), 2020
Figure 4: Global: Cloud Gaming Market: Breakup by Genre (in %), 2020
Figure 5: Global: Cloud Gaming Market: Breakup by Technology (in %), 2020
Figure 6: Global: Cloud Gaming Market: Breakup by Gamers (in %), 2020
Figure 7: Global: Cloud Gaming Market: Breakup by Region (in %), 2020
Figure 8: Global: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 9: Global: Cloud Gaming Industry: SWOT Analysis
Figure 10: Global: Cloud Gaming Industry: Value Chain Analysis
Figure 11:Global: Cloud Gaming Industry: Porter’s Five Forces Analysis
Figure 12: Global: Cloud Gaming (Smartphones) Market: Sales Value (in Million US$), 2015 & 2020
Figure 13: Global: Cloud Gaming (Smartphones) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 14: Global: Cloud Gaming (Smart TVs) Market: Sales Value (in Million US$), 2015 & 2020
Figure 15: Global: Cloud Gaming (Smart TVs) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 16: Global: Cloud Gaming (Consoles) Market: Sales Value (in Million US$), 2015 & 2020
Figure 17: Global: Cloud Gaming (Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 18: Global: Cloud Gaming (Tablets) Market: Sales Value (in Million US$), 2015 & 2020
Figure 19: Global: Cloud Gaming (Tablets) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 20: Global: Cloud Gaming (PCs) Market: Sales Value (in Million US$), 2015 & 2020
Figure 21: Global: Cloud Gaming (PCs) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 22: Global: Cloud Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million US$), 2015 & 2020
Figure 23: Global: Cloud Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 24: Global: Cloud Gaming (Puzzles) Market: Sales Value (in Million US$), 2015 & 2020
Figure 25: Global: Cloud Gaming (Puzzles) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 26: Global: Cloud Gaming (Social Games) Market: Sales Value (in Million US$), 2015 & 2020
Figure 27: Global: Cloud Gaming (Social Games) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 28: Global: Cloud Gaming (Strategy) Market: Sales Value (in Million US$), 2015 & 2020
Figure 29: Global: Cloud Gaming (Strategy) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 30: Global: Cloud Gaming (Simulation) Market: Sales Value (in Million US$), 2015 & 2020
Figure 31: Global: Cloud Gaming (Simulation) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 32: Global: Cloud Gaming (Other Genre Types) Market: Sales Value (in Million US$), 2015 & 2020
Figure 33: Global: Cloud Gaming (Other Genre Types) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 34: Global: Cloud Gaming (Video Streaming) Market: Sales Value (in Million US$), 2015 & 2020
Figure 35: Global: Cloud Gaming (Video Streaming) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 36: Global: Cloud Gaming (File Streaming) Market: Sales Value (in Million US$), 2015 & 2020
Figure 37: Global: Cloud Gaming (File Streaming) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 38: Global: Cloud Gaming (Hardcore Gamers) Market: Sales Value (in Million US$), 2015 & 2020
Figure 39: Global: Cloud Gaming (Hardcore Gamers) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 40: Global: Cloud Gaming (Casual Gamers) Market: Sales Value (in Million US$), 2015 & 2020
Figure 41: Global: Cloud Gaming (Casual Gamers) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 42: North America: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 43: North America: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 44: Europe: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 45: Europe: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 46: Asia Pacific: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 47: Asia Pacific: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 48: Middle East and Africa: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 49: Middle East and Africa: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 50: Latin America: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 51: Latin America: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026


List of Tables

Table 1: Global: Cloud Gaming Market: Key Industry Highlights, 2020 and 2026
Table 2: Global: Cloud Gaming Market Forecast: Breakup by Devices Type (in Million US$), 2021-2026
Table 3: Global: Cloud Gaming Market Forecast: Breakup by Genre (in Million US$), 2021-2026
Table 4: Global: Cloud Gaming Market Forecast: Breakup by Technology (in Million US$), 2021-2026
Table 5: Global: Cloud Gaming Market Forecast: Breakup by Gamers (in Million US$), 2021-2026
Table 6: Global: Cloud Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
Table 7: Global: Cloud Gaming Market Structure
Table 8: Global: Cloud Gaming Market: Key Players

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Key Question Answered in this Report

The global cloud gaming market was valued at US$ 585 Million in 2020.

We expect the global cloud gaming market to exhibit a CAGR of 55.5% during 2021-2026.

Increasing mobile gaming audience, improving network connectivity, and rapid digitalization of gaming technology represent some of the factors catalyzing the global cloud gaming market.

Sudden outbreak of the COVID-19 pandemic has led to the increase in the utilization of cloud gaming technology, due to the implementation of stringent lockdown regulations across several nations, there is a growing consumer inclination towards online gaming platforms.

On a regional level, the market has been classified into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America, where North America currently dominates the global market.

Some of the major players in the global cloud gaming market include Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly, CiiNow, Inc., etc.

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