Global Information
회사소개 | 문의 | 비교리스트

세계의 클라우드 게임 시장 : 종류별, 제공별, 디바이스 종류별, 전개 방식별, 게임 시스템별, 지역별 예측과 기회(2025년)

Global Cloud Gaming Market By Type, By Offering, By Type of Device, By Deployment Mode, By Gaming System, By End Users, By Region, Forecast & Opportunities, 2025

리서치사 TechSci Research
발행일 2020년 05월 상품 코드 935727
페이지 정보 영문 114 Pages
가격
US $ 4,450 ₩ 5,101,000 Unprintable PDF and Excel (Single User License)
US $ 5,450 ₩ 6,248,000 PDF and Excel (Multi-User License)
US $ 9,450 ₩ 10,834,000 PDF and Excel (Custom Research License)

TechSci Research 보고서는 10% Customization 서비스가 포함되어 있습니다. 보고서에 포함돼 있지 않은 리서치 데이터와 시장 동향을 추가적으로 요청할 수 있습니다. 자세한 사항은 문의하여 주시기 바랍니다.



세계의 클라우드 게임 시장 : 종류별, 제공별, 디바이스 종류별, 전개 방식별, 게임 시스템별, 지역별 예측과 기회(2025년) Global Cloud Gaming Market By Type, By Offering, By Type of Device, By Deployment Mode, By Gaming System, By End Users, By Region, Forecast & Opportunities, 2025
발행일 : 2020년 05월 페이지 정보 : 영문 114 Pages

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 클라우드 게임(Cloud Gaming) 시장을 조사했으며, 각 지역 시장 전망, 시장 역학, 주요 동향, 경쟁 상황 등의 정보를 제공하고, 전략적 제안을 제시하고 있습니다.

목차

제1장 제품 개요

제2장 조사 방법

제3장 COVID-19가 세계의 클라우드 게임 시장에 미치는 영향

제4장 주요 요약

제5장 고객의 소리

  • 브랜드 인지도
  • 벤더 만족도 분석
  • 미충족 요구/과제

제6장 세계의 클라우드 게임 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
    • 종류별(비디오 스트리밍, 파일 스트리밍)
    • 제공별(인프라(컴퓨터, 메모리, 스토리지), 게임 플랫폼 서비스(컨텐츠 서비스, PC서비스))
    • 디바이스 종류별(스마트폰, 태블릿, 게임 콘솔, PC, 랩톱, 스마트 TV, 헤드 마운트 디스플레이, 기타)
    • 전개 방식별(퍼블릭 클라우드, 하이브리드 클라우드, 프라이빗 클라우드)
    • 게임 시스템별(G-Cluster, PlayStation, Steam my game, steam in home streaming, Remote Play, 기타)
    • 최종사용자별(캐주얼 게이머, 애비드 게이머, 하드코어 게이머)
    • 기업별(2019년)
    • 지역별
  • 제품 시장 맵

제7장 아시아태평양의 클라우드 게임 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
    • 종류별
    • 제공별
    • 디바이스 종류별
    • 전개 방식별
    • 최종사용자별
    • 국가별
  • 아시아태평양 : 국가별 분석
    • 중국의 클라우드 게임 시장 전망
    • 인도의 클라우드 게임 시장 전망
    • 호주의 클라우드 게임 시장 전망
    • 일본의 클라우드 게임 시장 전망
    • 한국의 클라우드 게임 시장 전망

제8장 유럽의 클라우드 게임 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
    • 종류별
    • 제공별
    • 디바이스 종류별
    • 전개 방식별
    • 최종사용자별
    • 국가별
  • 유럽 : 국가별 분석
    • 프랑스의 클라우드 게임 시장 전망
    • 독일의 클라우드 게임 시장 전망
    • 영국의 클라우드 게임 시장 전망
    • 이탈리아의 클라우드 게임 시장 전망
    • 스페인의 클라우드 게임 시장 전망

제9장 북미의 클라우드 게임 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
    • 종류별
    • 제공별
    • 디바이스 종류별
    • 전개 방식별
    • 최종사용자별
    • 국가별
  • 북미 : 국가별 분석
    • 미국의 클라우드 게임 시장 전망
    • 멕시코의 클라우드 게임 시장 전망
    • 캐나다의 클라우드 게임 시장 전망

제10장 남미의 클라우드 게임 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
    • 종류별
    • 제공별
    • 디바이스 종류별
    • 전개 방식별
    • 최종사용자별
    • 국가별
  • 남미 : 국가별 분석
    • 브라질의 클라우드 게임 시장 전망
    • 아르헨티나의 클라우드 게임 시장 전망
    • 콜롬비아의 클라우드 게임 시장 전망

제11장 중동 및 아프리카의 클라우드 게임 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
    • 종류별
    • 제공별
    • 디바이스 종류별
    • 전개 방식별
    • 최종사용자별
    • 국가별
  • 중동 및 아프리카 : 국가별 분석
    • 남아프리카공화국의 클라우드 게임 시장 전망
    • 사우디아라비아의 클라우드 게임 시장 전망
    • UAE의 클라우드 게임 시장 전망
    • 쿠웨이트의 클라우드 게임 시장 전망

제12장 시장 역학

  • 성장 촉진요인
  • 과제

제13장 시장 동향

제14장 경쟁 상황

  • Nvidia Corporation
  • Intel Corporation
  • Google LLC
  • Microsoft Corporation
  • Amazon
  • Advanced Micro Devices, Inc.
  • Sony Corporation
  • IBM Corporation
  • Tencent Holdings Ltd
  • Alibaba Group Holding Limited
  • Jump Gaming
  • Paperspace
  • Vortex
  • Playgiga
  • Activision Publishing, Inc.
  • Playkey
  • Loudplay
  • Electronic Arts Inc.
  • Blacknut
  • Hatch

제15장 전략적 제안

제16장 면책사항

KSM 20.06.03

Global cloud gaming market is expected to grow at a robust rate during the forecast period. The global cloud gaming market is driven by the increasing smartphone proliferation and internet penetration. Additionally, advancements in cloud computing, GPU as a service, OTT gaming services, among others are further anticipated to propel the market during forecast period. Furthermore, increasing spending by the governments in different countries especially in developing economies for the development of 5G infrastructure is expected to foster the growth of market through 2025.

The global cloud gaming market can be segmented based on type, offering, type of device, deployment mode, gaming system, end users, company and region. Based on type, the market can be bifurcated into video streaming and file streaming. The video streaming segment is expected to dominate the market during forecast years since it allows users to play games anywhere and, on any platform, if they are connected to internet. Based on type of device, the market can be fragmented into smartphones, tablets, gaming consoles, PCs & laptops, smart TVs, head mounted displays and others. The smartphones segment is expected to dominate the market on account of its cost effectiveness.

Regionally, the cloud gaming market has been segmented into Asia-Pacific, North America, South America, Europe, and Middle East & Africa. Among these, North America is expected to dominate the market during forecast period. This can be attributed to the early adoption and advancements in technologies in the region.

Major players operating in the global cloud gaming market include Nvidia Corporation, Intel Corporation, Google LLC, Microsoft Corporation, Amazon, Advanced Micro Devices, Inc., Sony Corporation, IBM Corporation, Tencent Holdings Ltd, Alibaba Group Holding Limited, Jump Gaming, Paperspace, Vortex, Playgiga, Activision Publishing, Inc., Playkey, Loudplay, Electronic Arts Inc., Blacknut, Hatch and others. The companies are developing advanced technologies and launching new services in order to stay competitive in the market. Other competitive strategies include mergers & acquisitions and new service developments.

Years considered for this report:

Historical Years: 2015-2018

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2021-2025

Objective of the Study:

  • To analyze and forecast the market size of global cloud gaming market.
  • To classify and forecast global cloud gaming market based on type, offering, type of device, deployment mode, gaming system, end users, company and regional distribution.
  • To identify drivers and challenges for global cloud gaming market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global cloud gaming market.
  • To identify and analyze the profile of leading players operating in global cloud gaming market.

TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of service providers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research could include the service providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service providers, and presence of all major players across the globe.

TechSci Research calculated the market size of global cloud gaming market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience:

  • Cloud gaming service provider, vendors and other stakeholders
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to cloud gaming
  • Market research and consulting firms

The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, channel partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Report Scope:

In this report, global cloud gaming market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

  • Market, By Type:

Video Streaming

File Streaming

  • Market, By Offering:

Infrastructure

  • Compute
  • Memory
  • Storage

Game Platform Services

  • Content Services
  • PC Services
  • Market, By Type of Device:

Smartphones

Tablets

Gaming Consoles

PCs & Laptops

Smart TVs

Head Mounted Displays

Others

  • Market, By Deployment Mode:

Public Cloud

Hybrid Cloud

Private Cloud

  • Market, By Gaming System:

G-Cluster

PlayStation

Stream my game

Steam in home streaming

Remote Play

Others

  • Market, By End Users:

Casual Gamers

Avid Gamers

Hardcore Gamers

  • Market, By Region:

North America

  • United States
  • Canada
  • Mexico

Europe

  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain

Asia-Pacific

  • China
  • Japan
  • India
  • South Korea
  • Australia

Middle East & Africa

  • South Africa
  • Saudi Arabia
  • UAE
  • Kuwait

South America

  • Brazil
  • Argentina
  • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in global cloud gaming market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

2. Research Methodology

3. Impact of COVID-19 on Global Cloud Gaming Market

4. Executive Summary

5. Voice of Customer

  • 5.1. Brand Awareness (Aided/Unaided)
  • 5.2. Vendor Satisfaction Analysis
  • 5.3. Unmet Needs/Challenges

6. Global Cloud Gaming Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type (Video Streaming v/s File Streaming)
    • 6.2.2. By Offering (Infrastructure (Compute, Memory, Storage) v/s Game Platform Services (Content Services, PC Services))
    • 6.2.3. By Type of Device (Smartphones, Tablets, Gaming Consoles, PCs & Laptops

Smart TVs, Head Mounted Displays, Others)

    • 6.2.4. By Deployment Mode (Public Cloud, Hybrid Cloud, Private Cloud)
    • 6.2.5. By Gaming System (G-Cluster, PlayStation, Stream my game, steam in home streaming, Remote Play, Others)
    • 6.2.6. By End Users (Casual Gamers, Avid Gamers, Hardcore Gamers)
    • 6.2.7. By Company (2019)
    • 6.2.8. By Region
  • 6.3. Product Market Map

7. Asia-Pacific Cloud Gaming Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Offering
    • 7.2.3. By Type of Device
    • 7.2.4. By Deployment Mode
    • 7.2.5. By End Users
    • 7.2.6. By Country
  • 7.3. Asia-Pacific: Country Analysis
    • 7.3.1. China Cloud Gaming Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type
        • 7.3.1.2.2. By Type of Device
        • 7.3.1.2.3. By Deployment Mode
        • 7.3.1.2.4. By End Users
    • 7.3.2. India Cloud Gaming Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type
        • 7.3.2.2.2. By Type of Device
        • 7.3.2.2.3. By Deployment Mode
        • 7.3.2.2.4. By End Users
    • 7.3.3. Australia Cloud Gaming Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type
        • 7.3.3.2.2. By Type of Device
        • 7.3.3.2.3. By Deployment Mode
        • 7.3.3.2.4. By End Users
    • 7.3.4. Japan Cloud Gaming Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type
        • 7.3.4.2.2. By Type of Device
        • 7.3.4.2.3. By Deployment Mode
        • 7.3.4.2.4. By End Users
    • 7.3.5. South Korea Cloud Gaming Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type
        • 7.3.5.2.2. By Type of Device
        • 7.3.5.2.3. By Deployment Mode
        • 7.3.5.2.4. By End Users

8. Europe Cloud Gaming Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Offering
    • 8.2.3. By Type of Device
    • 8.2.4. By Deployment Mode
    • 8.2.5. By End Users
    • 8.2.6. By Country
  • 8.3. Europe: Country Analysis
    • 8.3.1. France Cloud Gaming Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Type of Device
        • 8.3.1.2.3. By Deployment Mode
        • 8.3.1.2.4. By End Users
    • 8.3.2. Germany Cloud Gaming Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Type of Device
        • 8.3.2.2.3. By Deployment Mode
        • 8.3.2.2.4. By End Users
    • 8.3.3. United Kingdom Cloud Gaming Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Type of Device
        • 8.3.3.2.3. By Deployment Mode
        • 8.3.3.2.4. By End Users
    • 8.3.4. Italy Cloud Gaming Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type
        • 8.3.4.2.2. By Type of Device
        • 8.3.4.2.3. By Deployment Mode
        • 8.3.4.2.4. By End Users
    • 8.3.5. Spain Cloud Gaming Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type
        • 8.3.5.2.2. By Type of Device
        • 8.3.5.2.3. By Deployment Mode
        • 8.3.5.2.4. By End Users

9. North America Cloud Gaming Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Offering
    • 9.2.3. By Type of Device
    • 9.2.4. By Deployment Mode
    • 9.2.5. By End Users
    • 9.2.6. By Country
  • 9.3. North America: Country Analysis
    • 9.3.1. United States Cloud Gaming Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Type of Device
        • 9.3.1.2.3. By Deployment Mode
        • 9.3.1.2.4. By End Users
    • 9.3.2. Mexico Cloud Gaming Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Type of Device
        • 9.3.2.2.3. By Deployment Mode
        • 9.3.2.2.4. By End Users
    • 9.3.3. Canada Cloud Gaming Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Type of Device
        • 9.3.3.2.3. By Deployment Mode
        • 9.3.3.2.4. By End Users

10. South America Cloud Gaming Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Offering
    • 10.2.3. By Type of Device
    • 10.2.4. By Deployment Mode
    • 10.2.5. By End Users
    • 10.2.6. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Cloud Gaming Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Type of Device
        • 10.3.1.2.3. By Deployment Mode
        • 10.3.1.2.4. By End Users
    • 10.3.2. Argentina Cloud Gaming Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Type of Device
        • 10.3.2.2.3. By Deployment Mode
        • 10.3.2.2.4. By End Users
    • 10.3.3. Colombia Cloud Gaming Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Type of Device
        • 10.3.3.2.3. By Deployment Mode
        • 10.3.3.2.4. By End Users

11. Middle East and Africa Cloud Gaming Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Type
    • 11.2.2. By Offering
    • 11.2.3. By Type of Device
    • 11.2.4. By Deployment Mode
    • 11.2.5. By End Users
    • 11.2.6. By Country
  • 11.3. MEA: Country Analysis
    • 11.3.1. South Africa Cloud Gaming Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Type
        • 11.3.1.2.2. By Type of Device
        • 11.3.1.2.3. By Deployment Mode
        • 11.3.1.2.4. By End Users
    • 11.3.2. Saudi Arabia Cloud Gaming Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Type
        • 11.3.2.2.2. By Type of Device
        • 11.3.2.2.3. By Deployment Mode
        • 11.3.2.2.4. By End Users
    • 11.3.3. UAE Cloud Gaming Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Type
        • 11.3.3.2.2. By Type of Device
        • 11.3.3.2.3. By Deployment Mode
        • 11.3.3.2.4. By End Users
    • 11.3.4. Kuwait Cloud Gaming Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Type
        • 11.3.4.2.2. By Type of Device
        • 11.3.4.2.3. By Deployment Mode
        • 11.3.4.2.4. By End Users

12. Market Dynamics

  • 12.1. Drivers
  • 12.2. Challenges

13. Market Trends & Developments

14. Competitive Landscape

  • 14.1. Nvidia Corporation
  • 14.2. Intel Corporation
  • 14.3. Google LLC
  • 14.4. Microsoft Corporation
  • 14.5. Amazon
  • 14.6. Advanced Micro Devices, Inc.
  • 14.7. Sony Corporation
  • 14.8. IBM Corporation
  • 14.9. Tencent Holdings Ltd
  • 14.10. Alibaba Group Holding Limited
  • 14.11. Jump Gaming
  • 14.12. Paperspace
  • 14.13. Vortex
  • 14.14. Playgiga
  • 14.15. Activision Publishing, Inc.
  • 14.16. Playkey
  • 14.17. Loudplay
  • 14.18. Electronic Arts Inc.
  • 14.19. Blacknut
  • 14.20. Hatch

15. Strategic Recommendations

16. About Us & Disclaimer

Back to Top
전화 문의
F A Q