What is Cloud Games?
Recent advances in cloud technology have turned the idea of Cloud Gaming into reality. Cloud Gaming, in its simplest form, renders an interactive gaming application remotely in the cloud and streams the scenes as a video sequence back to the player over the Internet. This is an advantage for less powerful computational devices that are otherwise incapable of running high-quality games. With more than 2.5 billion gamers worldwide the opportunity and the impact may be considerable. Cloud gaming could eliminate the need for specialized consoles while allowing gamers to play any game from almost any device, it could enable game companies to develop richer experiences supporting far more players, it could drive telecoms, internet service providers, and content delivery networks to significantly expand their capabilities while stoking demand for 5G, and it could shift the balance of power across the video game industry, placing top cloud gaming providers at the hub of the distribution pipeline. Netflix introduced its streaming service in 2007 and in four years had exceeded 23 million subscribers over 280 percent growth, mostly in streaming, this will show the increasing popularity and demand for the cloud gaming market.
The market study is broken down and major geographies with country level break-up. According to AMA, the Global Cloud Games market is expected to see growth rate of 15.3%
The cloud gaming market is concentrated with few companies gaining the major market share. Companies, like Tencent, are partnering with other tech giants to build bigger and better cloud gaming services. Research Analyst at AMA estimates that Players from United States will contribute to the maximum growth of Global Cloud Games market throughout the predicted period.
NVIDIA (United States), Intel (United States), Google (United States), Microsoft (United States), Amazon (United States), Advanced Micro Devices (United States), Sony (Japan), IBM (United States), Tencent (China) and Alibaba (China) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Jump Gaming (United States), Blade (United States), Paperspace (United States), Vortex (Poland), Playgiga (Spain), Activision (United States), Ubitus (Taiwan), Playkey (United States), Loudplay (Russia), Electronic Arts (United States), Hatch (Finland) and Blacknut (France).
AdvanceMarketAnalytics has segmented the market of Global Cloud Games market by Type, Application and Region.
On the basis of geography, the market of Cloud Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America region held largest market share in the year 2018. Europe on the other hand stood as second largest market due to the presence of key companies into the region and high technological advancement. If we see Market by Device Type, the sub-segment i.e. Smartphones will boost the Cloud Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Offering, the sub-segment i.e. Infrastructure [Compute, Memory, Storage] will boost the Cloud Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Solution Type, the sub-segment i.e. Video Streaming will boost the Cloud Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Gamer Type, the sub-segment i.e. Casual Gamers will boost the Cloud Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Leaders and their expansionary development strategies
20th March 2019 Google launched its Stadia cloud gaming service at the Game Developers Conference (GDC) in San Francisco.
On 18th March 2019 - NVIDIA released a limited edition of GeForce NOW SDK, which is an open platform ready to support existing game store or in-game purchase system without taking a share of the user's profits.
- The upsurge in Immersive and Competitive Gaming on Mobile Devices
- Commercialization of 5G Technology
- The increasing adoption of smartphones all over the world
- Rise in Number of Gamers
- Increased Popularity of Cloud Gaming in Multiplayer Scenarios
- Greater Utilization of Cloud Gamification
- Multiplayer Cloud Gaming Server Allocation Issues
- Limited Awareness Regarding Cloud Gaming Platforms
- Fluctuating Internet Speed in Developing Countries
Key Target AudienceGovernment Regulatory Bodies, Private Research Organizations, Government Research Organization and Others
About ApproachDuring this study the evaluation and validation of the market size is done through various sources including primary and secondary analysis. AMA Research & Media follows industrial and regulatory standards such as NAICS/SIC/ICB/TRCB, to have the better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand companys positioning regarding market value, volume and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc. and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.
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