Cloud Games Market Definition
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 splits. 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 United States Players 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 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 ApproachThe research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.
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