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市場調查報告書
商品編碼
1687536

雲端遊戲市場規模、佔有率、按設備、類型、玩家類型、產品、部署、遊戲系統和地區分類的成長分析 - 2025 年至 2032 年產業預測

Cloud Gaming Market Size, Share, and Growth Analysis, By Device (Smartphones, Gaming Consoles), By Type (Video Streaming, File Streaming), By Gamer Type, By Offering, By Deployment, By Gaming System, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2023 年雲端遊戲市場規模將達到 10.5 億美元,從 2024 年的 15.4 億美元成長到 2032 年的 322.4 億美元,預測期內(2025-2032 年)的複合年成長率為 46.3%。

雲端遊戲讓您無需專用硬體即可享受遊戲,無需頻繁升級硬體,徹底改變了遊戲環境。這一趨勢正受到全球關注,因為它增強了遊戲體驗並促進了無縫的行動遊戲。該技術能夠傳輸文件,使公司能夠以更少的網路要求提供流暢的遊戲,同時讓玩家不間斷地存取他們的個人化庫和帳戶。市場成長的動力來自於跨平台遊戲的增加、網路使用的增強以及 5G 等網路進步。隨著 Facebook 和 Instagram 等平台採用雲端遊戲,社群媒體遊戲的興起將進一步推動這一市場的發展,創造新的參與機會並鼓勵公司投資創新的雲端遊戲開發。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

雲端遊戲市場規模(依設備分類)及複合年成長率(2025-2032)

  • 市場概覽
  • 智慧型手機
  • 遊戲機
  • 個人電腦和筆記型電腦
  • 藥片
  • 頭戴式顯示器
  • 智慧電視

雲端遊戲市場規模(按類型及複合年成長率) (2025-2032)

  • 市場概覽
  • 視訊串流
  • 文件流

雲端遊戲市場規模(按玩家類型和複合年成長率) (2025-2032)

  • 市場概覽
  • 休閒玩家
  • 狂熱遊戲玩家
  • 生活方式玩家
  • 重度核心玩家

雲端遊戲市場規模(按產品類型和複合年成長率) (2025-2032)

  • 市場概覽
  • 基礎設施
  • 遊戲平台服務
  • 計算
  • 記憶
  • 貯存
  • 內容服務
  • 個人電腦服務

雲端遊戲市場規模(按部署類型和複合年成長率) (2025-2032)

  • 市場概覽
  • 公共雲端
  • 混合雲端
  • 私有雲端

雲端遊戲市場規模(依遊戲系統分類)及複合年成長率(2025-2032)

  • 市場概覽
  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam 的家庭串流功能
  • 遠端暢玩
  • 其他

雲端遊戲市場規模(按地區分類)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Microsoft Corporation(USA)
  • Sony Group Corporation(Japan)
  • NVIDIA Corporation(USA)
  • Google LLC(USA)
  • Amazon.com, Inc.(USA)
  • Tencent Holdings Ltd.(China)
  • Electronic Arts Inc.(USA)
  • Ubisoft Entertainment SA(France)
  • Nintendo Co., Ltd.(Japan)
  • Square Enix Holdings Co., Ltd.(Japan)
  • Bandai Namco Holdings Inc.(Japan)
  • NetEase, Inc.(China)
  • Cloudflare, Inc.(USA)
  • Hatch Entertainment Ltd.(Finland)
  • Blade Group(France)
  • LiquidSky Software, Inc.(USA)
  • Shadow(France)

結論和建議

簡介目錄
Product Code: SQMIG45A2059

Cloud Gaming Market size was valued at USD 1.05 billion in 2023 and is poised to grow from USD 1.54 billion in 2024 to USD 32.24 billion by 2032, growing at a CAGR of 46.3% during the forecast period (2025-2032).

Cloud gaming is revolutionizing the gaming landscape by allowing players to enjoy games without the need for specialized hardware, thus eliminating frequent hardware upgrades. This trend is gaining traction globally as it enhances gaming experiences and facilitates seamless mobile gameplay. The technology's ability to stream files enables companies to provide fluid gaming with lower internet requirements while offering players personalized libraries and uninterrupted access to their accounts. Market growth is being propelled by increased cross-platform gaming, enhanced internet usage, and network advancements like 5G, which reduce latency and improve bandwidth. The rise of social media gaming further fuels this market, as platforms like Facebook and Instagram embrace cloud gaming, creating new engagement opportunities and encouraging companies to invest in innovative cloud game development.

Top-down and bottom-up approaches were used to estimate and validate the size of the Cloud Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Cloud Gaming Market Segments Analysis

Global Cloud Gaming Market is segmented by Device, Type, Gamer Type, Offering, Deployment, Gaming System and region. Based on Device, the market is segmented into Smartphones, Gaming Consoles, PC & Laptops, Tablets, Head-mounted Displays and Smart TVs. Based on Type, the market is segmented intovideo streamingand File Streaming. Based on Gamer Type, the market is segmented into Casual Gamers, Avid Gamers, Lifestyle Gamers and Hardcore Gamers. Based on Offering, the market is segmented into Infrastructure, Gaming Platform Service, Compute, Memory, Storage, Content Service and PC Service. Based on Deployment, the market is segmented into Public Cloud, Hybrid Cloud and Private Cloud. Based on Gaming System, the market is segmented into G-Cluster, PlayStation, Stream My Game, Steam in Home Streaming, Remote Play and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Cloud Gaming Market

The Cloud Gaming market is propelled by efforts from industry players to overcome technological hurdles and reduce costs to appeal to a broader spectrum of gamers globally. A key requirement for delivering an immersive gaming experience is low latency, which is significantly enhanced by the capabilities of 5G technology. The advent of 5G is transforming cloud gaming, allowing providers to offer superior experiences. For instance, a Wipro white paper from October 2020 highlighted that numerous companies are investing in the transition to 5G to enhance gameplay. Consequently, the low latency advantages provided by 5G are expected to further stimulate market growth.

Restraints in the Cloud Gaming Market

The cloud gaming market faces significant constraints primarily related to network requirements, as game streaming depends on low latency, high bitrate, and ample bandwidth. In certain regions, the cost of establishing such a robust internet connection can be prohibitively expensive, hindering accessibility for potential users. If gamers cannot meet these essential network requirements, they may experience latency and response time issues, negatively affecting their gaming experience. Nonetheless, the landscape is gradually improving; major telecom providers are rolling out high-speed internet, and leading companies like Microsoft and Google are investing in data server infrastructures, potentially alleviating these limitations in the future.

Market Trends of the Cloud Gaming Market

The Cloud Gaming market is poised for significant growth as digital engagement escalates with the proliferation of smartphones and enhanced connectivity infrastructures. By 2025, it is expected that 80% of the global population will own smartphones, driving game developers to focus on mobile platforms. Coupled with advancements in 5G technology, this trend will enable high-quality, low-latency gaming experiences, making cloud gaming more accessible and appealing. As of October 2020, 22 out of 106 service providers launched mobile cloud gaming services, reflecting a shift towards this innovative model. With approximately 2.4 billion mobile gamers worldwide, the industry's expansion seems inevitable, positioning cloud gaming as a pivotal segment in the entertainment landscape.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Cloud Gaming Market Size by Device & CAGR (2025-2032)

  • Market Overview
  • Smartphones
  • Gaming Consoles
  • PC & Laptops
  • Tablets
  • Head-mounted Displays
  • Smart TVs

Global Cloud Gaming Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Video Streaming
  • File Streaming

Global Cloud Gaming Market Size by Gamer Type & CAGR (2025-2032)

  • Market Overview
  • Casual Gamers
  • Avid Gamers
  • Lifestyle Gamers
  • Hardcore Gamers

Global Cloud Gaming Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Infrastructure
  • Gaming Platform Service
  • Compute
  • Memory
  • Storage
  • Content Service
  • PC Service

Global Cloud Gaming Market Size by Deployment & CAGR (2025-2032)

  • Market Overview
  • Public Cloud
  • Hybrid Cloud
  • Private Cloud

Global Cloud Gaming Market Size by Gaming System & CAGR (2025-2032)

  • Market Overview
  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam in Home Streaming
  • Remote Play
  • Others

Global Cloud Gaming Market Size & CAGR (2025-2032)

  • North America (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • US
    • Canada
  • Europe (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Amazon.com, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Holdings Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft Entertainment SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix Holdings Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Holdings Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase, Inc. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cloudflare, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hatch Entertainment Ltd. (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Blade Group (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiquidSky Software, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Shadow (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations