封面
市場調查報告書
商品編碼
1542554

全球雲端遊戲市場研究報告 - 2024 年至 2032 年產業分析、規模、佔有率、成長、趨勢和預測

Global Cloud Gaming Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2024 to 2032

出版日期: | 出版商: Value Market Research | 英文 164 Pages | 商品交期: 最快1-2個工作天內

價格

全球雲端遊戲市場需求預計將從2023年的21.9億美元達到2032年近666.2億美元的市場規模,2024-2032年研究期間的複合年成長率為46.17%。

雲端遊戲基本上是在資料中心的遠端伺服器上玩線上視訊遊戲。它在遠端伺服器上運行電動遊戲並將其直接傳輸到用戶的設備。它也稱為遊戲點播或遊戲即服務。它可用於不同的計算設備,包括智慧型手機和平板電腦、數位媒體播放器或專有的瘦客戶端設備。雲端遊戲的主要要求包括用於運行遊戲的資料中心和伺服器群,以及用於向用戶提供串流的低延遲高頻寬網路連線。它為用戶提供了多種遊戲的存取權限並降低了總體成本。

市場動態

推動雲端遊戲市場需求的關鍵因素是日益數位化的環境和智慧型手機使用的增加。系統的獨立運作模式以及與其他傳統遊戲機相比的成本效益正在促進雲端遊戲市場的成長。網路供應商正在投資行動遊戲,以透過高效能連線提供更好的體驗。備份的不斷更新和維護、資料儲存的減少以及用戶存取的便利性正在擴大該市場的成長。雲端遊戲網路的持續進步和隱私保護的增強預計將在預測期內推動該市場的發展。然而,較高的延遲和反應能力問題可能會阻礙該市場的成長。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具也對全球雲端遊戲市場的各個細分市場進行了包容性評估。雲端遊戲產業的成長和趨勢為本研究提供了整體方法。

市場區隔

雲端遊戲市場報告的這一部分提供了有關國家和地區級別細分市場的詳細資料,從而幫助策略師確定相應產品或服務的目標人口統計數據以及即將到來的機會。

按類型

  • 文件流
  • 視訊串流

按設備

  • 智慧型手機
  • 平板電腦
  • 遊戲機
  • 個人電腦和筆記型電腦
  • 智慧電視
  • 頭戴式顯示器

依玩家類型

  • 休閒遊戲玩家
  • 狂熱的遊戲玩家
  • 生活方式遊戲玩家

區域分析

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲雲端遊戲市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。雲端遊戲市場的主要參與者包括亞馬遜公司、蘋果、藝電、谷歌公司、英特爾公司、IBM公司、微軟公司、NVIDIA公司、索尼互動娛樂、優必達公司、騰訊控股有限公司本節包含競爭格局的整體視圖,包括各種策略發展,例如關鍵併購、未來能力、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第1章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:雲端遊戲 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按類型分類的市場吸引力分析
    • 按設備分類的市場吸引力分析
    • 按玩家類型分類的市場吸引力分析
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:全球雲端遊戲市場分析:按類型

  • 按類型概述
  • 按類型分析歷史和預測數據
  • 文件流
  • 視訊串流

第 6 章:全球雲端遊戲市場分析:按設備

  • 按設備概述
  • 按設備進行歷史和預測數據分析
  • 智慧型手機
  • 平板電腦
  • 遊戲機
  • 個人電腦和筆記型電腦
  • 智慧電視
  • 頭戴式顯示器

第 7 章:全球雲端遊戲市場分析:按玩家類型

  • 按玩家類型分類的概述
  • 按玩家類型進行歷史和預測資料分析
  • 休閒遊戲玩家
  • 狂熱的遊戲玩家
  • 生活方式遊戲玩家

第 8 章:全球雲端遊戲市場分析:依地理位置

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區按國家銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 東南亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲按國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 9 章:雲端遊戲公司的競爭格局

  • 雲端遊戲市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 10 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Amazon.Com Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Apple Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Electronic Arts Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Google LLC
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Intel Corporation
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • IBM Corporation
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Microsoft Corporation
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • NVIDIA Corporation
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Sony Interactive Entertainment
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Ubitus Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Tencent Holdings Ltd
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態

註 - 在公司概況中,財務詳細資料和最新進展視情況而定,或對私人公司而言可能不包括在內

Product Code: VMR11218484

The global demand for Cloud Gaming Market is presumed to reach the market size of nearly USD 66.62 Billion by 2032 from USD 2.19 Billion in 2023 with a CAGR of 46.17% under the study period 2024-2032.

Cloud gaming is basically playing online video games on remote servers in data centres. It runs video games on remote servers and streams them directly to a user's device. It is also known as gaming on demand or gaming-as-a-service. It can be used on different computing devices, including smartphones and tablets, digital media players or a proprietary thin client-like device. The main requirements for cloud gaming include data centres and server farms for running the games and high-bandwidth internet connections with low latency for delivering the streams to users. It provides users access to multiple games and reduces the overall cost.

MARKET DYNAMICS

The key factor driving the demand for the cloud gaming market is the increasingly digital environment and rising use of smartphones. The independent operation mode of the system and cost-effectiveness compared with other conventional gaming consoles are contributing to the growth of the cloud gaming market. Network providers are investing in mobile gaming to provide better experiences through high-performance connectivity. Constant update and maintenance of a backup, reduction of data storage and ease of accessibility to the users is expanding the growth of this market. Continuous advancement in cloud gaming networks and enhanced privacy are anticipated to boost the development of this market over the forecast period. However, higher latency and responsiveness Issues can hinder the growth of this market.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of Cloud Gaming. The growth and trends of Cloud Gaming industry provide a holistic approach to this study.

MARKET SEGMENTATION

This section of the Cloud Gaming market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Type

  • File Streaming
  • Video Streaming

By Device

  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs & Laptops
  • Smart TVs
  • Head-mounted Displays

By Gamer Type

  • Casual Gamers
  • Avid Gamers
  • Lifestyle Gamers

REGIONAL ANALYSIS

This section covers the regional outlook, which accentuates current and future demand for the Cloud Gaming market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Cloud Gaming market include Amazon.Com Inc., Apple Inc., Electronic Arts Inc., Google LLC, Intel Corporation, IBM Corporation, Microsoft Corporation, NVIDIA Corporation, Sony Interactive Entertainment, Ubitus Inc., Tencent Holdings Ltd. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Report Description
    • 1.1.1 Objective
    • 1.1.2 Target Audience
    • 1.1.3 Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1 Market Research Process
    • 1.3.2 Market Research Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3. CLOUD GAMING - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Type
    • 3.7.2 Market Attractiveness Analysis By Device
    • 3.7.3 Market Attractiveness Analysis By Gamer Type
    • 3.7.4 Market Attractiveness Analysis By Region

4. VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1 List of Raw Materials
    • 4.2.2 Raw Material Manufactures List
    • 4.2.3 Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1 Direct Marketing
    • 4.4.2 Indirect Marketing
    • 4.4.3 Marketing Channel Development Trend

5. GLOBAL CLOUD GAMING MARKET ANALYSIS BY TYPE

  • 5.1. Overview By Type
  • 5.2. Historical and Forecast Data Analysis By Type
  • 5.3. File Streaming Historic and Forecast Sales By Regions
  • 5.4. Video Streaming Historic and Forecast Sales By Regions

6. GLOBAL CLOUD GAMING MARKET ANALYSIS BY DEVICE

  • 6.1. Overview By Device
  • 6.2. Historical and Forecast Data Analysis By Device
  • 6.3. Smartphones Historic and Forecast Sales By Regions
  • 6.4. Tablets Historic and Forecast Sales By Regions
  • 6.5. Gaming Consoles Historic and Forecast Sales By Regions
  • 6.6. PCs & Laptops Historic and Forecast Sales By Regions
  • 6.7. Smart TVs Historic and Forecast Sales By Regions
  • 6.8. Head-mounted Displays Historic and Forecast Sales By Regions

7. GLOBAL CLOUD GAMING MARKET ANALYSIS BY GAMER TYPE

  • 7.1. Overview By Gamer Type
  • 7.2. Historical and Forecast Data Analysis By Gamer Type
  • 7.3. Casual Gamers Historic and Forecast Sales By Regions
  • 7.4. Avid Gamers Historic and Forecast Sales By Regions
  • 7.5. Lifestyle Gamers Historic and Forecast Sales By Regions

8. GLOBAL CLOUD GAMING MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.3.2 North America By Segment Sales Analysis
    • 8.3.3 North America By Country Sales Analysis
    • 8.3.4 United States Sales Analysis
    • 8.3.5 Canada Sales Analysis
    • 8.3.6 Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.4.2 Europe By Segment Sales Analysis
    • 8.4.3 Europe By Country Sales Analysis
    • 8.4.4 United Kingdom Sales Analysis
    • 8.4.5 France Sales Analysis
    • 8.4.6 Germany Sales Analysis
    • 8.4.7 Italy Sales Analysis
    • 8.4.8 Russia Sales Analysis
    • 8.4.9 Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.5.2 Asia Pacific By Segment Sales Analysis
    • 8.5.3 Asia Pacific By Country Sales Analysis
    • 8.5.4 China Sales Analysis
    • 8.5.5 India Sales Analysis
    • 8.5.6 Japan Sales Analysis
    • 8.5.7 South Korea Sales Analysis
    • 8.5.8 Australia Sales Analysis
    • 8.5.9 South East Asia Sales Analysis
    • 8.5.10 Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.6.2 Latin America By Segment Sales Analysis
    • 8.6.3 Latin America By Country Sales Analysis
    • 8.6.4 Brazil Sales Analysis
    • 8.6.5 Argentina Sales Analysis
    • 8.6.6 Peru Sales Analysis
    • 8.6.7 Chile Sales Analysis
    • 8.6.8 Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.7.2 Middle East & Africa By Segment Sales Analysis
    • 8.7.3 Middle East & Africa By Country Sales Analysis
    • 8.7.4 Saudi Arabia Sales Analysis
    • 8.7.5 UAE Sales Analysis
    • 8.7.6 Israel Sales Analysis
    • 8.7.7 South Africa Sales Analysis
    • 8.7.8 Rest Of Middle East And Africa Sales Analysis

9. COMPETITIVE LANDSCAPE OF THE CLOUD GAMING COMPANIES

  • 9.1. Cloud Gaming Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10. COMPANY PROFILES OF CLOUD GAMING INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. Amazon.Com Inc.
    • 10.3.1 Company Overview
    • 10.3.2 Company Revenue
    • 10.3.3 Products
    • 10.3.4 Recent Developments
  • 10.4. Apple Inc.
    • 10.4.1 Company Overview
    • 10.4.2 Company Revenue
    • 10.4.3 Products
    • 10.4.4 Recent Developments
  • 10.5. Electronic Arts Inc.
    • 10.5.1 Company Overview
    • 10.5.2 Company Revenue
    • 10.5.3 Products
    • 10.5.4 Recent Developments
  • 10.6. Google LLC
    • 10.6.1 Company Overview
    • 10.6.2 Company Revenue
    • 10.6.3 Products
    • 10.6.4 Recent Developments
  • 10.7. Intel Corporation
    • 10.7.1 Company Overview
    • 10.7.2 Company Revenue
    • 10.7.3 Products
    • 10.7.4 Recent Developments
  • 10.8. IBM Corporation
    • 10.8.1 Company Overview
    • 10.8.2 Company Revenue
    • 10.8.3 Products
    • 10.8.4 Recent Developments
  • 10.9. Microsoft Corporation
    • 10.9.1 Company Overview
    • 10.9.2 Company Revenue
    • 10.9.3 Products
    • 10.9.4 Recent Developments
  • 10.10. NVIDIA Corporation
    • 10.10.1 Company Overview
    • 10.10.2 Company Revenue
    • 10.10.3 Products
    • 10.10.4 Recent Developments
  • 10.11. Sony Interactive Entertainment
    • 10.11.1 Company Overview
    • 10.11.2 Company Revenue
    • 10.11.3 Products
    • 10.11.4 Recent Developments
  • 10.12. Ubitus Inc.
    • 10.12.1 Company Overview
    • 10.12.2 Company Revenue
    • 10.12.3 Products
    • 10.12.4 Recent Developments
  • 10.13. Tencent Holdings Ltd
    • 10.13.1 Company Overview
    • 10.13.2 Company Revenue
    • 10.13.3 Products
    • 10.13.4 Recent Developments

Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers: Impact Analysis
  • Restraints: Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • Analysis By Type (USD MN)
  • File Streaming Market Sales By Geography (USD MN)
  • Video Streaming Market Sales By Geography (USD MN)
  • Analysis By Device (USD MN)
  • Smartphones Market Sales By Geography (USD MN)
  • Tablets Market Sales By Geography (USD MN)
  • Gaming Consoles Market Sales By Geography (USD MN)
  • PCs & Laptops Market Sales By Geography (USD MN)
  • Smart TVs Market Sales By Geography (USD MN)
  • Head-mounted Displays Market Sales By Geography (USD MN)
  • Analysis By Gamer Type (USD MN)
  • Casual Gamers Market Sales By Geography (USD MN)
  • Avid Gamers Market Sales By Geography (USD MN)
  • Lifestyle Gamers Market Sales By Geography (USD MN)
  • Global Cloud Gaming Market Sales By Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United States Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate By Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Cloud Gaming Report
  • Market Research Process
  • Market Research Methodology
  • Global Cloud Gaming Market Size, By Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis By Type
  • Market Attractiveness Analysis By Device
  • Market Attractiveness Analysis By Gamer Type
  • Market Attractiveness Analysis By Region
  • Value Chain Analysis
  • Global Market Analysis By Type (USD MN)
  • File Streaming Market Sales By Geography (USD MN)
  • Video Streaming Market Sales By Geography (USD MN)
  • Global Market Analysis By Device (USD MN)
  • Smartphones Market Sales By Geography (USD MN)
  • Tablets Market Sales By Geography (USD MN)
  • Gaming Consoles Market Sales By Geography (USD MN)
  • PCs & Laptops Market Sales By Geography (USD MN)
  • Smart TVs Market Sales By Geography (USD MN)
  • Head-mounted Displays Market Sales By Geography (USD MN)
  • Global Market Analysis By Gamer Type (USD MN)
  • Casual Gamers Market Sales By Geography (USD MN)
  • Avid Gamers Market Sales By Geography (USD MN)
  • Lifestyle Gamers Market Sales By Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Company Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.