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Global Cloud Gaming Market Size, Status and Forecast 2021-2027
Published Date: May 2019
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Report Code: QYRE-Auto-19X308
Home | Category |Computers & Electronics |Software
Global Cloud Gaming Market Size Status and Forecast 2019 2025

Global Cloud Gaming Market Size, Status and Forecast 2021-2027

Code: QYRE-Auto-19X308
Report
May 2019
128 Pages
QYResearch
Region: Global,
Description
Table of Content
Tables & Figures

CLOUD GAMING MARKET OVERVIEW

The global Cloud Gaming market size is projected to reach US$ 1091.6 million by 2026, from US$ 92 million in 2019, at a CAGR of 41.9% during 2021-2026.

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming.

In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients.

Cloud gaming, also known as gaming on demand, is an online gaming technology based on Cloud computing. Cloud game technology enables the thin client with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud game scene, the game is not played in the player's game terminal, but in the cloud server, and the cloud server will render the game scene as a video and audio stream, which will be transmitted to the player's game terminal through the network. The game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain input instructions from the player and send them to the cloud server.

The promotion effect of short-term occupant economy factors in mobile game market is obvious. Of the 792,000 publishers on Apple's App Store and Google Play in the third quarter of 2019, 108,000 were game publishers, according to Sensor Tower. Mobile games now account for 33 per cent of all app downloads, 74 per cent of consumer spending and 10 per cent of all in-app time. By the end of 2019, nearly one-third of the global population (2.4 B) will play mobile phone games. 50% of mobile app users play games, making the category as popular as Music apps such as Spotify and Apple Music, and second only to social media and communications apps in terms of time spent.

Mobile Gaming Industry Analysis and Future Forecast 2026

The major manufacturers and listed companies actively layout, cloud game platform is expected to benefit. In recent years, all links in the industry chain (Internet platform, hardware manufacturers, etc.) actively enter the game cloud, frequent action.

In 2019, cloud game platforms such as Google ""Stadia"", Tencent, Microsoft xCloud, Netease cloud game BETA and so on were successively launched, which, to a certain extent, enhanced the opportunities for high-quality games to contact with players. For example, on ""Tencent play now"", players can ""click and play"", eliminating the waiting time and trial and error cost of downloading games.

With the approach of 5G commercialization in 2020, major manufacturers are accelerating their layout in the field of cloud game services. In February, NVIDIA launched Geforce Now, a cloud-based gaming platform. NS, PS4, Xbox legal channels and other game consoles and PC platform Steam China are also expected to further promote in China, further enriching the distribution channels of games.

Cloud Gaming Market Growth

 

The major Cloud Gaming player in the market

  • Google (US)
  • Microsoft (US)
  • Tencent (China)
  • NetEase (China)
  • NVIDIA (US)
  • Intel (US)
  • Amazon (US)
  • Advanced Micro Devices (US)
  • Sony (Japan)
  • IBM (US)
  • Alibaba (China)
  • Jump Gaming (US)
  • Blade (US)
  • Paperspace (US)
  • Vortex (Poland)
  • Playgiga (Spain)
  • Activision (US)
  • Ubitus (Taiwan)
  • Playkey (US)
  • Loudplay (Russia)
  • Electronic Arts (US)
  • Hatch (Finland)
  • Blacknut (France)
  • CENTURY HUATONG GROUP (China)
  • Sanqi Interactive Entertainment Network Technology Group (China)
  • Perfect World Pictures (China)
  • Kingsoft (China)

Globally, NVIDIA (USA) is the market leader in cloud games. The company develops Ground Power Units (GPU) provide solutions to major problems in computer science. It focuses on the market for Ground Power Units (GPU) -based visual computing and accelerated computing platforms. These platforms integrate processors, system software, programmable algorithms, systems, and services on the market. The company is focusing on virtual reality (VR), high performance computing (HPC) and artificial intelligence (AI), driven by continued demand for better 3D graphics and gaming.

The cloud gaming market in the Asia-pacific region is expected to grow at a significant rate Under COVID- 19, The Asian market is expected to return to high growth in 2020 and beyond with Coronavirus COVID- 19 Global Cases and COVID-19 Outbreak Evolution trend, especially in public service procurement in China. In the meantime, 5G infrastructure development plans Drives the growth of the Asia-pacific market. In addition, the cost-effective nature of cloud gaming platforms is driving their use in a variety of new customer categories that differ in terms of game system investment due to their cost.

In March 2020, the cloud game platform of youzu network was launched and tested. On March 18 2020, Sanqi interactive entertainment and Huawei cloud held an online press conference to release a cloud game product ""eternal age"". Currently, the company is striving to develop cloud game technology and system, and cooperating with Huawei around 5G and ARM android cloud games, and will build its own cloud game platform in the future. In June 2019, Shunwang Technology officially released Shunwang Technology cloud computer and cloud travel solutions, and at the end of the 19 launch test; On March 18, 2020, Shunwang Technology officially announced that it would release the first cloud game system combining hardware and software in China this month and introduce a large screen scene, leading cloud games to enter the cross-screen era. In addition, CENTURY HUATONG GROUP, Perfect World and other Chinese listed game companies are also stepping up the development of cloud game platform.

Cloud Gaming Market Share:

5G ushered in a large-scale construction period in China. Starting from the second quarter of 2019, the industry performance began a u-shaped reversal, and the construction of 5G and other ""new infrastructure"" under the influence of the epidemic is expected to accelerate.

Cloud games, as an important channel carrier extending from mobile game to terminal games and host games, have entered a rapid development period with the acceleration of 5G construction.

However, the COVID-19 epidemic has entered the period of COVID-19 in Europe and America, By 24:00 on April 4, the number of confirmed cases in China had dropped to 1,376, and 1024 asymptomatic infections were still under medical observation. As of 8 o 'clock on April 15, 207 countries and regions outside China had confirmed 2,004,989 cases, with 1,392,797 new cases confirmed, and 126,830 more than 120,000 cases died. The number of confirmed cases and deaths in overseas countries were far higher than that in China. Europe and the United States have been the hardest hit: the United States is the world's largest country with more than 500,000 confirmed cases, with a total of 549,362 confirmed cases. There were 360 new confirmed cases and 17 new deaths compared to April 14, 2020.

Affected by the restrictions on travel and offline entertainment, the game users and the flow of games increased significantly. The chief executive of Telecom Italia said on a conference call that its network traffic grew more than 70 percent year on year in the first two weeks of March, mainly from online games like fortress night.

According to GameLook, activision new film, ""call of duty: zone of war,"" attracted 6 million simultaneous viewers on its first day; As of March 15, the number of users had reached 15 million.

During the same period, Steam and CS: GO reached a peak of 20.313,000 and 1.024 million respectively. At present, the overseas business of a-share game companies is mainly concentrated in Hong Kong, Macao, Taiwan, Japan, South Korea, Southeast Asia, Europe and the United States. Among the TOP100 mobile game markets in the United States, Japan and South Korea with severe epidemic, the market share of Chinese manufacturers is 14.8%, 16% and 29.4% respectively. In January this year, the domestic TOP 30 mobile game distributors earned more than $1.56 billion globally, accounting for 28.2% of the global mobile game revenue. Under the circumstance of this round of overseas epidemic driving online traffic growth, domestic game business overseas performance is expected to be improved.

According to media reports on April 3, Amazon is planning to follow in the footsteps of Google Stadia and launch its own cloud game service, currently code-named ""Project Tempo"". While few details were available, the plan was confirmed on press day and the service is expected to launch as soon as this year. An ""early version"" of Project Tempo was originally planned for this year, but may be delayed until 2021 due to the new outbreak.

Under the influence of the epidemic, online entertainment has fully benefited. With the upgrading of epidemic prevention and control measures in Europe and the United States and the shutdown of sports events, game activity and game flow have been improved.

 

Global Cloud Gaming Scope and Market Size

Cloud Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Cloud Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by Type and by Application for the period 2015-2026.

Segment by Type, the Cloud Gaming market is segmented into Public Clouds, Private Clouds, Hybrid Clouds, Virtual Private Clouds, etc.

Segment by Application, the Cloud Gaming market is segmented into PC, Connected TV, Tablet, Smartphone, etc.

For China market, this report focuses on the Cloud Gaming market size by players, by Type, and by Application, for the period 2015-2026. The key players include the global and local players which play important roles in China.

 

Regional and Country-level Analysis

The Cloud Gaming market is analysed and market size information is provided by regions (countries).
The key regions covered in the Cloud Gaming market report are North America, Europe, China and Japan, etc.

The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of revenue for the period 2015-2026.

 

Competitive Landscape and Cloud Gaming Market Share Analysis

Cloud Gaming market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2015-2020. Details included are company description, major business, company total revenue and revenue generated in Cloud Gaming business, the date to enter into the Cloud Gaming market, Cloud Gaming product introduction, recent developments, etc."

TABLE OF CONTENT

 

1 Report Overview



1.1 Study Scope

1.2 Key Market Segments

1.3 Players Covered: Ranking by Cloud Gaming Revenue

1.4 Market Analysis by Type

1.4.1 Global Cloud Gaming Market Size Growth Rate by Type: 2020 VS 2026

1.4.2 Public Clouds

1.4.3 Private Clouds

1.4.4 Hybrid Clouds

1.4.5 Virtual Private Clouds

1.5 Market by Application

1.5.1 Global Cloud Gaming Market Size Growth Rate by Application: 2020 VS 2026

1.5.2 PC

1.5.3 Connected TV

1.5.4 Tablet

1.5.5 Smartphone

1.6 Study Objectives

1.7 Years Considered



2 Global Growth Trend

2.1 Global Cloud Gaming Market Perspective (2015-2026)

2.2 Cloud Gaming Growth Trends by Regions

2.2.1 Cloud Gaming Market Size by Regions: 2015 VS 2020 VS 2026

2.2.2 Cloud Gaming Historic Market Size by Regions (2015-2020)

2.2.3 Cloud Gaming Forecasted Market Size by Regions (2021-2026)

2.2.4 China Cloud Gaming Market Share in Global Market 2015-2026

2.3 Industry Trends and Growth Strategy

2.3.1 Market Top Trends

2.3.2 Market Drivers

2.3.3 Market Challenges

2.3.4 Porter’s Five Forces Analysis

2.3.5 Cloud Gaming Market Growth Strategy

2.3.6 Primary Interviews with Key Cloud Gaming Players (Opinion Leaders)



3 Competitor Landscape by Key Players



3.1 Global Top Cloud Gaming Players by Market Size

3.1.1 Global Top Cloud Gaming Players by Revenue (2015-2020)

3.1.2 Global Cloud Gaming Revenue Market Share by Players (2015-2020)

3.1.3 Global Cloud Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)

3.2 Global Cloud Gaming Market Concentration Ratio

3.2.1 Global Cloud Gaming Market Concentration Ratio (CR5 and HHI)

3.2.2 Global Top 5 and Top 10 Players by Cloud Gaming Revenue in 2019

3.3 Cloud Gaming Key Players Head office and Area Served

3.4 Key Players Cloud Gaming Product Solution and Service

3.5 Date of Enter into Cloud Gaming Market

3.6 Mergers & Acquisitions, Expansion Plans



4 Global Cloud Gaming Breakdown Data by Type (2015-2026)

4.1 Global Cloud Gaming Historic Market Size by Type (2015-2020)

4.2 Global Cloud Gaming Forecasted Market Size by Type (2021-2026)



5 Global Cloud Gaming Breakdown Data by Application (2015-2026)

5.1 Global Cloud Gaming Historic Market Size by Application (2015-2020)

5.2 Cloud Gaming Forecasted Market Size by Application (2021-2026)



6 North America


6.1 North America Cloud Gaming Market Size YoY Growth 2015-2026

6.2 Cloud Gaming Key Players in North America

6.3 North America Cloud Gaming Market Size by Type (2015-2020)

6.4 North America Cloud Gaming Market Size by Application (2015-2020)

7 Europe


7.1 Europe Cloud Gaming Market Size YoY Growth 2015-2026

7.2 Cloud Gaming Key Players in Europe

7.3 Europe Cloud Gaming Market Size by Type (2015-2020)

7.4 Europe Cloud Gaming Market Size by Application (2015-2020)

8 China


8.1 China Cloud Gaming Market Size YoY Growth 2015-2026

8.2 Cloud Gaming Key Players in China

8.3 China Cloud Gaming Market Size by Type (2015-2020)

8.4 China Cloud Gaming Market Size by Application (2015-2020)

9 Japan


9.1 Japan Cloud Gaming Market Size YoY Growth 2015-2026

9.2 Cloud Gaming Key Players in Japan

9.3 Japan Cloud Gaming Market Size by Type (2015-2020)

9.4 Japan Cloud Gaming Market Size by Application (2015-2020)



10 Key Players Profiles

10.1 Google (US)

10.1.1 Google (US) Company Details

10.1.2 Google (US) Business Overview and Its Total Revenue

10.1.3 Google (US) Introduction

10.1.4 Google (US) Revenue in Cloud Gaming Business (2015-2020)

10.1.5 Google (US) Recent Development

10.2 Microsoft (US)

10.2.1 Microsoft (US) Company Details

10.2.2 Microsoft (US) Business Overview and Its Total Revenue

10.2.3 Microsoft (US) Introduction

10.2.4 Microsoft (US) Revenue in Cloud Gaming Business (2015-2020)

10.2.5 Microsoft (US) Recent Development

10.3 Tencent (China)

10.3.1 Tencent (China) Company Details

10.3.2 Tencent (China) Business Overview and Its Total Revenue

10.3.3 Tencent (China) Introduction

10.3.4 Tencent (China) Revenue in Cloud Gaming Business (2015-2020)

10.3.5 Tencent (China) Recent Development

10.4 NetEase (China)

10.4.1 NetEase (China) Company Details

10.4.2 NetEase (China) Business Overview and Its Total Revenue

10.4.3 NetEase (China) Introduction

10.4.4 NetEase (China) Revenue in Cloud Gaming Business (2015-2020)

10.4.5 NetEase (China) Recent Development

10.5 NVIDIA (US)

10.5.1 NVIDIA (US) Company Details

10.5.2 NVIDIA (US) Business Overview and Its Total Revenue

10.5.3 NVIDIA (US) Introduction

10.5.4 NVIDIA (US) Revenue in Cloud Gaming Business (2015-2020)

10.5.5 NVIDIA (US) Recent Development

10.6 Intel (US)

10.6.1 Intel (US) Company Details

10.6.2 Intel (US) Business Overview and Its Total Revenue

10.6.3 Intel (US) Introduction

10.6.4 Intel (US) Revenue in Cloud Gaming Business (2015-2020)

10.6.5 Intel (US) Recent Development

10.7 Amazon (US)

10.7.1 Amazon (US) Company Details

10.7.2 Amazon (US) Business Overview and Its Total Revenue

10.7.3 Amazon (US) Introduction

10.7.4 Amazon (US) Revenue in Cloud Gaming Business (2015-2020)

10.7.5 Amazon (US) Recent Development

10.8 Advanced Micro Devices (US)

10.8.1 Advanced Micro Devices (US) Company Details

10.8.2 Advanced Micro Devices (US) Business Overview and Its Total Revenue

10.8.3 Advanced Micro Devices (US) Introduction

10.8.4 Advanced Micro Devices (US) Revenue in Cloud Gaming Business (2015-2020)

10.8.5 Advanced Micro Devices (US) Recent Development

10.9 Sony (Japan)

10.9.1 Sony (Japan) Company Details

10.9.2 Sony (Japan) Business Overview and Its Total Revenue

10.9.3 Sony (Japan) Introduction

10.9.4 Sony (Japan) Revenue in Cloud Gaming Business (2015-2020)

10.9.5 Sony (Japan) Recent Development

10.10 IBM (US)

10.10.1 IBM (US) Company Details

10.10.2 IBM (US) Business Overview and Its Total Revenue

10.10.3 IBM (US) Introduction

10.10.4 IBM (US) Revenue in Cloud Gaming Business (2015-2020)

10.10.5 IBM (US) Recent Development

10.11 Alibaba (China)

10.11.1 Alibaba (China) Company Details

10.11.2 Alibaba (China) Business Overview and Its Total Revenue

10.11.3 Alibaba (China) Introduction

10.11.4 Alibaba (China) Revenue in Cloud Gaming Business (2015-2020)

10.11.5 Alibaba (China) Recent Development

10.12 Jump Gaming (US)

10.12.1 Jump Gaming (US) Company Details

10.12.2 Jump Gaming (US) Business Overview and Its Total Revenue

10.12.3 Jump Gaming (US) Introduction

10.12.4 Jump Gaming (US) Revenue in Cloud Gaming Business (2015-2020)

10.12.5 Jump Gaming (US) Recent Development

10.13 Blade (US)

10.13.1 Blade (US) Company Details

10.13.2 Blade (US) Business Overview and Its Total Revenue

10.13.3 Blade (US) Introduction

10.13.4 Blade (US) Revenue in Cloud Gaming Business (2015-2020)

10.13.5 Blade (US) Recent Development

10.14 Paperspace (US)

10.14.1 Paperspace (US) Company Details

10.14.2 Paperspace (US) Business Overview and Its Total Revenue

10.14.3 Paperspace (US) Introduction

10.14.4 Paperspace (US) Revenue in Cloud Gaming Business (2015-2020)

10.14.5 Paperspace (US) Recent Development

10.15 Vortex (Poland)

10.15.1 Vortex (Poland) Company Details

10.15.2 Vortex (Poland) Business Overview and Its Total Revenue

10.15.3 Vortex (Poland) Introduction

10.15.4 Vortex (Poland) Revenue in Cloud Gaming Business (2015-2020)

10.15.5 Vortex (Poland) Recent Development

10.16 Playgiga (Spain)

10.16.1 Playgiga (Spain) Company Details

10.16.2 Playgiga (Spain) Business Overview and Its Total Revenue

10.16.3 Playgiga (Spain) Introduction

10.16.4 Playgiga (Spain) Revenue in Cloud Gaming Business (2015-2020)

10.16.5 Playgiga (Spain) Recent Development

10.17 Activision (US)

10.17.1 Activision (US) Company Details

10.17.2 Activision (US) Business Overview and Its Total Revenue

10.17.3 Activision (US) Introduction

10.17.4 Activision (US) Revenue in Cloud Gaming Business (2015-2020)

10.17.5 Activision (US) Recent Development

10.18 Ubitus (Taiwan)

10.18.1 Ubitus (Taiwan) Company Details

10.18.2 Ubitus (Taiwan) Business Overview and Its Total Revenue

10.18.3 Ubitus (Taiwan) Introduction

10.18.4 Ubitus (Taiwan) Revenue in Cloud Gaming Business (2015-2020)

10.18.5 Ubitus (Taiwan) Recent Development

10.19 Playkey (US)

10.19.1 Playkey (US) Company Details

10.19.2 Playkey (US) Business Overview and Its Total Revenue

10.19.3 Playkey (US) Introduction

10.19.4 Playkey (US) Revenue in Cloud Gaming Business (2015-2020)

10.19.5 Playkey (US) Recent Development

10.20 Loudplay (Russia)

10.20.1 Loudplay (Russia) Company Details

10.20.2 Loudplay (Russia) Business Overview and Its Total Revenue

10.20.3 Loudplay (Russia) Introduction

10.20.4 Loudplay (Russia) Revenue in Cloud Gaming Business (2015-2020)

10.20.5 Loudplay (Russia) Recent Development

10.21 Electronic Arts (US)

10.21.1 Electronic Arts (US) Company Details

10.21.2 Electronic Arts (US) Business Overview and Its Total Revenue

10.21.3 Electronic Arts (US) Introduction

10.21.4 Electronic Arts (US) Revenue in Cloud Gaming Business (2015-2020)

10.21.5 Electronic Arts (US) Recent Development

10.22 Hatch (Finland)

10.22.1 Hatch (Finland) Company Details

10.22.2 Hatch (Finland) Business Overview and Its Total Revenue

10.22.3 Hatch (Finland) Introduction

10.22.4 Hatch (Finland) Revenue in Cloud Gaming Business (2015-2020)

10.22.5 Hatch (Finland) Recent Development

10.23 Blacknut (France)

10.23.1 Blacknut (France) Company Details

10.23.2 Blacknut (France) Business Overview and Its Total Revenue

10.23.3 Blacknut (France) Introduction

10.23.4 Blacknut (France) Revenue in Cloud Gaming Business (2015-2020)

10.23.5 Blacknut (France) Recent Development

10.24 Kingsoft (China)

10.24.1 Kingsoft (China) Company Details

10.24.2 Kingsoft (China) Business Overview and Its Total Revenue

10.24.3 Kingsoft (China) Introduction

10.24.4 Kingsoft (China) Revenue in Cloud Gaming Business (2015-2020)

10.24.5 Kingsoft (China) Recent Development

10.25 CENTURY HUATONG GROUP (China)

10.25.1 CENTURY HUATONG GROUP (China) Company Details

10.25.2 CENTURY HUATONG GROUP (China) Business Overview and Its Total Revenue

10.25.3 CENTURY HUATONG GROUP (China) Introduction

10.25.4 CENTURY HUATONG GROUP (China) Revenue in Cloud Gaming Business (2015-2020)

10.25.5 CENTURY HUATONG GROUP (China) Recent Development

10.26 Sanqi Interactive Entertainment Network Technology Group (China)

10.26.1 Sanqi Interactive Entertainment Network Technology Group (China) Company Details

10.26.2 Sanqi Interactive Entertainment Network Technology Group (China) Business Overview and Its Total Revenue

10.26.3 Sanqi Interactive Entertainment Network Technology Group (China) Introduction

10.26.4 Sanqi Interactive Entertainment Network Technology Group (China) Revenue in Cloud Gaming Business (2015-2020)

10.26.5 Sanqi Interactive Entertainment Network Technology Group (China) Recent Development

10.27 Perfect World Pictures (China)

10.27.1 Perfect World Pictures (China) Company Details

10.27.2 Perfect World Pictures (China) Business Overview and Its Total Revenue

10.27.3 Perfect World Pictures (China) Introduction

10.27.4 Perfect World Pictures (China) Revenue in Cloud Gaming Business (2015-2020)

10.27.5 Perfect World Pictures (China) Recent Development



11 Analyst's Viewpoints/Conclusions

12 Appendix


12.1 Research Methodology

12.1.1 Methodology/Research Approach

12.1.2 Data Source

12.2 Disclaimer

List of Tables and Figures
 
 
Table 1. Cloud Gaming Key Market Segments

Table 2. Key Players Covered: Ranking by Cloud Gaming Revenue

Table 3. Ranking of Global Top Cloud Gaming Manufacturers by Revenue (US$ Million) in 2019

Table 4. Global Cloud Gaming Market Size Growth Rate by Type (US$ Million): 2020 VS 2026

Table 5. Key Players of Public Clouds

Table 6. Key Players of Private Clouds

Table 7. Key Players of Hybrid Clouds

Table 8. Key Players of Virtual Private Clouds

Table 9. Global Cloud Gaming Market Size Growth by Application (US$ Million): 2020 VS 2026

Table 10. Global Cloud Gaming Market Size by Region (US$ Million): 2020 VS 2026

Table 11. Global Cloud Gaming Market Size by Regions (2015-2020) (US$ Million)

Table 12. Global Cloud Gaming Market Share by Regions (2015-2020)

Table 13. Global Cloud Gaming Forecasted Market Size by Regions (2021-2026) (US$ Million)

Table 14. Global Cloud Gaming Market Share by Regions (2021-2026)

Table 15. Market Top Trends

Table 16. Key Drivers: Impact Analysis

Table 17. Key Challenges

Table 18. Cloud Gaming Market Growth Strategy

Table 19. Main Points Interviewed from Key Cloud Gaming Players

Table 20. Global Cloud Gaming Revenue by Players (2015-2020) (US$ Million)

Table 21. Global Cloud Gaming Market Share by Players (2015-2020)

Table 22. Global Top Cloud Gaming Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Cloud Gaming as of 2019)

Table 23. Global 5 Largest Players Market Share by Cloud Gaming Revenue (CR5 and HHI) (2015-2020)

Table 24. Key Players Headquarters and Area Served

Table 25. Key Players Cloud Gaming Product Solution and Service

Table 26. Date of Enter into Cloud Gaming Market

Table 27. Mergers & Acquisitions, Expansion Plans

Table 28. Global Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 29. Global Cloud Gaming Revenue Market Share by Type (2015-2020)

Table 30. Global Cloud Gaming Forecasted Market Size by Type (2021-2026) (US$ Million)

Table 31. Global Cloud Gaming Revenue Market Share by Type (2021-2026)

Table 32. Global Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 33. Global Cloud Gaming Revenue Market Share by Application (2015-2020)

Table 34. Global Cloud Gaming Forecasted Market Size by Application (2021-2026) (US$ Million)

Table 35. Global Cloud Gaming Revenue Market Share by Application (2021-2026)

Table 36. North America Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 37. North America Key Players Cloud Gaming Market Share (2019-2020)

Table 38. North America Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 39. North America Cloud Gaming Market Share by Type (2015-2020)

Table 40. North America Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 41. North America Cloud Gaming Market Share by Application (2015-2020)

Table 42. Europe Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 43. Europe Key Players Cloud Gaming Market Share (2019-2020)

Table 44. Europe Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 45. Europe Cloud Gaming Market Share by Type (2015-2020)

Table 46. Europe Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 47. Europe Cloud Gaming Market Share by Application (2015-2020)

Table 48. China Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 49. China Key Players Cloud Gaming Market Share (2019-2020)

Table 50. China Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 51. China Cloud Gaming Market Share by Type (2015-2020)

Table 52. China Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 53. China Cloud Gaming Market Share by Application (2015-2020)

Table 54. Japan Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 55. Japan Key Players Cloud Gaming Market Share (2019-2020)

Table 56. Japan Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 57. Japan Cloud Gaming Market Share by Type (2015-2020)

Table 58. Japan Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 59. Japan Cloud Gaming Market Share by Application (2015-2020)

Table 60. Google (US) Company Details

Table 61. Google (US) Business Overview

Table 62. Google (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 63. Google (US) Product

Table 64. Google (US) Recent Development

Table 65. Microsoft (US) Company Details

Table 66. Microsoft (US) Business Overview

Table 67. Microsoft (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 68. Microsoft (US) Product

Table 69. Microsoft (US) Recent Development

Table 70. Tencent (China) Company Details

Table 71. Tencent (China) Business Overview

Table 72. Tencent (China) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 73. Tencent (China) Product

Table 74. Tencent (China) Recent Development

Table 75. NetEase (China) Company Details

Table 76. NetEase (China) Business Overview

Table 77. NetEase (China) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 78. NetEase (China) Product

Table 79. NetEase (China) Recent Development

Table 80. NVIDIA (US) Company Details

Table 81. NVIDIA (US) Business Overview

Table 82. NVIDIA (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 83. NVIDIA (US) Product

Table 84. NVIDIA (US) Recent Development

Table 85. Intel (US) Company Details

Table 86. Intel (US) Business Overview

Table 87. Intel (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 88. Intel (US) Product

Table 89. Intel (US) Recent Development

Table 90. Amazon (US) Company Details

Table 91. Amazon (US) Business Overview

Table 92. Amazon (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 93. Amazon (US) Product

Table 94. Amazon (US) Recent Development

Table 95. Advanced Micro Devices (US) Company Details

Table 96. Advanced Micro Devices (US) Business Overview

Table 97. Advanced Micro Devices (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 98. Advanced Micro Devices (US) Product

Table 99. Advanced Micro Devices (US) Recent Development

Table 100. Sony (Japan) Company Details

Table 101. Sony (Japan) Business Overview

Table 102. Sony (Japan) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 103. Sony (Japan) Product

Table 104. Sony (Japan) Recent Development

Table 105. IBM (US) Company Details

Table 106. IBM (US) Business Overview

Table 107. IBM (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 108. IBM (US) Product

Table 109. IBM (US) Recent Development

Table 110. Alibaba (China) Company Details

Table 111. Alibaba (China) Business Overview

Table 112. Alibaba (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 113. Alibaba (China) Product

Table 114. Alibaba (China) Recent Development

Table 115. Jump Gaming (US) Company Details

Table 116. Jump Gaming (US) Business Overview

Table 117. Jump Gaming (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 118. Jump Gaming (US) Product

Table 119. Jump Gaming (US) Recent Development

Table 120. Blade (US) Company Details

Table 121. Blade (US) Business Overview

Table 122. Blade (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 123. Blade (US) Product

Table 124. Blade (US) Recent Development

Table 125. Paperspace (US) Company Details

Table 126. Paperspace (US) Business Overview

Table 127. Paperspace (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 128. Paperspace (US) Product

Table 129. Paperspace (US) Recent Development

Table 130. Vortex (Poland) Company Details

Table 131. Vortex (Poland) Business Overview

Table 132. Vortex (Poland) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 133. Vortex (Poland) Product

Table 134. Vortex (Poland) Recent Development

Table 135. Playgiga (Spain) Company Details

Table 136. Playgiga (Spain) Business Overview

Table 137. Playgiga (Spain) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 138. Playgiga (Spain) Product

Table 139. Playgiga (Spain) Recent Development

Table 140. Activision (US) Company Details

Table 141. Activision (US) Business Overview

Table 142. Activision (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 143. Activision (US) Product

Table 144. Activision (US) Recent Development

Table 145. Ubitus (Taiwan) Company Details

Table 146. Ubitus (Taiwan) Business Overview

Table 147. Ubitus (Taiwan) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 148. Ubitus (Taiwan) Product

Table 149. Ubitus (Taiwan) Recent Development

Table 150. Playkey (US) Company Details

Table 151. Playkey (US) Business Overview

Table 152. Playkey (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 153. Playkey (US) Product

Table 154. Playkey (US) Recent Development

Table 155. Loudplay (Russia) Company Details

Table 156. Loudplay (Russia) Business Overview

Table 157. Loudplay (Russia) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 158. Loudplay (Russia) Product

Table 159. Loudplay (Russia) Recent Development

Table 160. Electronic Arts (US) Company Details

Table 161. Electronic Arts (US) Business Overview

Table 162. Electronic Arts (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 163. Electronic Arts (US) Product

Table 164. Electronic Arts (US) Recent Development

Table 165. Hatch (Finland) Company Details

Table 166. Hatch (Finland) Business Overview

Table 167. Hatch (Finland) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 168. Hatch (Finland) Product

Table 169. Hatch (Finland) Recent Development

Table 170. Blacknut (France) Company Details

Table 171. Blacknut (France) Business Overview

Table 172. Blacknut (France) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 173. Blacknut (France) Product

Table 174. Blacknut (France) Recent Development

Table 175. Kingsoft (China) Company Details

Table 176. Kingsoft (China) Business Overview

Table 177. Kingsoft (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 178. Kingsoft (China) Product

Table 179. Kingsoft (China) Recent Development

Table 180. CENTURY HUATONG GROUP (China) Company Details

Table 181. CENTURY HUATONG GROUP (China) Business Overview

Table 182. CENTURY HUATONG GROUP (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 183. CENTURY HUATONG GROUP (China) Product

Table 184. CENTURY HUATONG GROUP (China) Recent Development

Table 185. Sanqi Interactive Entertainment Network Technology Group (China) Company Details

Table 186. Sanqi Interactive Entertainment Network Technology Group (China) Business Overview

Table 187. Sanqi Interactive Entertainment Network Technology Group (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 188. Sanqi Interactive Entertainment Network Technology Group (China) Product

Table 189. Sanqi Interactive Entertainment Network Technology Group (China) Recent Development

Table 190. Perfect World Pictures (China) Company Details

Table 191. Perfect World Pictures (China) Business Overview

Table 192. Perfect World Pictures (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 193. Perfect World Pictures (China) Product

Table 194. Perfect World Pictures (China) Recent Development

Table 195. Research Programs/Design for This Report

Table 196. Key Data Information from Secondary Sources

Table 197. Key Data Information from Primary Sources

List of Figures

Figure 1. Global Cloud Gaming Market Share by Type in 2020 & 2026

Figure 2. Public Clouds Features

Figure 3. Private Clouds Features

Figure 4. Hybrid Clouds Features

Figure 5. Virtual Private Clouds Features

Figure 6. Global Cloud Gaming Market Share by Application in 2020 & 2026

Figure 7. PC Case Studies

Figure 8. Connected TV Case Studies

Figure 9. Tablet Case Studies

Figure 10. Smartphone Case Studies

Figure 11. Cloud Gaming Report Years Considered

Figure 12. Global Cloud Gaming Market Size YoY Growth 2015-2026 (US$ Million)

Figure 13. Global Cloud Gaming Market Share by Regions: 2020 VS 2026

Figure 14. Global Cloud Gaming Market Share by Regions (2021-2026)

Figure 15. United States Market Share in Global Market 2015-2026

Figure 16. Porter's Five Forces Analysis

Figure 17. Global Cloud Gaming Market Share by Players in 2019

Figure 18. Global Top Cloud Gaming Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Cloud Gaming as of 2019)

Figure 19. The Top 10 and 5 Players Market Share by Cloud Gaming Revenue in 2019

Figure 20. North America Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 21. Europe Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 22. China Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 23. Japan Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 24. Google (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 25. Google (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 26. Microsoft (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 27. Microsoft (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 28. Tencent (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 29. Tencent (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 30. NetEase (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 31. NetEase (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 32. NVIDIA (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 33. NVIDIA (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 34. Intel (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 35. Intel (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 36. Amazon (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 37. Amazon (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 38. Advanced Micro Devices (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 39. Advanced Micro Devices (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 40. Sony (Japan) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 41. Sony (Japan) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 42. IBM (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 43. IBM (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 44. Alibaba (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 45. Alibaba (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 46. Jump Gaming (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 47. Jump Gaming (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 48. Blade (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 49. Blade (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 50. Paperspace (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 51. Paperspace (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 52. Vortex (Poland) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 53. Vortex (Poland) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 54. Playgiga (Spain) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 55. Playgiga (Spain) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 56. Activision (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 57. Activision (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 58. Ubitus (Taiwan) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 59. Ubitus (Taiwan) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 60. Playkey (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 61. Playkey (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 62. Loudplay (Russia) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 63. Loudplay (Russia) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 64. Electronic Arts (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 65. Electronic Arts (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 66. Hatch (Finland) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 67. Hatch (Finland) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 68. Blacknut (France) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 69. Blacknut (France) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 70. Kingsoft (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 71. Kingsoft (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 72. CENTURY HUATONG GROUP (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 73. CENTURY HUATONG GROUP (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 74. Sanqi Interactive Entertainment Network Technology Group (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 75. Sanqi Interactive Entertainment Network Technology Group (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 76. Perfect World Pictures (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 77. Perfect World Pictures (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 78. Bottom-up and Top-down Approaches for This Report

Figure 79. Data Triangulation

Figure 80. Key Executives Interviewed

CLOUD GAMING MARKET OVERVIEW

The global Cloud Gaming market size is projected to reach US$ 1091.6 million by 2026, from US$ 92 million in 2019, at a CAGR of 41.9% during 2021-2026.

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming.

In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients.

Cloud gaming, also known as gaming on demand, is an online gaming technology based on Cloud computing. Cloud game technology enables the thin client with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud game scene, the game is not played in the player's game terminal, but in the cloud server, and the cloud server will render the game scene as a video and audio stream, which will be transmitted to the player's game terminal through the network. The game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain input instructions from the player and send them to the cloud server.

The promotion effect of short-term occupant economy factors in mobile game market is obvious. Of the 792,000 publishers on Apple's App Store and Google Play in the third quarter of 2019, 108,000 were game publishers, according to Sensor Tower. Mobile games now account for 33 per cent of all app downloads, 74 per cent of consumer spending and 10 per cent of all in-app time. By the end of 2019, nearly one-third of the global population (2.4 B) will play mobile phone games. 50% of mobile app users play games, making the category as popular as Music apps such as Spotify and Apple Music, and second only to social media and communications apps in terms of time spent.

Mobile Gaming Industry Analysis and Future Forecast 2026

The major manufacturers and listed companies actively layout, cloud game platform is expected to benefit. In recent years, all links in the industry chain (Internet platform, hardware manufacturers, etc.) actively enter the game cloud, frequent action.

In 2019, cloud game platforms such as Google ""Stadia"", Tencent, Microsoft xCloud, Netease cloud game BETA and so on were successively launched, which, to a certain extent, enhanced the opportunities for high-quality games to contact with players. For example, on ""Tencent play now"", players can ""click and play"", eliminating the waiting time and trial and error cost of downloading games.

With the approach of 5G commercialization in 2020, major manufacturers are accelerating their layout in the field of cloud game services. In February, NVIDIA launched Geforce Now, a cloud-based gaming platform. NS, PS4, Xbox legal channels and other game consoles and PC platform Steam China are also expected to further promote in China, further enriching the distribution channels of games.

Cloud Gaming Market Growth

 

The major Cloud Gaming player in the market

  • Google (US)
  • Microsoft (US)
  • Tencent (China)
  • NetEase (China)
  • NVIDIA (US)
  • Intel (US)
  • Amazon (US)
  • Advanced Micro Devices (US)
  • Sony (Japan)
  • IBM (US)
  • Alibaba (China)
  • Jump Gaming (US)
  • Blade (US)
  • Paperspace (US)
  • Vortex (Poland)
  • Playgiga (Spain)
  • Activision (US)
  • Ubitus (Taiwan)
  • Playkey (US)
  • Loudplay (Russia)
  • Electronic Arts (US)
  • Hatch (Finland)
  • Blacknut (France)
  • CENTURY HUATONG GROUP (China)
  • Sanqi Interactive Entertainment Network Technology Group (China)
  • Perfect World Pictures (China)
  • Kingsoft (China)

Globally, NVIDIA (USA) is the market leader in cloud games. The company develops Ground Power Units (GPU) provide solutions to major problems in computer science. It focuses on the market for Ground Power Units (GPU) -based visual computing and accelerated computing platforms. These platforms integrate processors, system software, programmable algorithms, systems, and services on the market. The company is focusing on virtual reality (VR), high performance computing (HPC) and artificial intelligence (AI), driven by continued demand for better 3D graphics and gaming.

The cloud gaming market in the Asia-pacific region is expected to grow at a significant rate Under COVID- 19, The Asian market is expected to return to high growth in 2020 and beyond with Coronavirus COVID- 19 Global Cases and COVID-19 Outbreak Evolution trend, especially in public service procurement in China. In the meantime, 5G infrastructure development plans Drives the growth of the Asia-pacific market. In addition, the cost-effective nature of cloud gaming platforms is driving their use in a variety of new customer categories that differ in terms of game system investment due to their cost.

In March 2020, the cloud game platform of youzu network was launched and tested. On March 18 2020, Sanqi interactive entertainment and Huawei cloud held an online press conference to release a cloud game product ""eternal age"". Currently, the company is striving to develop cloud game technology and system, and cooperating with Huawei around 5G and ARM android cloud games, and will build its own cloud game platform in the future. In June 2019, Shunwang Technology officially released Shunwang Technology cloud computer and cloud travel solutions, and at the end of the 19 launch test; On March 18, 2020, Shunwang Technology officially announced that it would release the first cloud game system combining hardware and software in China this month and introduce a large screen scene, leading cloud games to enter the cross-screen era. In addition, CENTURY HUATONG GROUP, Perfect World and other Chinese listed game companies are also stepping up the development of cloud game platform.

Cloud Gaming Market Share:

5G ushered in a large-scale construction period in China. Starting from the second quarter of 2019, the industry performance began a u-shaped reversal, and the construction of 5G and other ""new infrastructure"" under the influence of the epidemic is expected to accelerate.

Cloud games, as an important channel carrier extending from mobile game to terminal games and host games, have entered a rapid development period with the acceleration of 5G construction.

However, the COVID-19 epidemic has entered the period of COVID-19 in Europe and America, By 24:00 on April 4, the number of confirmed cases in China had dropped to 1,376, and 1024 asymptomatic infections were still under medical observation. As of 8 o 'clock on April 15, 207 countries and regions outside China had confirmed 2,004,989 cases, with 1,392,797 new cases confirmed, and 126,830 more than 120,000 cases died. The number of confirmed cases and deaths in overseas countries were far higher than that in China. Europe and the United States have been the hardest hit: the United States is the world's largest country with more than 500,000 confirmed cases, with a total of 549,362 confirmed cases. There were 360 new confirmed cases and 17 new deaths compared to April 14, 2020.

Affected by the restrictions on travel and offline entertainment, the game users and the flow of games increased significantly. The chief executive of Telecom Italia said on a conference call that its network traffic grew more than 70 percent year on year in the first two weeks of March, mainly from online games like fortress night.

According to GameLook, activision new film, ""call of duty: zone of war,"" attracted 6 million simultaneous viewers on its first day; As of March 15, the number of users had reached 15 million.

During the same period, Steam and CS: GO reached a peak of 20.313,000 and 1.024 million respectively. At present, the overseas business of a-share game companies is mainly concentrated in Hong Kong, Macao, Taiwan, Japan, South Korea, Southeast Asia, Europe and the United States. Among the TOP100 mobile game markets in the United States, Japan and South Korea with severe epidemic, the market share of Chinese manufacturers is 14.8%, 16% and 29.4% respectively. In January this year, the domestic TOP 30 mobile game distributors earned more than $1.56 billion globally, accounting for 28.2% of the global mobile game revenue. Under the circumstance of this round of overseas epidemic driving online traffic growth, domestic game business overseas performance is expected to be improved.

According to media reports on April 3, Amazon is planning to follow in the footsteps of Google Stadia and launch its own cloud game service, currently code-named ""Project Tempo"". While few details were available, the plan was confirmed on press day and the service is expected to launch as soon as this year. An ""early version"" of Project Tempo was originally planned for this year, but may be delayed until 2021 due to the new outbreak.

Under the influence of the epidemic, online entertainment has fully benefited. With the upgrading of epidemic prevention and control measures in Europe and the United States and the shutdown of sports events, game activity and game flow have been improved.

 

Global Cloud Gaming Scope and Market Size

Cloud Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Cloud Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by Type and by Application for the period 2015-2026.

Segment by Type, the Cloud Gaming market is segmented into Public Clouds, Private Clouds, Hybrid Clouds, Virtual Private Clouds, etc.

Segment by Application, the Cloud Gaming market is segmented into PC, Connected TV, Tablet, Smartphone, etc.

For China market, this report focuses on the Cloud Gaming market size by players, by Type, and by Application, for the period 2015-2026. The key players include the global and local players which play important roles in China.

 

Regional and Country-level Analysis

The Cloud Gaming market is analysed and market size information is provided by regions (countries).
The key regions covered in the Cloud Gaming market report are North America, Europe, China and Japan, etc.

The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of revenue for the period 2015-2026.

 

Competitive Landscape and Cloud Gaming Market Share Analysis

Cloud Gaming market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2015-2020. Details included are company description, major business, company total revenue and revenue generated in Cloud Gaming business, the date to enter into the Cloud Gaming market, Cloud Gaming product introduction, recent developments, etc."

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TABLE OF CONTENT

 

1 Report Overview



1.1 Study Scope

1.2 Key Market Segments

1.3 Players Covered: Ranking by Cloud Gaming Revenue

1.4 Market Analysis by Type

1.4.1 Global Cloud Gaming Market Size Growth Rate by Type: 2020 VS 2026

1.4.2 Public Clouds

1.4.3 Private Clouds

1.4.4 Hybrid Clouds

1.4.5 Virtual Private Clouds

1.5 Market by Application

1.5.1 Global Cloud Gaming Market Size Growth Rate by Application: 2020 VS 2026

1.5.2 PC

1.5.3 Connected TV

1.5.4 Tablet

1.5.5 Smartphone

1.6 Study Objectives

1.7 Years Considered



2 Global Growth Trend

2.1 Global Cloud Gaming Market Perspective (2015-2026)

2.2 Cloud Gaming Growth Trends by Regions

2.2.1 Cloud Gaming Market Size by Regions: 2015 VS 2020 VS 2026

2.2.2 Cloud Gaming Historic Market Size by Regions (2015-2020)

2.2.3 Cloud Gaming Forecasted Market Size by Regions (2021-2026)

2.2.4 China Cloud Gaming Market Share in Global Market 2015-2026

2.3 Industry Trends and Growth Strategy

2.3.1 Market Top Trends

2.3.2 Market Drivers

2.3.3 Market Challenges

2.3.4 Porter’s Five Forces Analysis

2.3.5 Cloud Gaming Market Growth Strategy

2.3.6 Primary Interviews with Key Cloud Gaming Players (Opinion Leaders)



3 Competitor Landscape by Key Players



3.1 Global Top Cloud Gaming Players by Market Size

3.1.1 Global Top Cloud Gaming Players by Revenue (2015-2020)

3.1.2 Global Cloud Gaming Revenue Market Share by Players (2015-2020)

3.1.3 Global Cloud Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)

3.2 Global Cloud Gaming Market Concentration Ratio

3.2.1 Global Cloud Gaming Market Concentration Ratio (CR5 and HHI)

3.2.2 Global Top 5 and Top 10 Players by Cloud Gaming Revenue in 2019

3.3 Cloud Gaming Key Players Head office and Area Served

3.4 Key Players Cloud Gaming Product Solution and Service

3.5 Date of Enter into Cloud Gaming Market

3.6 Mergers & Acquisitions, Expansion Plans



4 Global Cloud Gaming Breakdown Data by Type (2015-2026)

4.1 Global Cloud Gaming Historic Market Size by Type (2015-2020)

4.2 Global Cloud Gaming Forecasted Market Size by Type (2021-2026)



5 Global Cloud Gaming Breakdown Data by Application (2015-2026)

5.1 Global Cloud Gaming Historic Market Size by Application (2015-2020)

5.2 Cloud Gaming Forecasted Market Size by Application (2021-2026)



6 North America


6.1 North America Cloud Gaming Market Size YoY Growth 2015-2026

6.2 Cloud Gaming Key Players in North America

6.3 North America Cloud Gaming Market Size by Type (2015-2020)

6.4 North America Cloud Gaming Market Size by Application (2015-2020)

7 Europe


7.1 Europe Cloud Gaming Market Size YoY Growth 2015-2026

7.2 Cloud Gaming Key Players in Europe

7.3 Europe Cloud Gaming Market Size by Type (2015-2020)

7.4 Europe Cloud Gaming Market Size by Application (2015-2020)

8 China


8.1 China Cloud Gaming Market Size YoY Growth 2015-2026

8.2 Cloud Gaming Key Players in China

8.3 China Cloud Gaming Market Size by Type (2015-2020)

8.4 China Cloud Gaming Market Size by Application (2015-2020)

9 Japan


9.1 Japan Cloud Gaming Market Size YoY Growth 2015-2026

9.2 Cloud Gaming Key Players in Japan

9.3 Japan Cloud Gaming Market Size by Type (2015-2020)

9.4 Japan Cloud Gaming Market Size by Application (2015-2020)



10 Key Players Profiles

10.1 Google (US)

10.1.1 Google (US) Company Details

10.1.2 Google (US) Business Overview and Its Total Revenue

10.1.3 Google (US) Introduction

10.1.4 Google (US) Revenue in Cloud Gaming Business (2015-2020)

10.1.5 Google (US) Recent Development

10.2 Microsoft (US)

10.2.1 Microsoft (US) Company Details

10.2.2 Microsoft (US) Business Overview and Its Total Revenue

10.2.3 Microsoft (US) Introduction

10.2.4 Microsoft (US) Revenue in Cloud Gaming Business (2015-2020)

10.2.5 Microsoft (US) Recent Development

10.3 Tencent (China)

10.3.1 Tencent (China) Company Details

10.3.2 Tencent (China) Business Overview and Its Total Revenue

10.3.3 Tencent (China) Introduction

10.3.4 Tencent (China) Revenue in Cloud Gaming Business (2015-2020)

10.3.5 Tencent (China) Recent Development

10.4 NetEase (China)

10.4.1 NetEase (China) Company Details

10.4.2 NetEase (China) Business Overview and Its Total Revenue

10.4.3 NetEase (China) Introduction

10.4.4 NetEase (China) Revenue in Cloud Gaming Business (2015-2020)

10.4.5 NetEase (China) Recent Development

10.5 NVIDIA (US)

10.5.1 NVIDIA (US) Company Details

10.5.2 NVIDIA (US) Business Overview and Its Total Revenue

10.5.3 NVIDIA (US) Introduction

10.5.4 NVIDIA (US) Revenue in Cloud Gaming Business (2015-2020)

10.5.5 NVIDIA (US) Recent Development

10.6 Intel (US)

10.6.1 Intel (US) Company Details

10.6.2 Intel (US) Business Overview and Its Total Revenue

10.6.3 Intel (US) Introduction

10.6.4 Intel (US) Revenue in Cloud Gaming Business (2015-2020)

10.6.5 Intel (US) Recent Development

10.7 Amazon (US)

10.7.1 Amazon (US) Company Details

10.7.2 Amazon (US) Business Overview and Its Total Revenue

10.7.3 Amazon (US) Introduction

10.7.4 Amazon (US) Revenue in Cloud Gaming Business (2015-2020)

10.7.5 Amazon (US) Recent Development

10.8 Advanced Micro Devices (US)

10.8.1 Advanced Micro Devices (US) Company Details

10.8.2 Advanced Micro Devices (US) Business Overview and Its Total Revenue

10.8.3 Advanced Micro Devices (US) Introduction

10.8.4 Advanced Micro Devices (US) Revenue in Cloud Gaming Business (2015-2020)

10.8.5 Advanced Micro Devices (US) Recent Development

10.9 Sony (Japan)

10.9.1 Sony (Japan) Company Details

10.9.2 Sony (Japan) Business Overview and Its Total Revenue

10.9.3 Sony (Japan) Introduction

10.9.4 Sony (Japan) Revenue in Cloud Gaming Business (2015-2020)

10.9.5 Sony (Japan) Recent Development

10.10 IBM (US)

10.10.1 IBM (US) Company Details

10.10.2 IBM (US) Business Overview and Its Total Revenue

10.10.3 IBM (US) Introduction

10.10.4 IBM (US) Revenue in Cloud Gaming Business (2015-2020)

10.10.5 IBM (US) Recent Development

10.11 Alibaba (China)

10.11.1 Alibaba (China) Company Details

10.11.2 Alibaba (China) Business Overview and Its Total Revenue

10.11.3 Alibaba (China) Introduction

10.11.4 Alibaba (China) Revenue in Cloud Gaming Business (2015-2020)

10.11.5 Alibaba (China) Recent Development

10.12 Jump Gaming (US)

10.12.1 Jump Gaming (US) Company Details

10.12.2 Jump Gaming (US) Business Overview and Its Total Revenue

10.12.3 Jump Gaming (US) Introduction

10.12.4 Jump Gaming (US) Revenue in Cloud Gaming Business (2015-2020)

10.12.5 Jump Gaming (US) Recent Development

10.13 Blade (US)

10.13.1 Blade (US) Company Details

10.13.2 Blade (US) Business Overview and Its Total Revenue

10.13.3 Blade (US) Introduction

10.13.4 Blade (US) Revenue in Cloud Gaming Business (2015-2020)

10.13.5 Blade (US) Recent Development

10.14 Paperspace (US)

10.14.1 Paperspace (US) Company Details

10.14.2 Paperspace (US) Business Overview and Its Total Revenue

10.14.3 Paperspace (US) Introduction

10.14.4 Paperspace (US) Revenue in Cloud Gaming Business (2015-2020)

10.14.5 Paperspace (US) Recent Development

10.15 Vortex (Poland)

10.15.1 Vortex (Poland) Company Details

10.15.2 Vortex (Poland) Business Overview and Its Total Revenue

10.15.3 Vortex (Poland) Introduction

10.15.4 Vortex (Poland) Revenue in Cloud Gaming Business (2015-2020)

10.15.5 Vortex (Poland) Recent Development

10.16 Playgiga (Spain)

10.16.1 Playgiga (Spain) Company Details

10.16.2 Playgiga (Spain) Business Overview and Its Total Revenue

10.16.3 Playgiga (Spain) Introduction

10.16.4 Playgiga (Spain) Revenue in Cloud Gaming Business (2015-2020)

10.16.5 Playgiga (Spain) Recent Development

10.17 Activision (US)

10.17.1 Activision (US) Company Details

10.17.2 Activision (US) Business Overview and Its Total Revenue

10.17.3 Activision (US) Introduction

10.17.4 Activision (US) Revenue in Cloud Gaming Business (2015-2020)

10.17.5 Activision (US) Recent Development

10.18 Ubitus (Taiwan)

10.18.1 Ubitus (Taiwan) Company Details

10.18.2 Ubitus (Taiwan) Business Overview and Its Total Revenue

10.18.3 Ubitus (Taiwan) Introduction

10.18.4 Ubitus (Taiwan) Revenue in Cloud Gaming Business (2015-2020)

10.18.5 Ubitus (Taiwan) Recent Development

10.19 Playkey (US)

10.19.1 Playkey (US) Company Details

10.19.2 Playkey (US) Business Overview and Its Total Revenue

10.19.3 Playkey (US) Introduction

10.19.4 Playkey (US) Revenue in Cloud Gaming Business (2015-2020)

10.19.5 Playkey (US) Recent Development

10.20 Loudplay (Russia)

10.20.1 Loudplay (Russia) Company Details

10.20.2 Loudplay (Russia) Business Overview and Its Total Revenue

10.20.3 Loudplay (Russia) Introduction

10.20.4 Loudplay (Russia) Revenue in Cloud Gaming Business (2015-2020)

10.20.5 Loudplay (Russia) Recent Development

10.21 Electronic Arts (US)

10.21.1 Electronic Arts (US) Company Details

10.21.2 Electronic Arts (US) Business Overview and Its Total Revenue

10.21.3 Electronic Arts (US) Introduction

10.21.4 Electronic Arts (US) Revenue in Cloud Gaming Business (2015-2020)

10.21.5 Electronic Arts (US) Recent Development

10.22 Hatch (Finland)

10.22.1 Hatch (Finland) Company Details

10.22.2 Hatch (Finland) Business Overview and Its Total Revenue

10.22.3 Hatch (Finland) Introduction

10.22.4 Hatch (Finland) Revenue in Cloud Gaming Business (2015-2020)

10.22.5 Hatch (Finland) Recent Development

10.23 Blacknut (France)

10.23.1 Blacknut (France) Company Details

10.23.2 Blacknut (France) Business Overview and Its Total Revenue

10.23.3 Blacknut (France) Introduction

10.23.4 Blacknut (France) Revenue in Cloud Gaming Business (2015-2020)

10.23.5 Blacknut (France) Recent Development

10.24 Kingsoft (China)

10.24.1 Kingsoft (China) Company Details

10.24.2 Kingsoft (China) Business Overview and Its Total Revenue

10.24.3 Kingsoft (China) Introduction

10.24.4 Kingsoft (China) Revenue in Cloud Gaming Business (2015-2020)

10.24.5 Kingsoft (China) Recent Development

10.25 CENTURY HUATONG GROUP (China)

10.25.1 CENTURY HUATONG GROUP (China) Company Details

10.25.2 CENTURY HUATONG GROUP (China) Business Overview and Its Total Revenue

10.25.3 CENTURY HUATONG GROUP (China) Introduction

10.25.4 CENTURY HUATONG GROUP (China) Revenue in Cloud Gaming Business (2015-2020)

10.25.5 CENTURY HUATONG GROUP (China) Recent Development

10.26 Sanqi Interactive Entertainment Network Technology Group (China)

10.26.1 Sanqi Interactive Entertainment Network Technology Group (China) Company Details

10.26.2 Sanqi Interactive Entertainment Network Technology Group (China) Business Overview and Its Total Revenue

10.26.3 Sanqi Interactive Entertainment Network Technology Group (China) Introduction

10.26.4 Sanqi Interactive Entertainment Network Technology Group (China) Revenue in Cloud Gaming Business (2015-2020)

10.26.5 Sanqi Interactive Entertainment Network Technology Group (China) Recent Development

10.27 Perfect World Pictures (China)

10.27.1 Perfect World Pictures (China) Company Details

10.27.2 Perfect World Pictures (China) Business Overview and Its Total Revenue

10.27.3 Perfect World Pictures (China) Introduction

10.27.4 Perfect World Pictures (China) Revenue in Cloud Gaming Business (2015-2020)

10.27.5 Perfect World Pictures (China) Recent Development



11 Analyst's Viewpoints/Conclusions

12 Appendix


12.1 Research Methodology

12.1.1 Methodology/Research Approach

12.1.2 Data Source

12.2 Disclaimer

Read More
List of Tables and Figures
 
 
Table 1. Cloud Gaming Key Market Segments

Table 2. Key Players Covered: Ranking by Cloud Gaming Revenue

Table 3. Ranking of Global Top Cloud Gaming Manufacturers by Revenue (US$ Million) in 2019

Table 4. Global Cloud Gaming Market Size Growth Rate by Type (US$ Million): 2020 VS 2026

Table 5. Key Players of Public Clouds

Table 6. Key Players of Private Clouds

Table 7. Key Players of Hybrid Clouds

Table 8. Key Players of Virtual Private Clouds

Table 9. Global Cloud Gaming Market Size Growth by Application (US$ Million): 2020 VS 2026

Table 10. Global Cloud Gaming Market Size by Region (US$ Million): 2020 VS 2026

Table 11. Global Cloud Gaming Market Size by Regions (2015-2020) (US$ Million)

Table 12. Global Cloud Gaming Market Share by Regions (2015-2020)

Table 13. Global Cloud Gaming Forecasted Market Size by Regions (2021-2026) (US$ Million)

Table 14. Global Cloud Gaming Market Share by Regions (2021-2026)

Table 15. Market Top Trends

Table 16. Key Drivers: Impact Analysis

Table 17. Key Challenges

Table 18. Cloud Gaming Market Growth Strategy

Table 19. Main Points Interviewed from Key Cloud Gaming Players

Table 20. Global Cloud Gaming Revenue by Players (2015-2020) (US$ Million)

Table 21. Global Cloud Gaming Market Share by Players (2015-2020)

Table 22. Global Top Cloud Gaming Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Cloud Gaming as of 2019)

Table 23. Global 5 Largest Players Market Share by Cloud Gaming Revenue (CR5 and HHI) (2015-2020)

Table 24. Key Players Headquarters and Area Served

Table 25. Key Players Cloud Gaming Product Solution and Service

Table 26. Date of Enter into Cloud Gaming Market

Table 27. Mergers & Acquisitions, Expansion Plans

Table 28. Global Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 29. Global Cloud Gaming Revenue Market Share by Type (2015-2020)

Table 30. Global Cloud Gaming Forecasted Market Size by Type (2021-2026) (US$ Million)

Table 31. Global Cloud Gaming Revenue Market Share by Type (2021-2026)

Table 32. Global Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 33. Global Cloud Gaming Revenue Market Share by Application (2015-2020)

Table 34. Global Cloud Gaming Forecasted Market Size by Application (2021-2026) (US$ Million)

Table 35. Global Cloud Gaming Revenue Market Share by Application (2021-2026)

Table 36. North America Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 37. North America Key Players Cloud Gaming Market Share (2019-2020)

Table 38. North America Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 39. North America Cloud Gaming Market Share by Type (2015-2020)

Table 40. North America Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 41. North America Cloud Gaming Market Share by Application (2015-2020)

Table 42. Europe Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 43. Europe Key Players Cloud Gaming Market Share (2019-2020)

Table 44. Europe Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 45. Europe Cloud Gaming Market Share by Type (2015-2020)

Table 46. Europe Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 47. Europe Cloud Gaming Market Share by Application (2015-2020)

Table 48. China Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 49. China Key Players Cloud Gaming Market Share (2019-2020)

Table 50. China Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 51. China Cloud Gaming Market Share by Type (2015-2020)

Table 52. China Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 53. China Cloud Gaming Market Share by Application (2015-2020)

Table 54. Japan Key Players Cloud Gaming Revenue (2019-2020) (US$ Million)

Table 55. Japan Key Players Cloud Gaming Market Share (2019-2020)

Table 56. Japan Cloud Gaming Market Size by Type (2015-2020) (US$ Million)

Table 57. Japan Cloud Gaming Market Share by Type (2015-2020)

Table 58. Japan Cloud Gaming Market Size by Application (2015-2020) (US$ Million)

Table 59. Japan Cloud Gaming Market Share by Application (2015-2020)

Table 60. Google (US) Company Details

Table 61. Google (US) Business Overview

Table 62. Google (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 63. Google (US) Product

Table 64. Google (US) Recent Development

Table 65. Microsoft (US) Company Details

Table 66. Microsoft (US) Business Overview

Table 67. Microsoft (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 68. Microsoft (US) Product

Table 69. Microsoft (US) Recent Development

Table 70. Tencent (China) Company Details

Table 71. Tencent (China) Business Overview

Table 72. Tencent (China) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 73. Tencent (China) Product

Table 74. Tencent (China) Recent Development

Table 75. NetEase (China) Company Details

Table 76. NetEase (China) Business Overview

Table 77. NetEase (China) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 78. NetEase (China) Product

Table 79. NetEase (China) Recent Development

Table 80. NVIDIA (US) Company Details

Table 81. NVIDIA (US) Business Overview

Table 82. NVIDIA (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 83. NVIDIA (US) Product

Table 84. NVIDIA (US) Recent Development

Table 85. Intel (US) Company Details

Table 86. Intel (US) Business Overview

Table 87. Intel (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 88. Intel (US) Product

Table 89. Intel (US) Recent Development

Table 90. Amazon (US) Company Details

Table 91. Amazon (US) Business Overview

Table 92. Amazon (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 93. Amazon (US) Product

Table 94. Amazon (US) Recent Development

Table 95. Advanced Micro Devices (US) Company Details

Table 96. Advanced Micro Devices (US) Business Overview

Table 97. Advanced Micro Devices (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 98. Advanced Micro Devices (US) Product

Table 99. Advanced Micro Devices (US) Recent Development

Table 100. Sony (Japan) Company Details

Table 101. Sony (Japan) Business Overview

Table 102. Sony (Japan) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 103. Sony (Japan) Product

Table 104. Sony (Japan) Recent Development

Table 105. IBM (US) Company Details

Table 106. IBM (US) Business Overview

Table 107. IBM (US) Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 108. IBM (US) Product

Table 109. IBM (US) Recent Development

Table 110. Alibaba (China) Company Details

Table 111. Alibaba (China) Business Overview

Table 112. Alibaba (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 113. Alibaba (China) Product

Table 114. Alibaba (China) Recent Development

Table 115. Jump Gaming (US) Company Details

Table 116. Jump Gaming (US) Business Overview

Table 117. Jump Gaming (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 118. Jump Gaming (US) Product

Table 119. Jump Gaming (US) Recent Development

Table 120. Blade (US) Company Details

Table 121. Blade (US) Business Overview

Table 122. Blade (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 123. Blade (US) Product

Table 124. Blade (US) Recent Development

Table 125. Paperspace (US) Company Details

Table 126. Paperspace (US) Business Overview

Table 127. Paperspace (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 128. Paperspace (US) Product

Table 129. Paperspace (US) Recent Development

Table 130. Vortex (Poland) Company Details

Table 131. Vortex (Poland) Business Overview

Table 132. Vortex (Poland) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 133. Vortex (Poland) Product

Table 134. Vortex (Poland) Recent Development

Table 135. Playgiga (Spain) Company Details

Table 136. Playgiga (Spain) Business Overview

Table 137. Playgiga (Spain) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 138. Playgiga (Spain) Product

Table 139. Playgiga (Spain) Recent Development

Table 140. Activision (US) Company Details

Table 141. Activision (US) Business Overview

Table 142. Activision (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 143. Activision (US) Product

Table 144. Activision (US) Recent Development

Table 145. Ubitus (Taiwan) Company Details

Table 146. Ubitus (Taiwan) Business Overview

Table 147. Ubitus (Taiwan) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 148. Ubitus (Taiwan) Product

Table 149. Ubitus (Taiwan) Recent Development

Table 150. Playkey (US) Company Details

Table 151. Playkey (US) Business Overview

Table 152. Playkey (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 153. Playkey (US) Product

Table 154. Playkey (US) Recent Development

Table 155. Loudplay (Russia) Company Details

Table 156. Loudplay (Russia) Business Overview

Table 157. Loudplay (Russia) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 158. Loudplay (Russia) Product

Table 159. Loudplay (Russia) Recent Development

Table 160. Electronic Arts (US) Company Details

Table 161. Electronic Arts (US) Business Overview

Table 162. Electronic Arts (US) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 163. Electronic Arts (US) Product

Table 164. Electronic Arts (US) Recent Development

Table 165. Hatch (Finland) Company Details

Table 166. Hatch (Finland) Business Overview

Table 167. Hatch (Finland) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 168. Hatch (Finland) Product

Table 169. Hatch (Finland) Recent Development

Table 170. Blacknut (France) Company Details

Table 171. Blacknut (France) Business Overview

Table 172. Blacknut (France) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 173. Blacknut (France) Product

Table 174. Blacknut (France) Recent Development

Table 175. Kingsoft (China) Company Details

Table 176. Kingsoft (China) Business Overview

Table 177. Kingsoft (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 178. Kingsoft (China) Product

Table 179. Kingsoft (China) Recent Development

Table 180. CENTURY HUATONG GROUP (China) Company Details

Table 181. CENTURY HUATONG GROUP (China) Business Overview

Table 182. CENTURY HUATONG GROUP (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 183. CENTURY HUATONG GROUP (China) Product

Table 184. CENTURY HUATONG GROUP (China) Recent Development

Table 185. Sanqi Interactive Entertainment Network Technology Group (China) Company Details

Table 186. Sanqi Interactive Entertainment Network Technology Group (China) Business Overview

Table 187. Sanqi Interactive Entertainment Network Technology Group (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 188. Sanqi Interactive Entertainment Network Technology Group (China) Product

Table 189. Sanqi Interactive Entertainment Network Technology Group (China) Recent Development

Table 190. Perfect World Pictures (China) Company Details

Table 191. Perfect World Pictures (China) Business Overview

Table 192. Perfect World Pictures (China) Cloud Gaming Revenue in Cloud Gaming Business (2015-2020) (US$ Million)

Table 193. Perfect World Pictures (China) Product

Table 194. Perfect World Pictures (China) Recent Development

Table 195. Research Programs/Design for This Report

Table 196. Key Data Information from Secondary Sources

Table 197. Key Data Information from Primary Sources

List of Figures

Figure 1. Global Cloud Gaming Market Share by Type in 2020 & 2026

Figure 2. Public Clouds Features

Figure 3. Private Clouds Features

Figure 4. Hybrid Clouds Features

Figure 5. Virtual Private Clouds Features

Figure 6. Global Cloud Gaming Market Share by Application in 2020 & 2026

Figure 7. PC Case Studies

Figure 8. Connected TV Case Studies

Figure 9. Tablet Case Studies

Figure 10. Smartphone Case Studies

Figure 11. Cloud Gaming Report Years Considered

Figure 12. Global Cloud Gaming Market Size YoY Growth 2015-2026 (US$ Million)

Figure 13. Global Cloud Gaming Market Share by Regions: 2020 VS 2026

Figure 14. Global Cloud Gaming Market Share by Regions (2021-2026)

Figure 15. United States Market Share in Global Market 2015-2026

Figure 16. Porter's Five Forces Analysis

Figure 17. Global Cloud Gaming Market Share by Players in 2019

Figure 18. Global Top Cloud Gaming Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Cloud Gaming as of 2019)

Figure 19. The Top 10 and 5 Players Market Share by Cloud Gaming Revenue in 2019

Figure 20. North America Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 21. Europe Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 22. China Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 23. Japan Cloud Gaming Market Size YoY Growth (2015-2026) (US$ Million)

Figure 24. Google (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 25. Google (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 26. Microsoft (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 27. Microsoft (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 28. Tencent (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 29. Tencent (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 30. NetEase (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 31. NetEase (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 32. NVIDIA (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 33. NVIDIA (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 34. Intel (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 35. Intel (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 36. Amazon (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 37. Amazon (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 38. Advanced Micro Devices (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 39. Advanced Micro Devices (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 40. Sony (Japan) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 41. Sony (Japan) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 42. IBM (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 43. IBM (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 44. Alibaba (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 45. Alibaba (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 46. Jump Gaming (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 47. Jump Gaming (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 48. Blade (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 49. Blade (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 50. Paperspace (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 51. Paperspace (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 52. Vortex (Poland) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 53. Vortex (Poland) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 54. Playgiga (Spain) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 55. Playgiga (Spain) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 56. Activision (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 57. Activision (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 58. Ubitus (Taiwan) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 59. Ubitus (Taiwan) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 60. Playkey (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 61. Playkey (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 62. Loudplay (Russia) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 63. Loudplay (Russia) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 64. Electronic Arts (US) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 65. Electronic Arts (US) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 66. Hatch (Finland) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 67. Hatch (Finland) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 68. Blacknut (France) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 69. Blacknut (France) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 70. Kingsoft (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 71. Kingsoft (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 72. CENTURY HUATONG GROUP (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 73. CENTURY HUATONG GROUP (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 74. Sanqi Interactive Entertainment Network Technology Group (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 75. Sanqi Interactive Entertainment Network Technology Group (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 76. Perfect World Pictures (China) Revenue Growth Rate in Cloud Gaming Business (2015-2020)

Figure 77. Perfect World Pictures (China) Total Revenue (US$ Million): 2019 Compared with 2018

Figure 78. Bottom-up and Top-down Approaches for This Report

Figure 79. Data Triangulation

Figure 80. Key Executives Interviewed
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