Cloud Gaming Market by Offering (Infrastructure, Gaming Platform Services), Device Type (Smartphones, Tablets, Gaming Consoles, PCs & Laptops, Smart TVs, HMDs), Solution (Video Streaming, File Streaming), Gamer Type, Region - Global Forecast to 2024

Abstract
Apex Market Research has published a new report titled ”Global Cloud Gaming Market share, forecast data, In-Depth Analysis, and Forecast, 2020-2027”. According to the report, The global Cloud Gaming market is estimated to grow from USD 306 billion in 2019 to USD 3107 billion by 2024, at a CAGR of 59%. The report offers in-depth insights, revenue details, and other vital information regarding the global Cloud Gaming market and the various trends, drivers, restraints, opportunities, and threats in the target market till 2027.

Attractive Opportunities in the Cloud Gaming market

The report covers an in depth description, competitive scenario, wide product portfolio of key vendors and business strategy adopted by competitors along with their SWOT analysis, revenue, sales and Porter's Five Forces Analysis.
Global Cloud Gaming market report offers in-depth insights, revenue details, and other vital information regarding the global Cloud Gaming market, and the various trends, drivers, restraints, opportunities, and threats in the target market till year 2027. Hence, it covers the impact of these drivers and restraints on demand for this market during the forecast period.
It provides historical data along with future forecast as well as detailed analysis of market on a global, regional and country level. Important market data of this market is projected in the form of tables, graphics, and pictures. On a regional basis, the market is categorized into five regions that include North America, Europe, Asia Pacific, Latin America, and Middle & East Africa. It analyzes complete scenario of each and every region along with highest shareholder of Cloud Gaming market. The major players operating into Cloud Gaming Market include: NVIDIA (US)
Intel (US)
Google (US)
Microsoft (US)
Amazon (US)
Advanced Micro Devices (US)
Sony (Japan)
IBM (US)
Tencent (China)
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)
and Blacknut (France) Scope Of the Report
Report Parameters Details of Parameter
Market Size 2020-2027
Based Year 2019
Forecast Period Covered 2020-2027
Units for value Value in USD Million
Covered Segments Offering, Devices, Solution Type, and Gamer Type
Region Covered North America (the United States, Canada, and Mexico)
Europe (Germany, UK, France, Italy, and Russia, etc.)
Asia-Pacific (China, Japan, ASEAN, India, and Korea)
The Middle East and Africa (UAE, Egypt, South Africa, Saudi Arabia)
South America (Brazil, Chile, Peru, and Argentina)
This research report categorizes the Cloud Gaming market to forecast revenues and analyze trends in each of the following submarkets:

Cloud Gaming Market, by Offering:

  • Infrastructure
    • Compute
    • Memory
    • Storage
  • Game Platform Services
    • Content Services
    • PC Services

Cloud Gaming Market, by Device Type:

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

Cloud Gaming Market, by Solution Type:

  • Video Streaming
  • File Streaming

Cloud Gaming Market, by Gamer Type:

  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers
By geography, this market has been segregated into five regions with revenue and growth rate of Cloud Gaming from 2020 to 2027,
There are 13 chapters to put on view for Cloud Gaming Market:
Chapter 1: Market Overview, Drivers, Restraints and Opportunities, Segmentation overview Chapter 2: Market competition by Manufacturers Chapter 3: Production by Regions Chapter 4: Consumption by Regions Chapter 5: Production, By Types, Revenue and Market share by Types Chapter 6: Consumption, By Applications, Market share (%) and Growth Rate by Applications Chapter 7: Complete profiling and analysis of Manufacturers Chapter 8: Manufacturing cost analysis, Raw materials analysis, Region-wise manufacturing expenses Chapter 9: Industrial Chain, Sourcing Strategy and Downstream Buyers Chapter 10: Marketing Strategy Analysis, Distributors/Traders Chapter 11: Market Effect Factors Analysis Chapter 12: Market Forecast Chapter 13: Cloud Gaming Research Findings and Conclusion, Appendix, methodology and data source Data type include capacity, production, market share, price, revenue, cost, gross, gross margin, growth rate, consumption, import, export have been determined using secondary sources and verified primary sources. Industry chain, manufacturing process, cost structure, marketing channel are also analyzed in this report. Industry Chain Analysis Raw Material and Suppliers Equipment and Suppliers Manufacturing Process Manufacturing Cost Structure Manufacturing Plants Distribution Analysis Available Customizations We can also provide customized report as per company's specific needs. We can also provide the customized separate regional or country-level reports, for the specific region as per client requirement.
Chapter 1 Industry Overview 1.1 Cloud Gaming Market Overview 1.1.1 Cloud Gaming Product Scope 1.1.2 Market Status and Outlook 1.2 Global Cloud Gaming Market Size and Analysis by Regions (2015-2019) 1.2.1 North America Cloud Gaming Market Status and Outlook 1.2.2 EU Cloud Gaming Market Status and Outlook 1.2.3 Japan Cloud Gaming Market Status and Outlook 1.2.4 China Cloud Gaming Market Status and Outlook 1.2.5 India Cloud Gaming Market Status and Outlook 1.2.6 Southeast Asia Cloud Gaming Market Status and Outlook 1.3 Global Cloud Gaming Market Segment Cloud Gaming Market, by Offering:
1.3.1 Introduction
1.3.1.1 Market Estimates And Forecast 2015-2027
1.3.2 Infrastructure
1.3.2.1 Compute
1.3.2.2 Memory
1.3.2.3 Storage
1.3.2.4 Market Estimates And Forecast By Country, 2015-2027
1.3.3 Game Platform Services
1.3.3.1 Content Services
1.3.3.2 PC Services
1.3.3.3 Market Estimates And Forecast By Country, 2015-2027
1.4 Global Cloud Gaming Market Segment Cloud Gaming Market, by Device Type:
1.4.1 Introduction
1.4.1.1 Market Estimates And Forecast 2015-2027
1.4.1 Smartphones
1.4.1.1 Market Estimates And Forecast By Country, 2015-2027
1.4.2 Tablets
1.4.2.1 Market Estimates And Forecast By Country, 2015-2027
1.4.3 Gaming Consoles
1.4.3.1 Market Estimates And Forecast By Country, 2015-2027
1.4.4 PCs & Laptops
1.4.4.1 Market Estimates And Forecast By Country, 2015-2027
1.4.5 Smart TVs
1.4.5.1 Market Estimates And Forecast By Country, 2015-2027
1.4.6 Head Mounted Displays
1.4.6.1 Market Estimates And Forecast By Country, 2015-2027
1.5 Global Cloud Gaming Market Segment Cloud Gaming Market, by Solution Type:
1.5.1 Introduction
1.5.1.1 Market Estimates And Forecast 2015-2027
1.5.1 Video Streaming
1.5.1.1 Market Estimates And Forecast By Country, 2015-2027
1.5.2 File Streaming
1.5.2.1 Market Estimates And Forecast By Country, 2015-2027
1.6 Global Cloud Gaming Market Segment Cloud Gaming Market, by Gamer Type:
1.6.1 Introduction
1.6.1.1 Market Estimates And Forecast 2015-2027
1.6.1 Casual Gamers
1.6.1.1 Market Estimates And Forecast By Country, 2015-2027
1.6.2 Avid Gamers
1.6.2.1 Market Estimates And Forecast By Country, 2015-2027
1.6.3 Hardcore Gamers
1.6.3.1 Market Estimates And Forecast By Country, 2015-2027
Chapter 2 Global Cloud Gaming Competition Analysis by Players 2.1 Global Cloud Gaming Market Size (Million USD) by Players (2015-2019) 2.2 Competitive Status and Trend 2.2.1 Market Concentration Rate 2.2.2 Product/Service Differences 2.2.3 New Entrants 2.2.4 The Technology Trends in Future Chapter 3 Company (Top Players) Profiles and Key Data 3.1 NVIDIA (US) 3.1.1 Company Profile 3.1.2 Main Business/Business Overview 3.1.3 Products, Services and Solutions 3.1.4 NVIDIA (US), Cloud Gaming Revenue (Million USD) (2015-2019) 3.1.5 Recent Developments 3.2 Intel (US) 3.2.1 Company Profile 3.2.2 Main Business/Business Overview 3.2.3 Products, Services and Solutions 3.2.4 Intel (US), Cloud Gaming Revenue (Million USD) (2015-2019) 3.2.5 Recent Developments 3.3 Google (US) 3.3.1 Company Profile 3.3.2 Main Business/Business Overview 3.3.3 Products, Services and Solutions 3.3.4 Google (US), Cloud Gaming Revenue (Million USD) (2015-2019) 3.3.5 Recent Developments 3.4 Microsoft (US) 3.4.1 Company Profile 3.4.2 Main Business/Business Overview 3.4.3 Products, Services and Solutions 3.4.4 Microsoft (US), Cloud Gaming Revenue (Million USD) (2015-2019) 3.4.5 Recent Developments 3.5 Amazon (US) 3.5.1 Company Profile 3.5.2 Main Business/Business Overview 3.5.3 Products, Services and Solutions 3.5.4 Amazon (US), Cloud Gaming Revenue (Million USD)(2015-2019) 3.5.5 Recent Developments 3.6 Advanced Micro Devices (US) 3.6.1 Company Profile 3.6.2 Main Business/Business Overview 3.6.3 Products, Services and Solutions 3.6.4 Advanced Micro Devices (US), Cloud Gaming Revenue (Million USD)(2015-2019) 3.6.5 Recent Developments 3.7 Sony (Japan) 3.7.1 Company Profile 3.7.2 Main Business/Business Overview 3.7.3 Products, Services and Solutions 3.7.4 Sony (Japan), Cloud Gaming Revenue (Million USD)(2015-2019) 3.7.5 Recent Developments 3.8 IBM (US) 3.8.1 Company Profile 3.8.2 Main Business/Business Overview 3.8.3 Products, Services and Solutions 3.8.4 IBM (US), Cloud Gaming Revenue (Million USD) (2015-2019) 3.8.5 Recent Developments 3.9 Tencent (China) 3.9.1 Company Profile 3.9.2 Main Business/Business Overview 3.9.3 Products, Services and Solutions 3.9.4 Tencent (China), Cloud Gaming Revenue (Million USD) (2015-2019) 3.9.5 Recent Developments 3.10 Alibaba (China) 3.10.1 Company Profile 3.10.2 Main Business/Business Overview 3.10.3 Products, Services and Solutions 3.10.4 Alibaba (China), Cloud Gaming Revenue (Million USD) (2015-2019) 3.10.5 Recent Developments Chapter 4 Global Cloud Gaming Market Size Type (2015-2019) 4.1 Global Cloud Gaming Market Size by Type (2015-2019) Chapter 5 Global Cloud Gaming Market Size Application (2015-2019) 5.1 Global Cloud Gaming Market Size by Application (2015-2019) 5.2 Potential Application of Cloud Gaming in Future 5.3 Top Consumer / End Users of Cloud Gaming Chapter 6 North America Cloud Gaming Development Status and Outlook 6.1 North America Cloud Gaming Market Size (2015-2019) 6.2 North America Cloud Gaming Market Size by Application (2015-2019) Chapter 7 EU Cloud Gaming Development Status and Outlook 7.1 EU Cloud Gaming Market Size (2015-2019) 7.2 EU Cloud Gaming Market Size by Application (2015-2019) Chapter 8 Japan Cloud Gaming Development Status and Outlook 8.1 Japan Cloud Gaming Market Size (2015-2019) 8.2 Japan Cloud Gaming Market Size by Application (2015-2019) Chapter 9 China Cloud Gaming Development Status and Outlook 9.1 China Cloud Gaming Market Size and Forecast (2015-2019) 9.2 China Cloud Gaming Market Size by Application (2015-2019) Chapter 10 India Cloud Gaming Development Status and Outlook 10.1 India Cloud Gaming Market Size and Forecast (2015-2019) 10.2 India Cloud Gaming Market Size by Application (2015-2019) Chapter 11 Southeast Asia Cloud Gaming Development Status and Outlook 11.1 Southeast Asia Cloud Gaming Market Size and Forecast (2015-2019) 11.2 Southeast Asia Cloud Gaming Market Size by Application (2015-2019) Chapter 12 Market Forecast by Regions and Application (2020-2027) 12.1 Global Cloud Gaming Market Size (Million USD) by Regions (2020-2027) 12.1. North America Cloud Gaming Revenue and Growth Rate (2020-2027) 12.1.2 EU Cloud Gaming Revenue and Growth Rate (2020-2027) 12.1.3 China Cloud Gaming Revenue and Growth Rate (2020-2027) 12.1.4 Japan Cloud Gaming Revenue and Growth Rate (2020-2027) 12.1.5 Southeast Asia Cloud Gaming Revenue and Growth Rate (2020-2027) 12.1.6 India Cloud Gaming Revenue and Growth Rate (2020-2027) 12.2 Global Cloud Gaming Market Size by Application (2020-2027) Chapter 13 Cloud Gaming Market Dynamics 13.1 Cloud Gaming Market Opportunities 13.2 Cloud Gaming Challenge and Risk 13.2.1 Competition from Opponents 13.2.2 Downside Risks of Economy 13.3 Cloud Gaming Market Constraints and Threat 13.3.1 Threat from Substitute 13.3.2 Government Policy 13.3.3 Technology Risks 13.4 Cloud Gaming Market Driving Force 13.4.1 Growing Demand from Emerging Markets 13.4.2 Potential Application Chapter 14 Market Effect Factors Analysis 14.1 Technology Progress/Risk 14.1.1 Substitutes 14.1.2 Technology Progress in Related Industry 14.2 Consumer Needs Trend/Customer Preference 14.3 External Environmental Change 14.3.1 Economic Fluctuations 14.3.2 Other Risk Factors Chapter 15 Research Finding /Conclusion Chapter 16 Methodology and Data Source 16.1 Methodology/Research Approach 16.1.1 Research Programs/Design 16.1.2 Market Size Estimation 16.1.3 Market Breakdown and Data Triangulation 16.2 Data Source 16.2.1 Secondary Sources 16.2.2 Primary Sources 16.3 Disclaimer 16.4 Author List
9488

4404

OUR CLIENT