Industry Outlook and Trend Analysis

The Cloud Gaming Market has witnessed significant growth in the recent years and is anticipated to grow tremendously over the forecast period. Cloud gaming alludes to a game that dwells on a company server instead of on the gamer's device. The gamer enters the game by installing a client program that can get to the server where the games are running. The major benefit of cloud gaming is that the organization can upgrade the games without worrying as much about the capabilities of clients' computers. The customer program that the gamer installs is normally light in that it doesn't require much processing power to function. The gamer would then be able to choose from the accessible games and play them on the server. The processing power for running the game is given by the server; however the speed of the connection can turn into an issue for the gamer. Cloud gaming organizations typically charge a fee for subscription, working much like online video rental administrations.

Drivers and Restraints

An expanding mobile and internet subscriber base, government activities associated with infrastructure exercises, increasing gaming audience, upgrades in development of new technologies, and lessening piracy are the significant drivers for this present market's development. Developing countries have significantly contributed to the overall growth of the market. The increasing demand or online games has brought about surging requirement for cloud gaming. The major benefit of not having to purchase a console to play the game is leading boosting installation of client programmes in cloud gaming.

Market Segmentation

The cloud gaming market is segmented on the basis of type, server, cloud and end-user. On the basis of type the market is segmented into file streaming, video streaming and others. The cloud segment is further classified in to private, public, hybrid and community. Based on server the market is classified in to play station, G-cluster, gamenow, stream my game and others. The end-users for the global cloud gaming are core gamer, serious gamer and social gamer.

Regional Outlook and Trend Analysis

North America and Western Europe is driving the cloud gaming market. The expanded infiltration of tablets and smartphones in the Americas, high reasonableness and capacity to invest time in recreation activities is a charge for the market development. Asia Pacific is anticipated to reflect high development rate amid the gauge time frame. High accessibility of low-cost smartphones and tablets and rising pattern of making use of digital technology in Region, for example, China and India and furthermore because of the raising foreign investments are the elements driving the Asia Pacific market.

Competitive Insights

The major players in the market are PLAYKEY, Ubitus Inc, Tsinghua Tongfang, Beijing Zhongqing Longtu Network Technology Co Ltd, Microsoft, Amazon, Samsung Electronics, Sony Corporation, GameFly and NVIDIA Graphics Pvt Ltd. The major players in the market are profiled in detail in view of qualities, for example, company portfolio, business strategies, financial overview, recent developments, and share of the overall industry.

The Cloud Gaming Market is segmented as follows-

By Type:

File streaming,
Video streaming

By Cloud:


By Server:

Play station

By End User:

Core gamer
Serious gamer
Social gamer

By Region

North America



Rest of Europe


South Korea
Southeast Asia
Rest of Asia-Pacific

South America

South Africa
Rest of South America

Middle East and Africa

Saudi Arabia
South Africa
Rest of MEA

Some of the key questions answered by the report are:

What was the market size in 2014 and forecast from 2015 to 2023?
What will be the industry market growth from 2015 to 2023?
What are the major drivers, restraints, opportunities, challenges, and industry trends and their impact on the market forecast?
What are the major segments leading the market growth and why?
Which are the leading players in the market and what are the major strategies adopted by them to sustain the market competition?