デフォルト表紙
市場調査レポート
商品コード
1171396

クラウドゲームの世界市場予測(2022年~2027年)

Cloud Gaming Market - Forecasts from 2022 to 2027

出版日: | 発行: Knowledge Sourcing Intelligence | ページ情報: 英文 135 Pages | 納期: 即日から翌営業日

● お客様のご希望に応じて、既存データの加工や未掲載情報(例:国別セグメント)の追加などの対応が可能です。  詳細はお問い合わせください。

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.53円
クラウドゲームの世界市場予測(2022年~2027年)
出版日: 2022年11月23日
発行: Knowledge Sourcing Intelligence
ページ情報: 英文 135 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 目次
概要

世界のクラウドゲームの市場規模は、2020年に7億5,843万2,000米ドルとなり、予測期間中に25.94%のCAGRで成長し、2027年に38億1,191万米ドルになると予測されています。市場を牽引する要因には、高速インターネットが普及し、携帯電話やテレビ、ノートパソコン、タブレット端末の普及が進んだことで、クラウドゲームへの需要が高まっていることや、無料プレイモデルが多くのサブスクリプションを獲得することに成功していることなどが挙げられます。

当レポートでは、世界のクラウドゲーム市場について調査し、市場規模や予測、COVID-19の影響、市場の促進要因および課題、市場動向、セグメント別の市場分析、競合情勢、主要企業のプロファイルなどの体系的な情報を提供しています。

目次

第1章 イントロダクション

  • 市場概要
  • COVID-19の影響
  • 市場の定義
  • 市場セグメンテーション

第2章 調査手法

  • 調査データ
  • 前提条件

第3章 エグゼクティブサマリー

  • 調査のハイライト

第4章 市場力学

  • 市場促進要因
  • 市場抑制要因
  • ポーターのファイブフォース分析
    • エンドユーザーの交渉力
    • 買い手の交渉力
    • 新規参入者の脅威
    • 代替品の脅威
    • 競争企業間の敵対関係
  • 業界のバリューチェーン分析

第5章 クラウドゲーム市場:プラットフォーム別

  • イントロダクション
  • スマートフォン
  • PC
  • その他

第6章 クラウドゲーム市場:サービスタイプ別

  • イントロダクション
  • ビデオストリーミング
  • ファイルストリーミング

第7章 クラウドゲーム市場:地域別

  • イントロダクション
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 南米
    • ブラジル
    • アルゼンチン
    • その他
  • 欧州
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • その他
  • 中東・アフリカ
    • サウジアラビア
    • アラブ首長国連邦
    • イスラエル
    • その他
  • アジア太平洋地域
    • 日本
    • 中国
    • インド
    • 韓国
    • インドネシア
    • タイ
    • 台湾
    • その他

第8章 競合環境と分析

  • 主要企業と戦略分析
  • 新興企業と市場の有利性
  • 合併、買収、契約、コラボレーション
  • ベンダーの競合マトリックス

第9章 企業プロファイル

  • NVIDIA Corporation
  • G-cluster Global Corporation
  • Meta Platforms, Inc.
  • Sony Corporation
  • Amazon Web Services, Inc
  • Ubisoft Entertainment SA
  • Google
  • OVH Groupe SAS
  • Rainway, Inc.
  • Paperspace Co.
  • Microsoft Corporation
目次
Product Code: KSI061610344

Cloud gaming market is projected to witness a CAGR of 25.94% during the forecast period to reach a market size of US$3,811.91 million by 2027, increasing from US$758.432 million in 2020.

Cloud gaming refers to a game that resides on a company server rather than on the gamer's device. The gamer enters the game by installing a client program that can access the server where the games are running. A gamer does not require any physical copies, updates, or backup as the game is stored on a cloud platform reducing the overall cost of playing the game. The widespread availability of high-speed internet and the increasing proliferation of mobile phones, televisions, laptops, and tablets are augmenting the demand for cloud gaming. Reduction in the access time, as well as the declining cost of purchasing games, is further fuelling the demand for cloud gaming. Rising social media and a growing number of mobile gamers will be affecting the market growth during the forecast period. Free-to-play models have successfully attracted many subscriptions which also contribute to market growth. The growth of e-Sports worldwide will boost the demand for cloud gaming in the coming years.

Smartphone adoption to drive growth

The growth of cloud gaming is an emerging technology in the gaming industry, which allows the user to stream high-quality games across smartphones with fast network connectivity, thereby preventing the requirement for regular gaming consoles, PCs, or laptops. The burgeoning demand for mobile games is a result of the multiple technological advancements in cloud gaming, like AR, 5G, and VR. This trend is not shocking, considering the mobile game industry heavily relies on new technology. A poll by the Mobile Video Industry Council suggested that mobile operators forecasted cloud gaming to generate 25-50% off 5G data traffic by the end of 2022. The emergence of 5G, as well as unlimited data plans, are also expected to be critical factors to aid the success of cloud gaming across the world since most gamers today prefer playing games on their mobile phones. In addition, the rising services and investments in 5G infrastructure hold an eminent place for this success. In accordance with Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region alone is estimated to reach around 1,545 million by 2025.

Asia Pacific to Witness the Highest Growth

The growing prevalence of cloud infrastructure has provided storage, several computing, and communication resources in a cost-effective, reliable, and low-maintenance manner. Multiple applications may employ all these cloud computing resources, and gaming services have been regarded as one of the fastest-growing sectors in China for cloud computing. With the rise of cloud gaming platforms that allow users to stream their favorite video games rather than download them on smartphones or any other gaming consoles, the market is witnessing novel platform launches. For instance, in April 2019, Tencent started testing a cloud gaming service called "Start. "The company has since deployed these solutions in multiple test markets, including China, where the company allowed an exclusive group of users to sign up for the service. The company made this strategic move to get ahead of its competitors in the next huge gaming industry trend. Japan is also among one the key players in the gaming market in the world after China and the US. With the steady growth of technological adaption and many leading gaming companies, that include Konami, Sony, Nintendo, and others, for several decades in the country, the country's gaming market has been evolving and advancing and is expected to grow substantially during the forecast period. With one of the largest youth populations, India is projected to emerge as one of the world's leading market destinations in the gaming sector. The growth in the country is attributed to the growing younger population, inclining disposable incomes, the introduction of fresh and new gaming genres, and the rapidly increasing number of smartphone and tablet users.

Key Developments

  • June 2022- Microsoft launched the Xbox Cloud Gaming in Argentina and New Zealand. Xbox Game Pass Ultimate subscribers were offered the perk to stream over 100 games to devices like phones, tablets, personal computers, and Samsung TVs. Xbox Cloud Gaming is now available in about 28 countries and is powered by custom Xbox Series X consoles.
  • February 2022 - Nintendo Acquired SRD Co. Ltd . Through this acquisition, Nintendo aimed at strengthening its software development resources, to improve the efficiency of development, while also allowing it to make even more polished games in the times to come.

COVID-19 Insights

The COVID-19 pandemic turned out to have a positive impact on the market. According to a study by Verizon, there had been an increase of 115% in gaming usage in the US alone, compared to times before COVID-19. Further, live streaming services, as well as online gaming platforms also continued to see a surge in their concurrent users throughout March and April 2020. This was most possibly due to the mandated lockdowns across several nations, which caused people to stay at home, which made them get indulged in activities like gaming.

Segmentation

  • By Platform

Smartphones

PCs

Others

  • By Service Type

Video Streaming

File Streaming

  • By Geography

North America

  • United States
  • Canada
  • Mexico

South America

  • Brazil
  • Argentina
  • Others

Europe

  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Others

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Israel
  • Others

Asia-Pacific

  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Taiwan
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Covid-19 Scenario
  • 1.3. Market Definition
  • 1.4. Market Segmentation

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Assumptions

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Driver
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of End-Users
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. CLOUD GAMING MARKET, BY PLATFORM

  • 5.1. Introduction
  • 5.2. Smartphones
  • 5.3. PCs
  • 5.4. Others

6. CLOUD GAMING MARKET, BY SERVICE TYPE

  • 6.1. Introduction
  • 6.2. Video Streaming
  • 6.3. File Streaming

7. CLOUD GAMING MARKET, BY GEOGRAPHY

  • 7.1. Introduction
  • 7.2. North America
    • 7.2.1. United States
    • 7.2.2. Canada
    • 7.2.3. Mexico
  • 7.3. South America
    • 7.3.1. Brazil
    • 7.3.2. Argentina
    • 7.3.3. Others
  • 7.4. Europe
    • 7.4.1. UK
    • 7.4.2. Germany
    • 7.4.3. France
    • 7.4.4. Spain
    • 7.4.5. Italy
    • 7.4.6. Others
  • 7.5. Middle East and Africa
    • 7.5.1. Saudi Arabia
    • 7.5.2. UAE
    • 7.5.3. Israel
    • 7.5.4. Others
  • 7.6. Asia-Pacific
    • 7.6.1. Japan
    • 7.6.2. China
    • 7.6.3. India
    • 7.6.4. South Korea
    • 7.6.5. Indonesia
    • 7.6.6. Thailand
    • 7.6.7. Taiwan
    • 7.6.8. Others

8. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 8.1. Major Players and Strategy Analysis
  • 8.2. Emerging Players and Market Lucrativeness
  • 8.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 8.4. Vendor Competitiveness Matrix

9. COMPANY PROFILES

  • 9.1. NVIDIA Corporation
  • 9.2. G-cluster Global Corporation
  • 9.3. Meta Platforms, Inc.
  • 9.4. Sony Corporation
  • 9.5. Amazon Web Services, Inc
  • 9.6. Ubisoft Entertainment SA
  • 9.7. Google
  • 9.8. OVH Groupe SAS
  • 9.9. Rainway, Inc.
  • 9.10. Paperspace Co.
  • 9.11. Microsoft Corporation