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1687536

クラウドゲーミング市場規模、シェア、成長分析:デバイス別、タイプ別、ゲーマータイプ別、提供別、展開別、ゲームシステム別、地域別 - 産業予測 2025~2032年

Cloud Gaming Market Size, Share, and Growth Analysis, By Device (Smartphones, Gaming Consoles), By Type (Video Streaming, File Streaming), By Gamer Type, By Offering, By Deployment, By Gaming System, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 157 Pages
納期
3~5営業日
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=146.99円
クラウドゲーミング市場規模、シェア、成長分析:デバイス別、タイプ別、ゲーマータイプ別、提供別、展開別、ゲームシステム別、地域別 - 産業予測 2025~2032年
出版日: 2025年03月20日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

クラウドゲーミング市場規模は2023年に10億5,000万米ドル、予測期間(2025-2032年)のCAGRは46.3%で、2024年の15億4,000万米ドルから2032年には322億4,000万米ドルに成長する見通しです。

クラウドゲーミングは、専用のハードウェアを必要とせずにゲームを楽しむことができるため、頻繁なハードウェアのアップグレードが不要となり、ゲーム環境に革命をもたらしています。この動向は、ゲーム体験を向上させ、シームレスなモバイルゲームプレイを容易にすることから、世界的に注目を集めています。ファイルのストリーミングが可能なこの技術により、企業はより少ないインターネット要件で流動的なゲームを提供できるようになり、同時にプレイヤーにパーソナライズされたライブラリやアカウントへの中断のないアクセスを提供できるようになります。市場の成長は、クロスプラットフォームゲームの増加、インターネット利用の強化、および5Gのようなネットワークの進歩によって推進されています。FacebookやInstagramのようなプラットフォームがクラウドゲーミングを採用することで、新たなエンゲージメントの機会が生まれ、企業が革新的なクラウドゲーム開発に投資するようになるため、ソーシャルメディアゲームの台頭がこの市場をさらに活性化させます。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析

クラウドゲーミング市場規模:デバイス別& CAGR(2025-2032)

  • 市場概要
  • スマートフォン
  • ゲーム機
  • PCとノートパソコン
  • タブレット
  • ヘッドマウントディスプレイ
  • スマートテレビ

クラウドゲーミング市場規模:タイプ別& CAGR(2025-2032)

  • 市場概要
  • ビデオストリーミング
  • ファイルストリーミング

クラウドゲーミング市場規模:ゲーマータイプ別& CAGR(2025-2032)

  • 市場概要
  • カジュアルゲーマー
  • 熱心なゲーマー
  • ライフスタイルゲーマー
  • ハードコアゲーマー

クラウドゲーミング市場規模:提供別& CAGR(2025-2032)

  • 市場概要
  • インフラストラクチャー
  • ゲームプラットフォームサービス
  • 計算
  • メモリ
  • ストレージ
  • コンテンツサービス
  • PCサービス

クラウドゲーミング市場規模:展開別& CAGR(2025-2032)

  • 市場概要
  • パブリッククラウド
  • ハイブリッドクラウド
  • プライベートクラウド

クラウドゲーミング市場規模:ゲームシステム別& CAGR(2025-2032)

  • 市場概要
  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steamのインホームストリーミング機能
  • リモートプレイ
  • その他

クラウドゲーミング市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

  • Microsoft Corporation(USA)
  • Sony Group Corporation(Japan)
  • NVIDIA Corporation(USA)
  • Google LLC(USA)
  • Amazon.com, Inc.(USA)
  • Tencent Holdings Ltd.(China)
  • Electronic Arts Inc.(USA)
  • Ubisoft Entertainment SA(France)
  • Nintendo Co., Ltd.(Japan)
  • Square Enix Holdings Co., Ltd.(Japan)
  • Bandai Namco Holdings Inc.(Japan)
  • NetEase, Inc.(China)
  • Cloudflare, Inc.(USA)
  • Hatch Entertainment Ltd.(Finland)
  • Blade Group(France)
  • LiquidSky Software, Inc.(USA)
  • Shadow(France)

結論と提言

目次
Product Code: SQMIG45A2059

Cloud Gaming Market size was valued at USD 1.05 billion in 2023 and is poised to grow from USD 1.54 billion in 2024 to USD 32.24 billion by 2032, growing at a CAGR of 46.3% during the forecast period (2025-2032).

Cloud gaming is revolutionizing the gaming landscape by allowing players to enjoy games without the need for specialized hardware, thus eliminating frequent hardware upgrades. This trend is gaining traction globally as it enhances gaming experiences and facilitates seamless mobile gameplay. The technology's ability to stream files enables companies to provide fluid gaming with lower internet requirements while offering players personalized libraries and uninterrupted access to their accounts. Market growth is being propelled by increased cross-platform gaming, enhanced internet usage, and network advancements like 5G, which reduce latency and improve bandwidth. The rise of social media gaming further fuels this market, as platforms like Facebook and Instagram embrace cloud gaming, creating new engagement opportunities and encouraging companies to invest in innovative cloud game development.

Top-down and bottom-up approaches were used to estimate and validate the size of the Cloud Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Cloud Gaming Market Segments Analysis

Global Cloud Gaming Market is segmented by Device, Type, Gamer Type, Offering, Deployment, Gaming System and region. Based on Device, the market is segmented into Smartphones, Gaming Consoles, PC & Laptops, Tablets, Head-mounted Displays and Smart TVs. Based on Type, the market is segmented intovideo streamingand File Streaming. Based on Gamer Type, the market is segmented into Casual Gamers, Avid Gamers, Lifestyle Gamers and Hardcore Gamers. Based on Offering, the market is segmented into Infrastructure, Gaming Platform Service, Compute, Memory, Storage, Content Service and PC Service. Based on Deployment, the market is segmented into Public Cloud, Hybrid Cloud and Private Cloud. Based on Gaming System, the market is segmented into G-Cluster, PlayStation, Stream My Game, Steam in Home Streaming, Remote Play and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Cloud Gaming Market

The Cloud Gaming market is propelled by efforts from industry players to overcome technological hurdles and reduce costs to appeal to a broader spectrum of gamers globally. A key requirement for delivering an immersive gaming experience is low latency, which is significantly enhanced by the capabilities of 5G technology. The advent of 5G is transforming cloud gaming, allowing providers to offer superior experiences. For instance, a Wipro white paper from October 2020 highlighted that numerous companies are investing in the transition to 5G to enhance gameplay. Consequently, the low latency advantages provided by 5G are expected to further stimulate market growth.

Restraints in the Cloud Gaming Market

The cloud gaming market faces significant constraints primarily related to network requirements, as game streaming depends on low latency, high bitrate, and ample bandwidth. In certain regions, the cost of establishing such a robust internet connection can be prohibitively expensive, hindering accessibility for potential users. If gamers cannot meet these essential network requirements, they may experience latency and response time issues, negatively affecting their gaming experience. Nonetheless, the landscape is gradually improving; major telecom providers are rolling out high-speed internet, and leading companies like Microsoft and Google are investing in data server infrastructures, potentially alleviating these limitations in the future.

Market Trends of the Cloud Gaming Market

The Cloud Gaming market is poised for significant growth as digital engagement escalates with the proliferation of smartphones and enhanced connectivity infrastructures. By 2025, it is expected that 80% of the global population will own smartphones, driving game developers to focus on mobile platforms. Coupled with advancements in 5G technology, this trend will enable high-quality, low-latency gaming experiences, making cloud gaming more accessible and appealing. As of October 2020, 22 out of 106 service providers launched mobile cloud gaming services, reflecting a shift towards this innovative model. With approximately 2.4 billion mobile gamers worldwide, the industry's expansion seems inevitable, positioning cloud gaming as a pivotal segment in the entertainment landscape.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Cloud Gaming Market Size by Device & CAGR (2025-2032)

  • Market Overview
  • Smartphones
  • Gaming Consoles
  • PC & Laptops
  • Tablets
  • Head-mounted Displays
  • Smart TVs

Global Cloud Gaming Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Video Streaming
  • File Streaming

Global Cloud Gaming Market Size by Gamer Type & CAGR (2025-2032)

  • Market Overview
  • Casual Gamers
  • Avid Gamers
  • Lifestyle Gamers
  • Hardcore Gamers

Global Cloud Gaming Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Infrastructure
  • Gaming Platform Service
  • Compute
  • Memory
  • Storage
  • Content Service
  • PC Service

Global Cloud Gaming Market Size by Deployment & CAGR (2025-2032)

  • Market Overview
  • Public Cloud
  • Hybrid Cloud
  • Private Cloud

Global Cloud Gaming Market Size by Gaming System & CAGR (2025-2032)

  • Market Overview
  • G-Cluster
  • PlayStation
  • Stream My Game
  • Steam in Home Streaming
  • Remote Play
  • Others

Global Cloud Gaming Market Size & CAGR (2025-2032)

  • North America (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • US
    • Canada
  • Europe (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Device, Type, Gamer Type, Offering, Deployment, Gaming System)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Amazon.com, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Holdings Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft Entertainment SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix Holdings Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Holdings Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase, Inc. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cloudflare, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hatch Entertainment Ltd. (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Blade Group (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiquidSky Software, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Shadow (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations