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クラウドゲーミングの世界市場レポート 2025年

Cloud Gaming Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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の世界市場レポート 2025年
出版日: 2025年02月18日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

クラウドゲーミングの市場規模は、今後数年で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は47.5%で、920億4,000万米ドルに成長します。予測期間の成長は、ゲームストリーミングプラットフォームの登場、クラウドサービスの世界的拡大、インターネットの高速化、ソーシャルゲームへの注力、スマートテレビとの統合、ゲームコンテンツライブラリの拡大などに起因すると考えられます。予測期間における主な開発動向としては、5Gネットワークの拡大、サブスクリプションベースのゲームモデル、スマートデバイスとの統合、AIと機械学習の統合、ゲームストリーミング技術、ゲーム開発者との提携などが挙げられます。

インターネットの普及率の向上が、今後数年間のクラウドゲーミング市場の成長を牽引すると予測されます。インターネットの普及率とは、インターネットにアクセスできる人口の割合のことで、国のインターネットユーザー比率によって測定されます。信頼性の高いインターネット接続は、ゲームへのアクセスを容易にし、リモートサーバーへの接続を確立するため、クラウドゲーミングにとって不可欠です。例えば、2024年7月、ベルリンを拠点に起業家向けのマーケットプレースを提供するOberloは、世界のインターネットユーザー数が前年比でほぼ倍増したと報告しています。この数字は2024年には1.8%増加し、53億5,000万ユーザーに達すると予測されています。世界のインターネット普及率は2023年には65.5%で、2024年には67.1%に増加します。この指標では北欧がトップで、97.6%の普及率を誇っています。このように、インターネット普及率の上昇がクラウドゲーミング市場の成長に拍車をかけています。

オンラインゲームに対する需要の高まりが、クラウドゲーミング市場の成長を後押ししています。オンラインゲームは、インターネットを介した多人数参加型のインタラクションを特徴とし、大幅な成長を遂げています。2022年現在、世界のオンラインゲーマーは約32億人と報告されており、2032年にはさらに57億人まで増加すると予測されています。プレイヤーは、強力なローカルハードウェアを必要とせずに、リアルタイムでゲームをストリーミングしてプレイすることができます。このようなオンラインゲーム需要の急増が、クラウドゲーミング市場の成長の原動力となっています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場:金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のクラウドゲーミング市場のPESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のクラウドゲーミング市場:成長率分析
  • 世界のクラウドゲーミング市場の実績:規模と成長、2019~2024年
  • 世界のクラウドゲーミング市場の予測:規模と成長、2024~2029年、2034年
  • 世界のクラウドゲーミング総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のクラウドゲーミング市場:ゲームタイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ビデオストリーミング
  • ファイルストリーミング
  • 世界のクラウドゲーミング市場:提供別、実績と予測、2019~2024年、2024~2029年、2034年
  • インフラ
  • ゲームプラットフォームサービス
  • 世界のクラウドゲーミング市場:デバイス別、実績と予測、2019~2024年、2024~2029年、2034年
  • スマートフォン
  • タブレット
  • ゲーム機
  • PC・ノートパソコン
  • スマートテレビ
  • ヘッドマウントディスプレイ
  • 世界のクラウドゲーミング市場:エンドユーザー別、実績と予測、2019~2024年、2024~2029年、2034年
  • カジュアルゲーマー
  • 熱心なゲーマー
  • ハードコアゲーマー
  • 世界のクラウドゲーミング市場:ビデオストリーミングのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • アクションゲーム
  • アドベンチャーゲーム
  • ロールプレイングゲーム(RPG)
  • スポーツゲーム
  • 戦略ゲーム
  • 世界のクラウドゲーミング市場:ファイルストリーミングのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • シングルプレイヤーゲーム
  • マルチプレイヤーオンラインゲーム
  • インディーゲーム
  • レガシーゲーム

第7章 地域別・国別分析

  • 世界のクラウドゲーミング市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界のクラウドゲーミング市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • クラウドゲーミング市場:競合情勢
  • クラウドゲーミング市場:企業プロファイル
    • Amazon.com Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Intel Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Sony Interactive Entertainment LLC
  • Ubitus Inc.
  • Tencent Holdings Limited
  • Electronic Arts Inc.
  • International Business Machines Corporation
  • Vortex Inc.
  • Playgiga Inc.
  • Blacknut SAS
  • AMD Cloud Gaming Inc.
  • Hatch Entertainment Ltd.
  • Advanced Micro Devices Inc.
  • Alibaba Group Holding Limited
  • Crytek GmbH
  • Playkey Inc.
  • Gamefly Inc.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • クラウドゲーミング市場2029年:新たな機会を提供する国
  • クラウドゲーミング市場2029年:新たな機会を提供するセグメント
  • クラウドゲーミング市場2029年:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r22463

Cloud gaming is a service where games are stored on business servers rather than individual player devices, providing high-quality content through streaming, utilizing server and internet bandwidth.

In the cloud gaming market, gaming types include video streaming and file streaming. Video streaming involves continuous Internet delivery of data from a video file, attracting a significant daily viewership. The offerings encompass infrastructure and game platform services, catering to various devices such as smartphones, tablets, gaming consoles, PCs, laptops, smart TVs, and head-mounted displays. This service is utilized by a diverse range of end-users, including casual gamers, avid gamers, and hardcore gamers.

The cloud gaming market research report is one of a series of new reports from The Business Research Company that provides cloud gaming market statistics, including cloud gaming industry global market size, regional shares, competitors with a cloud gaming market share, detailed cloud gaming market segments, market trends and opportunities, and any further data you may need to thrive in the cloud gaming industry. This cloud gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The cloud gaming market size has grown exponentially in recent years. It will grow from $13.65 billion in 2024 to $19.45 billion in 2025 at a compound annual growth rate (CAGR) of 42.5%. The growth in the historic period can be attributed to growing gaming industry, rise of mobile gaming, ubiquity of smart devices, cost-effective gaming solutions, reduced latency, cross-platform compatibility.

The cloud gaming market size is expected to see exponential growth in the next few years. It will grow to $92.04 billion in 2029 at a compound annual growth rate (CAGR) of 47.5%. The growth in the forecast period can be attributed to emergence of game streaming platforms, global expansion of cloud services, increasing internet speeds, focus on social gaming, integration with smart TVs, expansion of gaming content libraries,. Major trends in the forecast period include expansion of 5g networks, subscription-based gaming models, integration with smart devices, AI and machine learning integration, game streaming technologies, partnerships with game developers.

The increasing penetration of the internet is anticipated to drive the growth of the cloud gaming market in the coming years. Internet penetration refers to the percentage of the population with internet access, measured by the country's internet user ratio. A reliable internet connection is essential for cloud gaming, as it facilitates access to games and establishes connections to remote servers. For instance, in July 2024, Oberlo, a Berlin-based company that serves as a marketplace for entrepreneurs, reported that the number of internet users worldwide has nearly doubled year over year. This figure is projected to grow by 1.8% in 2024, reaching 5.35 billion users. Global internet penetration was 65.5% in 2023, increasing to 67.1% in 2024. Northern Europe leads in this metric, boasting a penetration rate of 97.6%. Consequently, rising internet penetration is fueling growth in the cloud gaming market.

The increasing demand for online gaming is poised to propel the cloud gaming market forward. Online gaming, characterized by multiplayer interactions over the internet, is witnessing substantial growth. As of 2022, approximately 3.2 billion global online gamers were reported, with projections indicating a further increase to 5.7 billion by 2032, signifying a 44% growth from 2022. This surge in online gaming demand is a driving force behind the growth of the cloud gaming market, offering players the ability to stream and play games in real-time without the need for powerful local hardware.

Major companies in the cloud gaming market are investing in innovative technologies, such as low-latency streaming and advanced graphics processing, to provide immersive gaming experiences that enhance accessibility and engagement for players around the globe. One notable development is the Testnet, a decentralized cloud infrastructure platform created by Aethir on the Arbitrum blockchain, designed to offer scalable GPU-based computing resources for improving cloud gaming and AI applications. For example, in November 2023, Aethir, a Singapore-based company focused on building decentralized cloud infrastructure (DCI), launched the Testnet. This initiative strengthens Aethir's DCI by enabling permissionless integration with its cloud-hosted game portals and establishing a foundation for beneficial tokenomics to foster industry innovation. Additionally, Aethir has recently joined NVIDIA's Inception Program to advance its goal of transforming the gaming and AI sectors.

Major companies in the cloud gaming market are launching new platforms, such as CloudPay, to enhance user accessibility, ensure seamless gaming experiences across different devices, and offer subscription-based models that allow gamers to access a vast library of games without the need for high-end hardware. For instance, in April 2024, Vodafone Idea, an India-based mobile operator, unveiled a mobile cloud gaming platform called Cloud Play in partnership with CareGame. This service aims to elevate the gaming experience for users in India by providing access to a wide range of premium AAA titles without the necessity for extensive downloads or advanced hardware. Additionally, Cloud Play supports multiplayer gaming, which enhances the social aspect by enabling users to play with friends and other players online.

In January 2022, Microsoft Corporation, a US-based technology company, acquired Activision Blizzard, Inc. for an undisclosed amount. This acquisition is part of Microsoft's strategy to enhance its cloud gaming offerings by incorporating Activision Blizzard's popular titles into its Xbox Cloud Gaming service. To address regulatory concerns, Microsoft also plans to transfer cloud streaming rights to Ubisoft. Activision Blizzard Inc. is a US-based video game holding company that specializes in developing, publishing, and distributing interactive entertainment for gaming consoles, handheld devices, and PCs.

Major companies operating in the cloud gaming market are Amazon.com Inc., Google LLC, Intel Corporation, Microsoft Corporation, NVIDIA Corporation, Sony Interactive Entertainment LLC, Ubitus Inc., Tencent Holdings Limited, Electronic Arts Inc., International Business Machines Corporation, Vortex Inc., Playgiga Inc., Blacknut SAS, AMD Cloud Gaming Inc., Hatch Entertainment Ltd., Advanced Micro Devices Inc., Alibaba Group Holding Limited, Crytek GmbH, Playkey Inc., Gamefly Inc., Nintendo Co. Ltd., 2K Games Inc., Ubisoft Entertainment SA, Activision Blizzard Inc., Square Enix Holdings Co. Ltd., Capcom Co. Ltd., Konami Holdings Corporation, Bandai Namco Entertainment Inc., Sega Corporation, Nexon Co. Ltd., NetEase Inc., Perfect World Co. Ltd., Kingsoft Corporation Limited, G-Cluster Global Corporation, Shadow Technologies SAS, Rainway Inc.

Asia-Pacific was the largest region in the cloud gaming market in 2024. The regions covered in the cloud gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the cloud gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The cloud gaming market includes revenues earned by entities by providing video streaming and film streaming. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Cloud Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on cloud gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for cloud gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The cloud gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Gaming Type: Video Streaming; File Streaming
  • 2) By Offering: Infrastructure; Game Platform Services
  • 3) By Device: Smartphones; Tablets; Gaming Consoles; PCs And Laptops; Smart TVs; Head-Mounted Displays
  • 4) By End User: Casual Gamers; Avid Gamers; Hardcore Gamers
  • Subsegments:
  • 1) By Video Streaming: Action Games; Adventure Games; Role-Playing Games (RPGs); Sports Games; Strategy Games
  • 2) By File Streaming: Single-Player Games; Multiplayer Online Games; Indie Games; Legacy Games
  • Companies Mentioned: Amazon.com Inc.; Google LLC; Intel Corporation; Microsoft Corporation; NVIDIA Corporation
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Cloud Gaming Market Characteristics

3. Cloud Gaming Market Trends And Strategies

4. Cloud Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Cloud Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Cloud Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Cloud Gaming Market Growth Rate Analysis
  • 5.4. Global Cloud Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Cloud Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Cloud Gaming Total Addressable Market (TAM)

6. Cloud Gaming Market Segmentation

  • 6.1. Global Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Video Streaming
  • File Streaming
  • 6.2. Global Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Infrastructure
  • Game Platform Services
  • 6.3. Global Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs And Laptops
  • Smart TVs
  • Head-Mounted Displays
  • 6.4. Global Cloud Gaming Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers
  • 6.5. Global Cloud Gaming Market, Sub-Segmentation Of Video Streaming, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action Games
  • Adventure Games
  • Role-Playing Games (RPGs)
  • Sports Games
  • Strategy Games
  • 6.6. Global Cloud Gaming Market, Sub-Segmentation Of File Streaming, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Single-Player Games
  • Multiplayer Online Games
  • Indie Games
  • Legacy Games

7. Cloud Gaming Market Regional And Country Analysis

  • 7.1. Global Cloud Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Cloud Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Cloud Gaming Market

  • 8.1. Asia-Pacific Cloud Gaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Cloud Gaming Market

  • 9.1. China Cloud Gaming Market Overview
  • 9.2. China Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Cloud Gaming Market

  • 10.1. India Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Cloud Gaming Market

  • 11.1. Japan Cloud Gaming Market Overview
  • 11.2. Japan Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Cloud Gaming Market

  • 12.1. Australia Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Cloud Gaming Market

  • 13.1. Indonesia Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Cloud Gaming Market

  • 14.1. South Korea Cloud Gaming Market Overview
  • 14.2. South Korea Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Cloud Gaming Market

  • 15.1. Western Europe Cloud Gaming Market Overview
  • 15.2. Western Europe Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Cloud Gaming Market

  • 16.1. UK Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Cloud Gaming Market

  • 17.1. Germany Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Cloud Gaming Market

  • 18.1. France Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Cloud Gaming Market

  • 19.1. Italy Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Cloud Gaming Market

  • 20.1. Spain Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Cloud Gaming Market

  • 21.1. Eastern Europe Cloud Gaming Market Overview
  • 21.2. Eastern Europe Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Cloud Gaming Market

  • 22.1. Russia Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Cloud Gaming Market

  • 23.1. North America Cloud Gaming Market Overview
  • 23.2. North America Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Cloud Gaming Market

  • 24.1. USA Cloud Gaming Market Overview
  • 24.2. USA Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Cloud Gaming Market

  • 25.1. Canada Cloud Gaming Market Overview
  • 25.2. Canada Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Cloud Gaming Market

  • 26.1. South America Cloud Gaming Market Overview
  • 26.2. South America Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Cloud Gaming Market

  • 27.1. Brazil Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Cloud Gaming Market

  • 28.1. Middle East Cloud Gaming Market Overview
  • 28.2. Middle East Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Cloud Gaming Market

  • 29.1. Africa Cloud Gaming Market Overview
  • 29.2. Africa Cloud Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Cloud Gaming Market, Segmentation By Offering, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Cloud Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Cloud Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Cloud Gaming Market Competitive Landscape
  • 30.2. Cloud Gaming Market Company Profiles
    • 30.2.1. Amazon.com Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Intel Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. NVIDIA Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Cloud Gaming Market Other Major And Innovative Companies

  • 31.1. Sony Interactive Entertainment LLC
  • 31.2. Ubitus Inc.
  • 31.3. Tencent Holdings Limited
  • 31.4. Electronic Arts Inc.
  • 31.5. International Business Machines Corporation
  • 31.6. Vortex Inc.
  • 31.7. Playgiga Inc.
  • 31.8. Blacknut SAS
  • 31.9. AMD Cloud Gaming Inc.
  • 31.10. Hatch Entertainment Ltd.
  • 31.11. Advanced Micro Devices Inc.
  • 31.12. Alibaba Group Holding Limited
  • 31.13. Crytek GmbH
  • 31.14. Playkey Inc.
  • 31.15. Gamefly Inc.

32. Global Cloud Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Cloud Gaming Market

34. Recent Developments In The Cloud Gaming Market

35. Cloud Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Cloud Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Cloud Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Cloud Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer