Global Cloud Gaming Market by End User
The global cloud gaming market is segmented by end users into casual gamers, hardcore gamers and hardcore gamers.
It is estimated that by 2022, the hardcore gamer segment of the global cloud gaming market will hold the largest market share.
Hardcore gamers play mostly as a hobby and spend a lot of money and time on it.
Another important reason is that the improvement of 5G resulting in high speed leads to more use of cloud gaming by hardcore gamers.
This is also due to the rise of powerful smartphones, with the number of hardcore gamers in India post-COVID increasing by 40%.
The hardcore player segment is predicted to be the fastest growing segment from 2022 to 2028.
Global cloud gaming market by geography
The North American cloud gaming market is expected to be the fastest growing market in 2022-2028.
The growth of the cloud gaming market is mainly due to the increase in the low cost of people in the region and the strong economic base of the region, combined with modern technology. In addition, free and mobile games contribute to the growth of the region’s market. High expendable income drives growth along with modern technology.
It is estimated that in 2022, the cloud gaming market in Asia Pacific will account for the largest market share.
Competition scenario in the global cloud gaming market
The global cloud gaming market is highly competitive, with over 500 players in the cloud gaming market, including globally diversified players, regional players, and a large number of national niche players. Most of the country’s niche players are cloud gaming startups.
Global big players make up about 10% of competitors, followed by niche players from countries that account for ~65% of competitors. Most of the country’s niche players are startups. Some of them, which are successfully developed to create application-specific solutions, are often acquired by large global players seeking rapid growth and diversification.
Major niche players in the country such as Parsec Cloud, Inc., Shadow, Rainway and Ubitus K.K. they focus on providing a significant number of cloud gaming solutions.
What is the expected outlook for the global cloud gaming market worldwide?
The global cloud gaming market was valued at approximately $1 billion in 2022 and is projected to reach ~$1 billion by the end of 2028F, at a ~% CAGR during the forecast period 2022-2028F. The realistic growth scenario is the most likely scenario based on current market conditions. This scenario assumes that potential waves of COVID-19 will not have an overall impact on the market going forward.
The global cloud gaming market is driven by growing internet penetration, access to powerful smartphones, and the impact of Covid-19. However, the market is also constantly affected by the rapid development of technology, product innovation and diversification in some countries.
With the expansion of cooperation and the emergence of new products, the global cloud gaming market is changing rapidly. For example, in 2022, NVIDIA released an updated GeForce RTX 3080 graphics card with 12GB of memory for higher frame rates, lower latency, and higher resolution.
In 2022, Tencent Games decided to publish PUBG Mobile and PUBG Mobile Lite under the Level Infinite banner.
In addition, in 2021, NVIDIA Corporation, in collaboration with Electronic Arts Inc. introduced HIT Games to expand the GeForce NOW gaming platform.
In 2021, Blacknut partnered with Communications and Entertainment Group NOS to provide a proper 5G gaming experience in Portugal and also plans to offer over 450 games over the 5G network.
In 2021, Tencent launched Level Infinite to bring high-quality games to a global audience by offering technical and production support.
The global cloud gaming market is predicted to continue the exponential growth seen since 2017. This is mainly due to the low latency of 5G technology and the growing number of players around the world. Although the market is highly competitive with over 500 players, few global players control a dominant share and regional players also have a significant share.
. Gaming platform services
By device type
. Gaming consoles
. PCs and laptops
. smart TVs
. head display
. live video
. file transfer
By end user segment
. random players
. avid players
. hardcore gamers
NORTH AMERICA (USA, Canada, Mexico)
LAMEA (Latin America, Middle East, Africa)
EUROPE (UK, France, Germany, Italy, Spain, rest of Europe)
ASIA PACIFIC (China, India, South Korea, Australia, Indonesia, Japan, rest of the Asia-Pacific region)