Cloud Gaming Market is Probable to Influence the Value of USD 27,354.33 Million, with Growing CAGR of 51.22% by 2030, Size, Share, Trends, Growth and Competitive Analysis

Cloud Gaming Market is Probable to Influence the Value of USD 27,354.33 Million, with Growing CAGR of 51.22% by 2030, Size, Share, Trends, Growth and Competitive Analysis

GlobeNewswire

Published

Data Bridge Market Research analyses that the cloud gaming market, valued at USD 1,000.35 million in 2022, will reach USD 27,354.33 million by 2030, growing at a CAGR of 51.22% during the forecast period of 2023 to 2030

NEW YORK, May 30, 2023 (GLOBE NEWSWIRE) -- *Data Bridge Market research *has recently released expansive research titled *“**Cloud Gaming Market**”* which guarantees you will remain better informed than your competition. This study provides a broader perspective of the marketplace with its comprehensive market insights and analysis which eases surviving and success in the market. To uncover general market conditions and tendencies, the Cloud Gaming market research report acts as a perfect source. The report helps in developing a successful marketing strategy for the business. This market research report is a proven source of information that offers a telescopic view of the current market trends, situations, opportunities, and status. This industry report has strategically analyzed market research analysis and perceptive business insights into the relevant markets of clients. In the large-scale Cloud Gaming market report, a thorough SWOT analysis & investment analysis is provided which forecasts imminent opportunities for the market players.

While designing the credible Cloud Gaming market report, the key attributes that have been adopted include the highest level of spirit, practical solutions, committed research and analysis, innovation, integrated approaches, and the most up-to-date technology. Numerous markets, marketing strategies, trends, future products, and rising opportunities have been considered while studying the market for preparing this business report. The report has been formed with the vigilant efforts of an innovative, enthusiastic, knowledgeable, and experienced team of analysts, researchers, industry experts, and forecasters. Have a business at the highest level of growth with an all-inclusive Cloud Gaming market research report.

Data Bridge Market Research analyses that the cloud gaming market, valued at USD 1,000.35 million in 2022, will reach *USD 27,354.33 million by 2030, growing at a CAGR of 51.22%* during the forecast period of 2023 to 2030. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

*Grab a PDF Sample of the Cloud Gaming Market @** https://www.databridgemarketresearch.com/request-a-sample/?dbmr=global-cloud-gaming-market*

*Cloud gaming*, also called gaming on demand, is a type of web gaming that permits users to stream games directly to their personal computers (PCs), servers, and mobile devices. This is done by opening a remote connection to a third-party company that stores the game's software on its server.  Users can play games online through the features of the existing software, which they can access without having to download or buy it. On smart devices, cloud gaming also provides an integrated gaming environment that enables users to watch live video streams of other players' gameplay.

The market for cloud gaming may expand faster than expected due to the rise in gaming devices and players. Additionally, new users worldwide are being drawn in by technological developments in graphic design and the production of realistic footage. Instead, customers who sign up for a cloud gaming service may only need to pay a small monthly fee, which typically includes access to a library with some game titles already loaded. By forgoing downloading, waiting for a game to install, and managing storage space for new games, users of cloud gaming services can further cut their bandwidth and storage costs.

*Report Metric:*

*Forecast Period:* 2023 to 2030
*Base Year:* 2022
*Historic Years:* 2021 (Customizable to 2015 - 2020)
*Quantitative Units:* Revenue in USD Billion, Volumes in Units, Pricing in USD

*Recent Developments:*

· In 2022, Sony unveiled its new virtual reality (VR) telephone receiver for the wildly popular PlayStation 5. The phone receiver has an eye-tracking feature with vibratory feedback and a 110-degree field of view with a 4K HDR resolution of 2000x2040 for each eye using an OLED screen at a frame rate of 90/120 cps. The telephone receiver also has controllers that provide tactile feedback for realistic gameplay.

· In 2021, The GeForce RTX 3080, an improved gaming platform for GeForce NOW, was released by NVIDIA Corporation. With the GeForce RTX 3080 subscription, gamers can experience the highest resolutions, lowest latency, and fastest frame rates.

· In 2021, Expanding its range of services, Amazon Web Services, Inc. unveiled a subscription plan aimed at families. Customers can upgrade their Luna+ subscription to include these new features for USD 2.99 monthly and get 36 kid-friendly games, including Spongebob Squarepants, Wandersong, Overcooked, and Overcooked.

· In 2020, A number of cloud-based doodles of Google, Inc.'s popular previous games were released. The rising demand for leisure time during the quarantine period is also anticipated to boost market growth. Vendors are making efforts to promote social isolation while encouraging cloud gaming.

· In 2020, Video games are now available to users for free through Google Inc.'s removal of the subscription fee for the Stadia cloud recreation service.

*Fundamental Aim of Cloud Gaming Market Report*

In the Cloud Gaming market, every company has goals, but this report focus in on the most important ones, allowing you to gain insight into the competition, the future of the market, potential new products, and other useful information that can boost your sales significantly.

· Factors Influencing the *Cloud Gaming Market Size* and growth rate.

· Major alterations to the Cloud Gaming Market in the near future.

· Notable Market rivals around the world.

· The Cloud Gaming Market's Future Scope and Product Outlook

· Future-promising emerging markets.

· The Market Presents Difficult Challenges and Threats.

· Sales data and profiles of the world's leading Cloud Gaming Market Players

*The Cloud Gaming Market is Dominated by Firms Such as*

· NVIDIA Corporation (U.S.)

· Intel Corporation (U.S.)

· Google  (U.S.)

· Microsoft (U.S.)

· Amazon Web Services, Inc. (U.S.)

· Advanced Micro Devices, Inc (U.S.)

· Sony Corporation (Japan)

· IBM (U.S.)

· Paperspace, (U.S.)

· Electronic Arts Inc. (U.S.)

· LP Technologies LLC (U.S.)

· Blacknut (France)

· Crunchbase Inc. (U.S.)

· Apple Inc.(U.S.)

· Ubitus K.K. (Taiwan)

· Tencent Cloud.(China)

· Broadmedia Corporation (Japan)

· Unity Technologies (U.S.)

· AT&T (U.S.)

*Download the Complete Research Study Here in PDF Format @ https://www.databridgemarketresearch.com/checkout/buy/enterprise/global-cloud-gaming-market*

*The investment made in the study would provide you access to information such as:*

· Cloud Gaming Market [Global – Broken down into regions]
· Regional level split [North America, Europe, Asia Pacific, South America, Middle East & Africa]
· Country-wise Market Size Split [of important countries with major market share]
· Market Share and Revenue/Sales by leading players
· Market Trends – Emerging Technologies/products/start-ups, PESTEL Analysis, SWOT Analysis, Porter’s Five Forces, etc.
· *Cloud Gaming Market Size*
· Market Size by Application/industry verticals
· Market Projections/Forecast

*Opportunities:*

· *Increase in competitive and immersive mobile gaming*

Smartphones are about to gain significant market traction in the upcoming years due to the explosive growth of mobile gaming over the past five years. The affordability of this technology is one of its benefits. It would be costly to upgrade the PCs and consoles to maintain the games' performance. It requires additional funding for console upgrades and PC customization, but cloud gaming requires a portable computer, a 5G device, or a smart TV. Hence, the category of gamers became more viable by making it possible for them to play a lot of casual games for a small fraction of the cost, which will propel the market growth in the future.

· *Low-latency features drive market expansion*

Participants in the market are working to reduce technological barriers and associated high costs to accommodate the many different types of gamers accessible on a global scale. Gaming services must have low latency to produce an authentic and unique gaming experience. Even more, assistance is provided by 5G technology's low latency features. Cloud-based gaming is being updated to provide a better gaming experience with launch of 5G. For instance, a Wipro whitepaper claims that in October 2020, many gamers plan to upgrade to 5G technology and spend more money in order to enjoy better gaming. It is anticipated that 5G technology will promote even more industrial development because of its low latency features, further expanding the market.

*Key Market Segments Covered in Cloud Gaming Industry Research*
*Offering*

· Infrastructure

· Compute

· Memory

· Storage

· Gaming Platform Services

· Content Service

· PC Service

*Device Type*

· *Smartphones*

· Tablets

· Gaming Consoles

· Personal Computers and Laptops

· Smart Televisions

· Head-Mounted Displays

*Solution Type*

· Video Streaming

· File Streaming

*Gamer Type*

· Casual Gamers

· Avid gamers

· Hard-Core Gamers/ Professional

· Lifestyle Gamer

*Deployment*

· Public Cloud

· Hybrid Cloud

· Private Cloud

*Gaming System*

· G-Cluster

· PlayStation

· Stream My Game

· Steam in Home Streaming

· Remote Play

*Browse More About This Research Report @** https://www.databridgemarketresearch.com/reports/global-cloud-gaming-market*

*Key Growth Drivers:*

· *Availability of video game streaming services*

The ability to stream games directly from powerful servers without transferring or updating any games. As long as an internet connection is accessible, games can be played anywhere and on any device. Over the course of the forecast period, it is anticipated that a significant rise in the number of e-gamers around the world and the rising popularity of e-sports will generate a wide range of opportunities for the growth of the cloud gaming market.

· *The rising number of gaming communities creates growth*

Cloud gaming is people's growing attention and interest in the rising trend of entertainment communities. While playing on cloud gaming platforms, the developers allow the players to create a new gaming community or join an existing one on the developer-provided cloud gaming platform. The gaming community will allow players to communicate with other players worldwide according to their chosen language and preferences, attracting more people and driving the market growth.

*Cloud Gaming Market Regional Analysis/Insights:*

The countries covered in the *cloud gaming market report* are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and Rest of South America as part of South America.

*Europe dominates the market* and will continue to flourish its trend of dominance during the forecast period. The major factors attributable to the region’s dominance are the increasing number of game enthusiasts and the provision of high-speed internet connectivity.

*Asia-Pacific will undergo the highest growth rate* during the forecast period owing to emergence of cloud gaming platforms that allow users to stream their favorite video games rather than download them on smartphones or any gaming consoles. Additionally, the business has begun implementing these solutions in several test markets, including China, where it allows a small number of users to sign up for the service. The business's strategic move is to outperform its rivals in the upcoming big gaming market.

*This Market Intelligence Report Analyses Some of the Most Crucial Concerns:*

· How will the major segments of this international market develop over the next few years?

· Who are the major players that will dominate the market in the future?

· When it comes to this industry, who are the top suppliers and producers?

· How have the most successful companies in the industry planned for future growth and expansion?

· In what sectors might we expect to see the greatest increase in demand over the coming years?

· How many distinct subsets of buyers make up this market?

· Which regional powerhouse do you foresee as becoming the largest player in the international market?

· Does a new coronavirus pandemic have any consequences?

· In what ways are established actors stymied by the entry of newcomers, and how may they be overcome?

*Table of Contents:*

1. Introduction
2. Market Segmentation
3. Executive Summary
4. Premium Insights
5. *Global Cloud Gaming Market*: Regulations
6. Market Overview
7. Global Cloud Gaming Market, By Offering
8. Global Cloud Gaming Market, By Device Type
9. Global Cloud Gaming Market, By Solution Type
10. Global Cloud Gaming Market, By Deployment
11. Global Cloud Gaming Market, By Gaming System
12. Global Cloud Gaming Market, By Region
13. Global Cloud Gaming Market: Company Landscape
14. SWOT Analyses
15. Company Profile
16. Questionnaires
17. Related Reports

*Get the Complete Table of Contents @** https://www.databridgemarketresearch.com/toc/?dbmr=global-cloud-gaming-market*

*Explore More Reports:*

· *Gaming Consoles Market*, By Component (Hardware, Software), Console Type (T.V. Gaming Console, Handheld Gaming Console, PC Gaming Console, Hybrid Consoles, Dedicated Consoles, Digital Consoles, Online/Microtransaction Consoles), Platform (PlayStation, Xbox, Wii, Others), Technology (Virtual and Augmented Reality, Motion Jump Technology, Polarized Shutter Technology, Automatic Stereoscopy, Xbox Illumiroom, Others), Age Group (0-22 Years, 23-32 Years, Above 33 Years), Gamer (Hard-Core Gamer, Casual Gamer), Application (Shooter, Action, Sport Games, Role-Playing, Adventure, Racing, Fighting, Strategy), Device (TV, Computer/PC, System Consoles), Distribution Channel (Online Distribution Channel, Offline Distribution Channel), End Use (Household Usage, Commercial Usage) – Industry Trends and Forecast to 2029 https://www.databridgemarketresearch.com/reports/global-gaming-consoles-market

· *3D Gaming Consoles Market*, By Components (Hardware, Software), Technologies (Virtual & Augmented Reality, Auto Stereoscopy, Active Shutter Technology, Leap Motion, Project Holodeck, KINECT Motion Gaming, Oculus Rift, Polarized Shutter, Xbox IllumiRoom), Platforms (Microsoft Xbox, Nintendo Wii, Sony Playstation), Consoles (Hand-Held, Home, Dedicated, Micro), End-Users (Healthcare, Gaming, Mobile), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, France, Italy, U.K., Belgium, Spain, Russia, Turkey, Netherlands, Switzerland, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, U.A.E, Saudi Arabia, Egypt, South Africa, Israel, Rest of Middle East and Africa) Industry Trends https://www.databridgemarketresearch.com/reports/global-3d-gaming-consoles-market

· *Gaming Chair Market*, By Type (PC Gaming Chair, Racer Chair, Hybrid Gaming Chair, Recliner Gaming Chair, Rocker Gaming Chair, Pedestal Gaming Chair, Beanbag Gaming Chair, Platform Gaming Chair, Others), Electronics Attachment (Without Electronics Attachment, With Electronics Attachment), Wheel Type (With Wheel, Without Wheel), Material (PU Leather, PVC Leather, Others), Weight (Less than 60 Lbs, 60 to 70 Lbs, More than 70 Lbs), Price (Mid Range (151-300 USD), High Range (Above 301 USD), Low Range (Below 150 USD)), End User (Residential, Commercial)-Industry Trends and Forecast https://www.databridgemarketresearch.com/reports/global-gaming-chair-market

· *Cloud Gaming Market*, By Offering (Infrastructure, Gaming Platform Services), Device Type (Smartphones, Tablets, Gaming Consoles, Personal Computers and Laptops, Smart Televisions, Head-Mounted Displays), Solution Type (Video Streaming, File Streaming), Gamer Type (Casual Gamers, Avid Gamers, Hard-Core Gamers/ Professional, Lifestyle Gamer), Deployment (Public Cloud, Hybrid Cloud, Private Cloud), Gaming System (G-Cluster, PlayStation, Stream My Game, Steam in Home Streaming, Remote Play, Others) https://www.databridgemarketresearch.com/reports/global-cloud-gaming-market

· *North America Gaming Chair Market*, By Type (PC Gaming Chair, Racer Chair, Hybrid Gaming Chair, Recliner Gaming Chair, Rocker Gaming Chair, Pedestal Gaming Chair, Beanbag Gaming Chair, Platform Gaming Chair, Others), Electronics Attachment (Without Electronics Attachment, With Electronics Attachment), Wheel Type (With Wheel, Without Wheel), Material (PU Leather, PVC Leather, Others), Weight (Less than 60 Lbs, 60 to 70 Lbs, More than 70 Lbs), Price (Mid Range (151-300 USD), High Range (Above 301 USD), Low Range (Below 150 USD)), End User (Residential, Commercial) https://www.databridgemarketresearch.com/reports/north-america-gaming-chair-market

· *Gaming Simulators Market*, By Game type (Racing, Shooting, and Fight), Component Type (Hardware and Software), Product Type (With VR, Without VR), Application (Life Simulation, Business Simulation, City Building Simulation, Agricultural Simulation, Flight Simulation, Motion Simulation, Driving Simulation, Others), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) https://www.databridgemarketresearch.com/reports/global-gaming-simulators-market

· *Gaming Steering Wheels Market*, By Weight (2.1-4.0 kg, 4.1-6.0 kg, 6.1-8.0 kg, 0-2.0 kg, More Than 8.0 Kg), Clutch Pedal (With Clutch Pedal, Without Clutch Pedal), Distribution Channel (Online, Offline), Country (U.S., Canada, Mexico, U.K., Germany, France, Spain, Italy, Netherlands, Switzerland, Russia, Belgium, Turkey, Rest of Europe, China, Japan, South Korea, India, Australia, Singapore, Thailand, Malaysia, Indonesia, Philippines, Rest of Asia-Pacific, South Africa, Saudi Arabia, U.A.E., Egypt, Israel, Rest of Middle East and Africa, Brazil, Argentina, Rest of South America) https://www.databridgemarketresearch.com/reports/global-gaming-steering-wheels-market

· *North America Gaming Steering Wheels Market*, By Weight (2.1-4.0 kg, 4.1-6.0 kg, 6.1-8.0 kg, 0-2.0 kg, More Than 8.0 Kg), Clutch Pedal (With Clutch Pedal, Without Clutch Pedal), Distribution Channel (Online, Offline) https://www.databridgemarketresearch.com/reports/north-america-gaming-steering-wheels-market

· *Europe Gaming Steering Wheels Market*, By Weight (2.1-4.0 kg, 4.1-6.0 kg, 6.1-8.0 kg, 0-2.0 kg, More Than 8.0 Kg), Clutch Pedal (With Clutch Pedal, Without Clutch Pedal), Distribution Channel (Online, Offline), Country (Germany, U.K., France, Switzerland, Italy, Spain, Netherlands, Russia, Belgium, Turkey, Rest of Europe) https://www.databridgemarketresearch.com/reports/europe-gaming-steering-wheels-market

· *Asia-Pacific Gaming Steering Wheels Market*, By Weight (2.1-4.0 kg, 4.1-6.0 kg, 6.1-8.0 kg, 0-2.0 kg, More Than 8.0 Kg), Clutch Pedal (With Clutch Pedal, Without Clutch Pedal), Distribution Channel (Online, Offline), Country (China, Japan, South Korea, Australia, Malaysia, Singapore, India, Thailand, Indonesia, Philippines, and Rest of Asia-Pacific) Industry Trends and Forecast https://www.databridgemarketresearch.com/reports/asia-pacific-gaming-steering-wheels-market

· *Middle East and Africa Gaming Steering Wheels Market*, By Weight (2.1-4.0 kg, 4.1-6.0 kg, 6.1-8.0 kg, 0-2.0 kg, More Than 8.0 Kg), Clutch Pedal (With Clutch Pedal, Without Clutch Pedal), Distribution Channel (Online, Offline), Country (Saudi Arabia, U.A.E., Israel, South Africa, Egypt, Rest of Middle East and Africa) https://www.databridgemarketresearch.com/reports/middle-east-and-africa-gaming-steering-wheels-market

· *Augmented Reality/Virtual Reality Gaming Market*, By Components (Hardware and Software), Connecting Device (Gaming Console, PC and Desktop and Smartphone), Organisation Size (Large Enterprises and Small and Medium-sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Entertainment and Media, Aerospace and Defense, Healthcare, Education, Manufacturing, Retail and Others), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of the Middle East and Africa) https://www.databridgemarketresearch.com/reports/global-augmented-reality-virtual-reality-gaming-market

· *Casino Gaming Equipment Market*, By Type (Gaming Chips, Slot Machines, Casino Tables, Video Poker Machines, Others), Installation (Installed Inside Casino, Installed Outside Casino), and Mode of Operation (Floor Mounted, Portable) Application (Casino, Mall, Others), End-User (Standalone Casino, Hotel Casino, Cruise and Riverboat Casino, Others) https://www.databridgemarketresearch.com/reports/global-casino-gaming-equipment-market

· *Arcade Gaming Market*, By Type (Video Games, Simulation Games, Mechanical Games), Genre (Racing, Shooting, Sports, Action), Age Group (Less 18 years, 19-35 years, 36 years and above), Application (Residential, Commercial, Gaming Hubs), Distribution Channel (Online, Offline) https://www.databridgemarketresearch.com/reports/global-arcade-gaming-market

*About Data Bridge Market Research:*

*An absolute way to forecast what the future holds is to comprehend the trend today!*

*Data Bridge Market Research* set forth itself as an unconventional and neoteric Market research and consulting firm with unparalleled level of resilience and integrated approaches. We are determined to unearth the best market opportunities and foster efficient information for your business to thrive in the market. Data Bridge endeavours to provide appropriate solutions to the complex business challenges and initiates an effortless decision-making process. Data Bridge is an aftermath of sheer wisdom and experience which was formulated and framed in the year 2015 in Pune.

Data Bridge Market Research has over 500 analysts working in different industries. We have catered more than 40% of the fortune 500 companies globally and have a network of more than 5000+ clientele around the globe. Data Bridge adepts in creating satisfied clients who reckon upon our services and rely on our hard work with certitude. We are content with our glorious 99.9 % client satisfying rate.

*Contact Us:*

Data Bridge Market Research
US: +1 888 387 2818
UK: +44 208 089 1725
Hong Kong: +852 8192 7475
*Email:-* *corporatesales@databridgemarketresearch.com*

Full Article