Cloud Gaming Market based on by Component (Industrial Sensors, Industrial Robots, Industrial 3D Printers, Machine Vision Systems), Solution (SCADA, MES, Industrial Safety, PAM), Industry (Process Industry, Discrete Industry) and Region- Global Forecast up to 2030

Report Format: PDF   |   Report ID: 5670726   |   Published Date: November 2023   |   Pages:  110  

Over the past ten years, the idea of a 'smart factory' has been increasingly significant in the business. Automated factories with sophisticated technology enabling humans, machines, and processes to work together to ensure optimal and efficient production are known as smart factories. A smart factory's distinct features, like computer-aided automation, integrated workflow control, safety, energy optimisation, and operational speed, set it apart from conventional industrial production plants. Utilising a smart factory can result in increased productivity, better efficiency, and lower operating costs, among other benefits. The study's objective is to examine the market's segments in terms of the factors that are driving, limiting, providing opportunities, and posing difficulties for the smart factory industry. The study endeavour is intended to concentrate on offering thorough data about the market and its stakeholders.
Primary research is a crucial part of the study since it gives the researchers detailed, first-hand knowledge about the Cloud Gaming Market. The research focuses on both desk research and primary research based on interviews in order to precisely assess and gather relevant data linked to the Cloud Gaming Market.
Mostly quantitative methods are used in data analysis to get trustworthy results from a variety of datasets. We shall examine regular market research studies to comprehend industry-specific data and growth patterns. In order to simulate the precise market size in terms of value and volume, market forecasting methodologies will also be used.
In order to methodically evaluate the data and information gathered from primary and secondary research, the report's findings are analysed through a thorough market assessment. The research presents the industry insights, driven by different regions and nations, with an emphasis on major market players, production and sales outlooks, and technological development outlooks.
Cloud Gaming Market on Device
•	Smartphone
•	Consoles
•	Laptop/Tablets
•	Smart TV
•	Personal Computer
Cloud Gaming Market on Streaming type
•	Video Streaming
•	File Streaming
Cloud Gaming Market on End User	
•	Casual Gamers
•	Avid Gamers
•	Hardcore Gamers
Cloud Gaming Market on Geography
•	North America
o	US
o	Canada
•	Europe
o	Germany
o	UK
o	France
o	Italy
o	Spain
o	Rest of Europe (RoE)
•	Asia Pacific (APAC)
o	China
o	Japan
o	India
o	Australia
o	South Korea
o	Rest of Asia Pacific (RoAPAC)
•	Latin America (LATAM)
o	Brazil
o	Argentina
o	Rest of South America
•	Middle East and Africa (MEA)
o	UAE
o	Turkey
o	Saudi Arabia
o	South Africa
o	Rest of Middle East & Africa
The market is divided into four segments based on the type of device: smartphones, tablets, laptops, PCs, smart TVs, and consoles. Over the course of the forecast period, the personal computer and laptop/tablet segments are anticipated to lead the market. The availability of high-end computers and the early adoption of gaming laptops and PCs are promoting the uptake of creative games.
On the other hand, there will probably be more opportunities for gaming on smartphones and smart TVs due to the growing availability of inexpensive internet subscriptions and developments in 5G technology. The potential of cloud-based gaming solutions is anticipated to increase with the increasing use of smartphones. The smartphone and smart TV markets are therefore anticipated to grow quickly throughout the course of the projected period.
The market is divided into two segments based on the type of streaming: file streaming and video streaming. Because it may download a small part of the file, the file streaming segment is anticipated to lead the market. Consequently, players contribute game file patches and help the developer reduce the expense of creating media content.
Since video streaming may be played on any device without the need for technology, it is anticipated to grow at a quick rate throughout the course of the cloud gaming forecast period. Also, it has greatly reduced cloud gamers' latency problems. Moreover, a number of players enable video games, including LiquidSky, Shadow, GeForce Now, and others.
The market is divided into three categories of end-users: casual, enthusiastic, and hardcore gamers. Over the projected period, there will be a sharp increase in the hardcore gamers category due to increased investment in innovative and cutting-edge gaming solutions. Companies in the market are spending a lot of money on rich media content in order to offer top-notch streaming games on gadgets like smartphones, laptops, and smart TVs. The usage of cloud-based gaming solutions is predicted to rise among die-hard gamers, which will further propel the market's expansion in the near future.
Over the anticipated term, the market is predicted to be led by the casual gaming segment. The market for casual gaming is anticipated to grow as a result of cellphones being more widely available and internet services becoming more efficient. In a similar vein, 5G and inexpensive cloud-based technologies will encourage gaming among the group of serious gamers.
This market is divided geographically into five main areas: Europe, Asia Pacific, North America, Middle East & Africa, and Latin America. They are divided into other categories by nation.
It's expected that North America will increase its market share significantly. The anticipated factors driving market expansion in North America are the early adoption of cloud computing, the increase in online gaming demand, and the broad availability of effective internet infrastructure.
It is anticipated that Europe's growing gaming industry will benefit the cloud gaming industry in the area. This growth drives the significant cooperation, funding, and acquisition in the European gaming industry. For example, the European Commission authorised Microsoft Corporation's purchase of ZeniMax Media, a publisher and producer of video games, in March 2021.
•	This report illustrates the most vital attributes of the Cloud Gaming Market, which are driving and providing opportunities.
•	This research gives an in-depth analysis of the Cloud Gaming Market growth on the basis of several segments in the market.
•	This report presents the predictions of the past and present trends of the Cloud Gaming Market.
•	This study also presents the competitive analysis, such as key strategies and capabilities of major players of the Cloud Gaming Market.
Table of Contents
1.	Executive Summary
2.	Industry Outlook
2.1.	Industry Overview
2.2.	Industry Trends
3.	Market Snapshot
3.1.	Market Definition
3.2.	Market Outlook
3.2.1.	Porter Five Forces
3.3.	Related Markets
4.	Market characteristics
4.1.	Market Overview
4.2.	Market Segmentation
4.3.	Market Dynamics
4.3.1.	Drivers
4.3.2.	Restraints
4.3.3.	Opportunities
4.4.	DRO - Impact Analysis
5.	Device: Market Size & Analysis
5.1.	Overview
5.2.	Smartphone
5.3.	Consoles
5.4.	Laptop/Tablets
5.5.	Smart TV
5.6.	Personal Computer
6.	Streaming type: Market Size & Analysis
6.1.	Overview
6.2.	Video Streaming
6.3.	File Streaming
7.	End User: Market Size & Analysis
7.1.	Overview
7.2.	Casual Gamers
7.3.	Avid Gamers
7.4.	Hardcore Gamers
8.	Geography: Market Size & Analysis
8.1.	Overview
8.2.	North America (U.S., Mexico, Canada)
8.3.	Europe (France, Germany, UK, Italy, Netherlands, Spain, Russia, Rest of Europe)
8.4.	Asia Pacific (Japan, China, India, Australia, South East Asia, Rest of APAC)
8.5.	Latin America (Brazil, Argentina)
8.6.	Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East and Africa)
9.	Competitive Landscape
9.1.	Competitor Comparison Analysis
9.2.	Market Developments
9.2.1.	Mergers and Acquisitions, Legal, Awards, Partnerships
9.2.2.	Product Launches and execution
10.	Vendor Profiles
10.1.	Amazon.com, Inc.
10.1.1.	Overview
10.1.2.	Financial Overview
10.1.3.	Product Offerings
10.1.4.	Developments
10.1.5.	Business Strategy
10.2.	Apple Inc.
10.2.1.	Overview
10.2.2.	Financial Overview
10.2.3.	Product Offerings
10.2.4.	Developments
10.2.5.	Business Strategy
10.3.	Electronic Arts, Inc.
10.3.1.	Overview
10.3.2.	Financial Overview
10.3.3.	Product Offerings
10.3.4.	Developments
10.3.5.	Business Strategy
10.4.	Google LLC
10.4.1.	Overview
10.4.2.	Financial Overview
10.4.3.	Product Offerings
10.4.4.	Developments
10.4.5.	Business Strategy
10.5.	Intel Corporation
10.5.1.	Overview
10.5.2.	Financial Overview
10.5.3.	Product Offerings
10.5.4.	Developments
10.5.5.	Business Strategy
10.6.	Microsoft Corporation
10.6.1.	Overview
10.6.2.	Financial Overview
10.6.3.	Product Offerings
10.6.4.	Developments
10.6.5.	Business Strategy
10.7.	NVIDIA Corporation
10.7.1.	Overview
10.7.2.	Financial Overview
10.7.3.	Product Offerings
10.7.4.	Developments
10.7.5.	Business Strategy
10.8.	Sony Interactive Entertainment
10.8.1.	Overview
10.8.2.	Financial Overview
10.8.3.	Product Offerings
10.8.4.	Developments
10.8.5.	Business Strategy
10.9.	Ubitus Inc.
10.9.1.	Overview
10.9.2.	Financial Overview
10.9.3.	Product Offerings
10.9.4.	Developments
10.9.5.	Business Strategy
10.10.	Tencent Holdings Ltd.
10.10.1.	Overview
10.10.2.	Financial Overview
10.10.3.	Product Offerings
10.10.4.	Developments
10.10.5.	Business Strategy

11.	Analyst Opinion
12.	Annexure
12.1.	Report Scope
12.2.	Market Definitions
12.3.	Research Methodology
12.3.1.	Data Collation and In-house Estimation
12.3.2.	Market Triangulation
12.3.3.	Forecasting
12.4.	Report Assumptions
12.5.	Declarations
12.6.	Stakeholders
12.7.	Abbreviations

Tables TABLE 1. CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 2. CLOUD GAMING MARKET VALUE FOR SMARTPHONE, BY GEOGRAPHY , 2021-2030 (USD BILLION) TABLE 3. CLOUD GAMING MARKET VALUE FOR CONSOLES, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 4. CLOUD GAMING MARKET VALUE FOR LAPTOP/TABLETS, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 5. CLOUD GAMING MARKET VALUE FOR SMART TV, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 6. CLOUD GAMING MARKET VALUE FOR PERSONAL COMPUTER, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 7. CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 8. CLOUD GAMING MARKET VALUE FOR VIDEO STREAMING, 2021-2030 (USD BILLION) TABLE 9. CLOUD GAMING MARKET VALUE FOR FILE STREAMING, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 10. CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 11. CLOUD GAMING MARKET VALUE FOR CASUAL GAMERS, 2021-2030 (USD BILLION) TABLE 12. CLOUD GAMING MARKET VALUE FOR AVID GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 13. CLOUD GAMING MARKET VALUE FOR HARDCORE GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION) TABLE 14. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION) TABLE 15. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 16. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 17. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 18. U.S CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 19. U.S CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 20. U.S CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 21. CANADA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 22. CANADA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 23. CANADA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 24. MEXICO CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 25. MEXICO CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 26. MEXICO CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 27. EUROPE CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION) TABLE 28. EUROPE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 29. EUROPE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 30. EUROPE CLOUD GAMING MARKET VALUE, BY INDUSTRIES, 2021-2030 (USD BILLION) TABLE 31. GERMANY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 32. GERMANY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 33. GERMANY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 34. U.K CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 35. U.K CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 36. U.K CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 37. FRANCE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 38. FRANCE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 39. FRANCE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 40. ITALY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 41. ITALY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 42. ITALY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 43. SPAIN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 44. SPAIN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 45. SPAIN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 46. ROE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 47. ROE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 48. ROE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 49. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION) TABLE 50. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 51. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 52. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 53. CHINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 54. CHINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 55. CHINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 56. INDIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 57. INDIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 58. INDIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 59. JAPAN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 60. JAPAN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 61. JAPAN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 62. REST OF APAC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 63. REST OF APAC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 64. REST OF APAC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 65. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 66. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 67. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 68. BRAZIL CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 69. BRAZIL CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 70. BRAZIL CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 71. ARGENTINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 72. ARGENTINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 73. ARGENTINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 74. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 75. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 76. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 77. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 78. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 79. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 80. UAE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 81. UAE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 82. UAE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 83. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION) TABLE 84. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION) TABLE 85. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION) TABLE 86. AMAZON.COM, INC.: FINANCIALS TABLE 87. AMAZON.COM, INC.: PRODUCTS & SERVICES TABLE 88. AMAZON.COM, INC.: RECENT DEVELOPMENTS TABLE 89. APPLE INC.: FINANCIALS TABLE 90. APPLE INC.: PRODUCTS & SERVICES TABLE 91. APPLE INC.: RECENT DEVELOPMENTS TABLE 92. ELECTRONIC ARTS, INC.: FINANCIALS TABLE 93. ELECTRONIC ARTS, INC.: PRODUCTS & SERVICES TABLE 94. ELECTRONIC ARTS, INC.: RECENT DEVELOPMENTS TABLE 95. GOOGLE LLC: FINANCIALS TABLE 96. GOOGLE LLC: PRODUCTS & SERVICES TABLE 97. GOOGLE LLC: RECENT DEVELOPMENTS TABLE 98. INTEL CORPORATION: FINANCIALS TABLE 99. INTEL CORPORATION: PRODUCTS & SERVICES TABLE 100. INTEL CORPORATION: RECENT DEVELOPMENTS TABLE 101. MICROSOFT CORPORATION: FINANCIALS TABLE 102. MICROSOFT CORPORATION: PRODUCTS & SERVICES TABLE 103. MICROSOFT CORPORATION: RECENT DEVELOPMENTS TABLE 104. NVIDIA CORPORATION: FINANCIALS TABLE 105. NVIDIA CORPORATION: PRODUCTS & SERVICES TABLE 106. NVIDIA CORPORATION: DEVELOPMENTS TABLE 107. SONY INTERACTIVE ENTERTAINMENT: FINANCIALS TABLE 108. SONY INTERACTIVE ENTERTAINMENT: PRODUCTS & SERVICES TABLE 109. SONY INTERACTIVE ENTERTAINMENT: RECENT DEVELOPMENTS TABLE 110. UBITUS INC.: FINANCIALS TABLE 111. UBITUS INC.: PRODUCTS & SERVICES TABLE 112. UBITUS INC.: RECENT DEVELOPMENTS TABLE 113. TENCENT HOLDINGS LTD.: FINANCIALS TABLE 114. TENCENT HOLDINGS LTD.: PRODUCTS & SERVICES TABLE 115. TENCENT HOLDINGS LTD.: RECENT DEVELOPMENTS

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