▶ 調査レポート

クラウドゲームの世界市場2021-2026:成長・動向・新型コロナの影響・市場予測

• 英文タイトル:Cloud Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)

Mordor Intelligenceが調査・発行した産業分析レポートです。クラウドゲームの世界市場2021-2026:成長・動向・新型コロナの影響・市場予測 / Cloud Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026) / MRC2103D291資料のイメージです。• レポートコード:MRC2103D291
• 出版社/出版日:Mordor Intelligence / 2021年1月
• レポート形態:英文、PDF、120ページ
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レポート概要
本調査レポートでは、世界のクラウドゲーム市場について調査し、イントロダクション、調査手法、エグゼクティブサマリー、市場動向、装置別(スマートフォン、ゲーム機、パソコン、タブレット)分析、種類別(ビデオストリーミング、ファイルストリーミング)分析、地域別分析、競争状況、投資分析、市場機会・将来動向など、以下の構成でお届けいたします。
・イントロダクション
・調査手法
・エグゼクティブサマリー
・市場動向
・世界のクラウドゲーム市場規模:装置別(スマートフォン、ゲーム機、パソコン、タブレット)
・世界のクラウドゲーム市場規模:種類別(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ム市場規模:地域別
・競争状況
・投資分析
・市場機会・将来動向

The Cloud Gaming Market was valued at USD 1.15 billion in 2020 and is expected to reach USD 2.70 billion by 2026, at a CAGR of 15.3% over the forecast period 2021 – 2026. Walmart is planning to launch its own cloud gaming service. The US retail giant has conducted meetings concerning a possible streaming platform, since 2019 January.

– In order to utilize and harness the benefits of cloud computing, governments of developing countries are embarking on initiatives, like “GI Cloud” or ‘MeghRaj’ by Indian government (2018), and “Cloud First Strategy” by the Malaysian Government (2018). According to Egypt’s Telecom Ministry, Egypt may host the Chinese telecom company Huawei’s first cloud data platform in the Middle East and North Africa in 2019.
– Another factor opening new opportunities for cloud gaming is 5G, which is being adopted in the developed countries, like the US and South Korea. Several telcos, like Verizon, have started testing new cloud gaming formats on their 5G networks since January 2019. Gaming on mobiles has been limited so far to casual low-spec games. With 5G, this may radically change, enabling a newly installed base of millions of mobile devices to be gaming-ready.
– According to 2018 BSA Global Cloud Computing Scorecard, which ranks countries’ preparedness for the adoption and growth of cloud computing services, developing countries are scored less than developed ones when it comes to IT readiness and broadband deployment. Thus, bandwidth and latency issues may obstruct the expansion of the cloud gaming market in the emerging economies.

Key Market Trends

Smartphones Adoption to Drive the Market Growth

– With the increasing adoption of smartphones all over the world, many companies are introducing cloud gaming for 5G enabled smartphones. According to Cisco’s latest “Visual Networking Index (VNI)” report, India may have 800 million smartphone users by 2022.
– Hatch released games for smartphones, launched initially in Finland (November 2018) and is now spreading to other European Countries. It has also partnered with DOCOMO to bring smartphone gaming in Japan.
– Sprint has teamed up with Hatch Entertainment to offer mobile cloud gaming services on Sprint’s 5G network in the United States.
– At the Mobile World Congress (MWC) Exhibition 2019, One Plus 5G smartphone was showcased and it allowed attendees to play Ace Combat 7 on the phone (via Xbox Wireless controller), which was streaming through cloud via 5G. OPPO also showcased its first 5G handset and visitors experienced cloud gaming through a live demo of Soul Calibur VI.
– All these instances indicate that smartphones are the future for mobile gaming and with their growing adoption globally, cloud gaming through 5G may expand.

Asia-Pacific to Witness the Highest Growth

– Asia-Pacific is soon becoming the hub for many pilot projects of gaming companies. For instance, in March 2019, Tencent launched a website for the cloud gaming platform called “Start” and invited people in Shanghai and Guangdong, China to sign up for the test.
– In the Asia-Pacific region, many organizations are recognizing the shortcomings of a more siloed multi-cloud strategy, and are enhancing overall business agility with hybrid cloud.
– Chip designer Nvidia Corp partnered with SoftBank Corp and LG Uplus Corp to deploy cloud gaming servers in Japan and Korea later in 2019.
– According to predictions by GSMA Intelligence, China may have the largest smartphone market in 2025, followed by India. Moreover, smartphone adoption in Asia-Pacific may grow from 57% in 2017 to 77% in 2025.
– Across Asia Pacific, collaboration between mobile operators and start-ups is gaining momentum, as operators have the scale and reach that startups lack. For instance, Telenor and Axiata collaborated with startups in Asia.

Competitive Landscape

The cloud gaming market is concentrated with few companies gaining the major market share. Companies, like Tencent, are partnering with other tech giants to build bigger and better cloud gaming services. Other companies, like Google, Nvidia, PlayStation, and Vortex, are providing smarter gaming solutions.

– March 2019 – Google launched its Stadia cloud gaming service at the Game Developers Conference (GDC) in San Francisco.
– March 2019 – NVIDIA released a limited edition of GeForce NOW SDK, which is an open platform ready to support existing game store or in-game purchase system without taking a share of the user’s profits.
– July 2018 – Cloudpaging pioneer Numecent announced that it acquired the assets of Approxy, its cloud-gaming offshoot, which was originally spun- out of Numecent to bring cloudpaging into next-generation cloud-gaming services.

Reasons to Purchase this report:

– The market estimate (ME) sheet in Excel format
– 3 months of analyst support

レポート目次

1 INTRODUCTION
1.1 Study Assumptions
1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET OVERVIEW

5 MARKET DYNAMICS
5.1 Market Overview
5.2 Market Drivers
5.2.1 5G Introduction will Promote the Growth of Cloud Gaming
5.2.2 Government Initiatives Related to Cloud Infrastructure will Help in Market Expansion
5.3 Market Restraints
5.3.1 Low Bandwidth Issues is Discouraging the Market Growth in Developing Countries
5.4 Industry Attractiveness – Porter’s Five Forces Analysis
5.4.1 Threat of New Entrants
5.4.2 Bargaining Power of Buyers/Consumers
5.4.3 Bargaining Power of Suppliers
5.4.4 Threat of Substitute Products
5.4.5 Intensity of Competitive Rivalry

6 MARKET SEGMENTATION
6.1 By Device
6.1.1 Smartphones
6.1.2 Gaming Consoles
6.1.3 PC
6.1.4 Tablets
6.2 By Type
6.2.1 Video Streaming
6.2.2 File Streaming
6.3 Geography
6.3.1 North America
6.3.1.1 United States
6.3.1.2 Canada
6.3.2 Europe
6.3.2.1 Germany
6.3.2.2 United Kingdom
6.3.2.3 France
6.3.2.4 Italy
6.3.2.5 Rest of Europe
6.3.3 Asia-Pacific
6.3.3.1 China
6.3.3.2 Japan
6.3.3.3 India
6.3.3.4 Rest of Asia-Pacific
6.3.4 Rest of the World
6.3.4.1 Latin America
6.3.4.2 Middle-East & Africa

7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Utomik BV
7.1.2 Nvidia Corporation
7.1.3 Numecent Holdings Ltd
7.1.4 RemoteMyApp SP ZOO
7.1.5 Parsec Cloud Inc.
7.1.6 LiquidSky Software Inc.
7.1.7 Simplay Gaming Ltd
7.1.8 Ubitus Inc.
7.1.9 Shawdow.tech (Blade SAS)

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS