Global Cloud Gaming Market is expected to reach $3.90 billion by 2027 growing at a CAGR 16.5% during 2018 to 2027.

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Some of the key players in global cloud gaming market are IBM, NVIDIA, Google, Sony, Tencent, Amazon Web Services, Samsung Electronics, Right-To-Win, Microsoft, Intel Corporation, Alibaba, Advanced Micro Devices, TransGaming, LiquidSky Software, and Playcast Media Systems.

Gaithersburg, Maryland, United States – March 4, 2020 /MarketersMedia/

Some of the key factors influencing the market growth include commercialization of 5G, rise in a number of gamers, upsurge of immersive and competitive gaming on mobile and increase in the number of internet users. However, multiplayer cloud gaming server allocation issues are hindering the market growth.

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Cloud gaming is an emerging technology in the gaming industry, which allows a user to stream high-end games on devices, such as laptops, tablets, and mobiles, with a good internet connection. Cloud gaming is ideal for gamers, as they have to regularly upgrade their console or PC hardware to play games, which leads to additional costs and less fun.

Amongst type, Video streaming solution relieves clients from computationally intensive graphics rendering and is ideal for clients with resource-constrained devices. Additionally, in this approach, computational load is paid along with network load since transmitting videos is more expensive than transmitting graphics commands. Owing to this, video streaming will hold significant growth.

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By Geography, The cloud gaming market in APAC is foreseen to augment at a significant rate owing to the increasing number of 5G infrastructure development initiatives in the region. Additionally, the cost-effective nature of the cloud gaming platforms is promoting its usage across various new customer classes that vary in investing in gaming systems due to its cost.

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Device Types Covered:
• Tablets
• Smart Televisions
• Gaming Consoles
• Personal Computers & Laptops
• Head-Mounted Displays
• Smartphones

Business Models Covered:
• Business-to-Business (B2B)
• Business-to-Consumer (B2C)

Deployments Covered:
• Private Cloud
• Hybrid Cloud
• Public Cloud

Offerings Covered:
• Game Platform Services
• Infrastructure

Technologies Covered:
• Server Technology
• Gaming as a Service
• Data Streaming Technology

Gamer Types Covered:
• Avid Gamers
• Social Gamers
• Hardcore Gamers
• Casual Gamers
• Serious Gamers

Types Covered:
• File Streaming
• Video Streaming

Gaming Systems Covered:
• Play Station
• Steam In-Home Streaming
• Stream My Game
• G Cluster
• Remote Play

Genres Covered:
• Puzzles
• Simulation
• Adventure/Role Playing Games
• Strategy
• Social Games

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o South Korea
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
– Market share assessments for the regional and country level segments
– Market share analysis of the top industry players
– Strategic recommendations for the new entrants
– Market forecasts for a minimum of 9 years of all the mentioned segments, sub-segments, and the regional markets
– Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
– Strategic recommendations in key business segments based on the market estimations
– Competitive landscaping mapping the key common trends
– Company profiling with detailed strategies, financials, and recent developments
– Supply chain trends mapping the latest technological advancements

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Source URL: https://marketersmedia.com/global-cloud-gaming-market-is-expected-to-reach-390-billion-by-2027-growing-at-a-cagr-165-during-2018-to-2027/88948785

Source: MarketersMedia

Release ID: 88948785

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