Cloud Gaming Market Analysis by Trends, Size, Share, Growth Opportunities, and Emerging Technologies

In 2021, the cloud gaming market stood at $4,500.7 million, and it is projected to touch $111,344.1 million by 2030.

The market will advance at a CAGR of 42.8% from 2021 to 2030 owing to the launch of better cross-platform gameplays and dedicated gaming smartphones. Furthermore, with the convenience and accessibility of cloud-based games and surging internet penetration, there will be a snowballing of the market revenue. Moreover, the reduced latency and higher bandwidths e offered by 5G technology are assisting in streaming XR games smoothly.

The deployment of the 5G technology will pave the way for cloud gaming market growth. This can be attributed to swift 5G connections and mobile ubiquity that are leveraged by cloud gaming firms to offer AAA-quality gaming to smartphone users. The increasing number of intricate MNOs will drive global market growth, as will the rising acceptance of social media games. Moreover, a prolific feature of cloud games is that users can access them through a remote server directly, without any storage requirement or purchase of the latest gaming console.

Browse detailed report - Cloud Gaming Market Analysis and Demand Forecast Report

In 2021, the cloud gaming market was dominated by APAC, which accounted for almost 50% of the total market share. The skyrocketing demand for entertainment, coupled with the surging smartphone penetration, will augment the growth of the market over this decade. This goes hand in hand with the increasing young population, rate of urbanization, and disposable income and, consequently, the escalating purchasing parity of consumers, which enables them to afford the latest gaming genres. As a result, India, China, and Japan are three of the greatest revenue generators in this market.

The outbreak of COVID-19 expanded the market size further, by offering a good leisure activity to people. This is quite evident from the rising number of downloads and greater amount of time spent on these activities post the virus outbreak.


Brett Lee

27 Blog posts

Comments