The Business-to-Business (B2B) cloud gaming market is anticipated to attain a growth rate of over 40% over the forecast timeline. This is credited to the rising number of strategic initiatives among cloud gaming platform providers and internet service providers. The internet service providers are forming tie-ups with cloud gaming platforms to capitalize on their existing fiber investments in various developed regions. The Business-to-Consumer (B2C) model has been widely adopted by console manufacturers to reduce their reliance on external stakeholders. It also allows companies to personalize their product offerings to best suit their customer requirements.
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With the evolution of computer and mobile gaming due to technological advancements, global cloud gaming market is poised to experience an unprecedented level of growth over the forecast time period. Estimates show that on an average, individuals play video games for nearly six hours on a weekly basis. Moreover, they seemingly spend approximately two hours each week watching others play video games on online streaming platforms such as YouTube and Twitch.
The advent of video streaming and connected televisions will considerably bolster the cloud gaming market by allowing gamers to bypass additional purchases of dedicated gaming hardware and giving them access to numerous games regardless of their device specifications. Due to the large bandwidth consumption and requirement for a stable web connection, the approach for streaming games has certain limitations in countries which face connectivity infrastructure issues.
Getting a smooth AR/VR gaming experience entails expensive hardware components and a high-bandwidth connectivity network. This not only hinders revenue growth by creating an entry barrier but also severely restricts portability and device form factors. Cloud gaming market would help eliminate these restrictions as gamers can rent machines with a high-power GPU and also leverage the high-bandwidth network it facilitates to reduce latency and run graphically taxing games at significantly higher frame rates.
North America held more than 45% of the total revenue in the global cloud gaming market in 2018. Large players in the region, such as Microsoft and Electronic Arts, are conducting various strategic initiatives to augment their existing product features. The presence of strong telecommunication architecture is encouraging the companies to launch their product offerings in the region. The Asia Pacific cloud gaming industry is expected to register a CAGR of 46% over the forecast time period due to the rising frequency of 5G development initiatives in the region. The inexpensive nature of the cloud gaming platform is driving its usage among various cost-sensitive gamers.
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Owing to the increasing adoption of cloud technologies to host and develop games, as well the imminent deployment of 5G network and related technologies, cloud gaming services will witness remarkable consumption. Cloudzen, Parsec, Apple, Numecent and PlayKey are some other players outlining the industry dynamics. Reports estimate that global cloud gaming market will reach annual valuation of nearly USD 8 billion by 2025.
Major Key Points from Table of Content:
Chapter 6. Global Cloud Gaming Market, By Device
6.1. Key trends, by device
6.2.1. Market estimates and forecast, 2015 – 2025
6.3. PCs & laptops
6.3.1. Market estimates and forecast, 2015 – 2025
6.4. Smartphones & tablets
6.4.1. Market estimates and forecast, 2015 – 2025
6.5. Connected television
6.5.1. Market estimates and forecast, 2015 – 2025
Chapter 7. Global Cloud Gaming Market, By Business Model
7.1. Key trends, by business model
7.2. Business-to-Consumer (B2C)
7.2.1. Market estimates and forecast, 2015 – 2025
7.3. Business-to-Business (B2B)
7.3.1. Market estimates and forecast, 2015 – 2025
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