Summary
This report provides a comprehensive overview of cloud gaming , a promising area in the cloud computing industry. However, the cloud gaming market is complex and carries significant economic risks for those who do not understand it.
It examines the reasons why many companies enter the cloud gaming sector while others leave after several failures. It also examines the reasons for these failures.
It analyzes possible future uses of cloud gaming, determining its potential as a source of revenue or its exclusive role as a complement to other offerings.
Looking at the entire cloud gaming ecosystem, the report analyzes the different strategies adopted by key stakeholders as well as the various possible use cases. It also highlights the partnerships established by these actors.
It identifies the challenges and limitations of this technology, providing insight into future challenges for businesses. It analyzes the new upcoming technologies, their players and the possibilities of changing cloud gaming trends with the introduction of these technologies and the potential they offer.
Geographic sector
WORLD
Actors
Ali Baba
Amazon
AMD
Antstream
Apple
ARM
Asus
Blacknut
Bouygues Telecom
Boosteroid
China mobile
Cisco
Dell
Discord
EA
Epic Games
Ericsson
Etisalat
Gamestream
Gamesir
Google
HP
Huawei
IBM
Intel
Jam.gg
Lenovo
LG
Logitech
Loudplay
Microsoft
Movistar
NetBoom
Netease
Netflix
Nintendo
Nokia
Orange
Panasonic
Paperspace
Philips
Proximus
Razer
RemotemyApp
Rockstar
RMA
Samsung
Shadow
SFR
Sony
Sora Stream
Sunrise
Take Two
Telefonica
Telekom Slovenije
Tencent
Tim
Twitch
Ubisoft
Ubitus
Valve
Verizon
Author
Florian Frigo, Consultant
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Table of Contents
1. Summary
2. Definition and context of cloud gaming
2.1. The role of cloud gaming
2.2. Cloud games providers: On-demand games platforms
2.3 Cloud game providers: Remote platform
2.4. Cloud gaming providers: B2B cloud gaming solutions
2.5. Peripherals
2.6. Analysis of cloud gaming (positive points / negative points)
2.7. The target audience
2.8. Key players in the cloud gaming market
2.9. The video game market
2.10. The failure of Google Stadia
3. Use cases for cloud gaming providers
3.1 Xcloud (Microsoft)
3.2 GeForce Now (Nvidia)
3.3. Playstation Plus (SONY)
3.4. Luna (Amazon)
3.5. The Netflix case
3.6. Pleio (Bouygues Telecom)
3.7. Antstream
3.8. Other cloud gaming distributors
3.9. Market positioning
4. Partnerships
4.1. Does the future of cloud gaming lie in bundles?
4.2 Microsoft versus Apple
4.3. Telecommunications operators
4.4. Smart TV Suppliers
5. Beneficial technological innovations
5.1. Edge Computing
5.2. 5G is a key technological catalyst for cloud gaming
5.3. Open Gateway APIs
5.4. The arrival of Wifi 7
6. Market forecasts
6.1. Subscriptions to Cloud Gaming services
6.2. Global value of the Cloud Gaming market
7. About IDATE
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List of Tables/Graphs
2. Definition and context of cloud gaming
- Cloud gaming providers: On-demand gaming platforms
- Cloud gaming providers: Remote platform
- Cloud gaming providers: B2B cloud gaming solutions
- Cloud gaming value chain
- Number of players worldwide in millions by region
- World video game market in billions of euros by segment
- Largest companies by revenue in the video games market in 2024 in billions of EUR
3. Use cases for cloud gaming providers
- List of other cloud gaming providers
- Market position of cloud gaming providers
4. Partnerships
- List of the major partnerships between telecommunications operators and cloud gaming providers
5. Beneficial technological innovations
- Global revenues from Edge computing, 2021-2030 (in billions of EUR)
- Global 5G subscriptions by use case 2023-2028 (billion), Share of 5G subscriptions in total subscriptions, 2023-2028 (%)
- Wifi generation speed in Mb/s
6. Market forecasts
- Regional breakdown of cloud gaming subscribers worldwide, 2023-2030 in %
- Number of Cloud Gaming subscribers worldwide in millions
- Breakdown of global cloud gaming market value, 2023-2030 in %
- Global value of the Cloud Gaming market in billions of euros, 2023-2030