May 19, 2020 (Heraldkeepers) -- MRFR’s custom research reports offer detailed insights on the impact of COVID-19 at an industry level, a regional level, and subsequent supply chain operations. This customized report will also help clients keep up with new product launches in direct & indirect COVID-19 related global cloud gaming markets, upcoming vaccines and pipeline analysis, and significant developments in vendor operations and government regulations.
Top Players in Worldwide Cloud Gaming Market Includes:
Game Fly (US), Sony Corporation (Japan), Ubitus Inc. (US), Hatch Entertainment Ltd (Finland), PlayGiga (Spain), Microsoft Corporation (US), Zynga, Inc. (US), Playkey (US), Cirrascale Corporation (US), Google, LLC (US), Tsinghua Tongfang Co., Ltd (China), Nvidia Corporation (US), to name a few.
Covid 19 Pandemic Impact on Cloud Gaming Market with Complete Table of Content and Free Sample at:
The pandemic, which originated in China, has now infected many countries across the globe. Due to which over the past few months, many lives and businesses have been affected at an unprecedented rate. Governments have advised or ordered citizens to stay at home to stop the spread of the virus. While many of the markets have been impacted due to this pandemic, cloud computing is witnessing strong demand. With an increasing number of people turning to internet-based entertainment services at home, the cloud computing market has emerged stronger than ever during this pandemic. The Cloud gaming market has experienced a boom as a result of the crisis. Cloud gaming or on-demand gaming has emerged as one of the most important sources of entertainment during this quarantine. Cloud gaming allows the storing of the users' files in the cloud server so that the games can be played independently from any platform like a smartphone, tablet, laptop, or a desktop computer at any time.
With free time in hand, people are playing on-demand games on their smartphones or consoles due to which cloud gaming is witnessing a considerable demand among serious gamers, casual gamers, as well as social gamers. Amidst the COVID-19 lockdown, the global cloud gaming market is witnessing a rapid increase in user engagement. India is one of the countries witnessing a significant demand for cloud or on-demand gaming during this pandemic. Games such as Houseparty and Psych have emerged as some of the most-played games during the quarantine period. The boost in user engagement has reached a level where the users are experiencing lags in the gaming interface of Psych. Also, the majority of the US population has turned toward video games to pass the time during the lockdown. Verizon Communications has witnessed a surprising boost of 75% in usage during March 2020.
However, this sudden spike in time spent on gaming has impacted such platforms. On March 15, various cloud gaming service providers faced issues due to a sudden surge in the number of users. WinZo Games witnessed a 3X increase in gameplays and 30% higher traffic. WinZo Games then worked closely with AWS in the next few days to scale the servers to deal with such high demand. Also, on the same day, several Microsoft Xbox Live users were unable to log-in to their Xbox consoles. The issue was resolved within a few hours. The demand is so high that the service providers have had to limit the bandwidth of the streaming services to ensure a smooth gaming experience for gamers across the globe. In an official Azure blog, Microsoft assured its gaming users that it is actively monitoring the performance of Xbox Live and usage trends to ensure that the services for gamers worldwide are optimized. Both PC/console and mobile gaming platforms are facing an unprecedented demand during the COVID-19 phase, thereby increasing the market growth rate.
From the segmental viewpoint of the global covid 19 outbreak on cloud gaming market , it has incurred various segments such as type, gaming system, deployment, and end-user.
Among the type segment, the cloud gaming market included video streaming and file streaming. Out of which, the video streaming segment acquired the larger market share in the year 2018 with a value of 853.87, while the file is streaming segment might register a higher CAGR of 28.11% during the assessment period.
Among the deployment, the market has included private, hybrid, and public clouds. The private cloud acquired a market value of USD 544.76 million in the year 2018, whereas the hybrid segment will be exhibiting the highest CAGR.
Among the gaming system segment, the cloud gaming market has included G-Cluster, Remote Play, StreamMyGame, PlayStation, Steam in-home streaming, and more. The steam in-home streaming segment gathered the largest market share back in 2018, while the StreamMyGame segment generated revenue of USD 264.38 million in the same year and might register a 21.25 % CAGR in the future.
Among the end-user, the cloud gaming market included serious gamers, casual gamers, and social gamers. The social gamers segment gathered the largest market share back in 2018, and the serious gamers segment will register the highest CAGR of 28.17% during the forecast period.
The global market for cloud gaming can be regionally divided into Asia Pacific (APAC), the Middle East & Africa (MEA), North America, Europe, as well as South America.
North America shows the highest capacity to attain the top spot in the worldwide market for cloud gaming and can retain its position throughout the forecast period. The rapid surge in cloud computing combined with the expanding population of professional gamers has led the market to great heights in recent years. Moreover, high government investments in this field as well as related technologies, elevated adoption of smartphones coupled with the rising penetration of high-speed Internet can also boost the market demand in the region during the conjectured timeframe.
The APAC market for cloud gaming is also expected to make similar strides and attain a strong growth rate in the ensuing years. Some factors promoting market growth in the region include the increasing number of 5G development initiatives as well as the affordability of the cloud gaming platform, especially among the cost-sensitive gamers.