Cloud Gaming Market Size 2020, Share, Growth, Trends, Drivers, Restraints, Opportunities, and Global Industry Analysis 2027


Published Date : Mar 2021
Category : ICT
Report Id : ReportCrux 1798
Publisher Name : ReportCrux
Price : $2,999
No of Pages : 215

New Year Sale: Upto 25% Discount on Cloud Gaming Market with COVID-19 Impact Analysis

Cloud Gaming Market Size

The global Cloud Gaming market was valued at USD 412.36 Million in 2019 and is expected to reach around USD 6,964.58 Million by 2027, at a CAGR of about 42.4% between 2020 and 2027.


Cloud Gaming Market by Offering (Infrastructure and Game Platform Services); by Solution (File Streaming and Video Streaming); by Devices (Smart TVs, Head Mounted Displays, Gaming Consoles, PCs & Laptops, Smartphones and Tablets); by Business Model (Business-to-Business (B2B) and Business-to-Consumer (B2C)); by Gamer Type (Avid Gamers, Hardcore Gamers and Casual Gamers) and by Region: Global Industry Trends, Dynamics, Competitive Insights and Forecast Analysis, 2020 – 2027

Market Overview

Cloud gaming refers to execution of computationally complex games on powerful cloud servers and is an innovative way to deliver computer games to users. The cloud servers stream rendered game scenes over the internet to gamers or users with thin clients on heterogeneous devices. The cloud server receives and sends back control events from input devices for interactions. Cloud servers in one or more data centers are used to host the gaming platform. 

The working of cloud gaming is divided in two components. One is scene renderer that is used to generate game scenes in real-time. Second is game logic that converts gamer commands into in-game interactions. Command interpreter gives gamer commands whereas video capturer captures game scenes into videos. Video encoder, video capturer and command interpreter are all implemented as parts of the cloud gaming platform.

Market Dynamics

The global cloud gaming market growth is estimated to be driven by various factors such as growing commercialization of 5G technology across the globe, increasing penetration of smartphones, tablets and other devices, increasing connectivity landscape and increasing competitive and immersive gaming on mobile devices. Additionally, increasing numbers of internet users and increasing numbers of gamers will boost the market growth in the coming years.

However, market growth may be impeded by factors such as fluctuating internet speed in developing regions, issues with multiplayer cloud gaming server allocation and limited awareness regarding cloud gaming platforms. Improved cross-platform gaming experience, greater utilization of cloud gamification and increased popularity of cloud gaming in multiplayer scenarios are factors that are expected to bring new growth avenues in the cloud gaming market.

Drivers: 

Increase in Number of Internet Users

Commercialization of 5G Technology

Upsurge in Immersive and Competitive Gaming on Mobile Devices

Rise in Number of Gamers

Restraints: 

Multiplayer Cloud Gaming Server Allocation Issues

Limited Awareness Regarding Cloud Gaming Platforms

Opportunities: 

Greater Utilization of Cloud Gamification

Increased Popularity of Cloud Gaming in Multiplayer Scenarios

Key Players Covered

NVIDIA (US)
Google (US)
Intel (US)
Amazon (US)
Microsoft (US)
IBM (US)
Advanced Micro Devices (US)
Jump Gaming (US)
Activision (US)
Paperspace (US)
Playkey (US)
Blade (US)
Electronic Arts (US)
Blacknut (France)
Playgiga (Spain)
Loudplay (Russia)
Hatch (Finland)
Alibaba (China)
Tencent (China)
Sony (Japan)
Vortex (Poland)
Ubitus (Taiwan)
Others
The report provides key player analysis along with company revenue shares in order to give a broader overview of the key players in the market. 

COVID-19 Impact

The COVID-19 pandemic has impacted every aspect of life and business. It has emerged as a global pandemic which has affected almost all countries across the globe and disrupted various business functions around the world. A drastic change in sales channel across different industries is observed. Multiple industries are experiencing economic slowdown or decline as a result of COVID-19 crisis. IT sector also experienced multitude of challenges across supply chains, business and manufacturing operations. US, India, Italy, Spain, UK, Brazil, Russia and Germany are most severely affected countries and have experienced sharp rise in COVID-19 cases.

Lockdown and travel restrictions have severely impacted overall businesses in China, India, Spain, Germany, U.S. and many parts across the globe. Partial or complete lockdown and social distancing norms had to be imposed in manufacturing plants, R&D centers and across other business units as well. Labor shortage, logistics and transportation restrictions have severely affected supply chains leading to production loss resulting in sales decline. 

However, the cloud gaming market observed growth during this pandemic. Major European countries announced 5G network availability in several countries. By September 2020, countries like Sweden, UK, Spain, Poland, Romania, Slovenia, Latvia, The Netherlands, Ireland, Italy, Hungary, Denmark, Germany, Finland, Belgium, Bulgaria, Czech Republic, and Austria deployed commercial 5G services. The market is expected to further accelerate in the forecast period with increasing focus by developing countries to commercialize and deploy 5G network connectivity which will enhance use of cloud gaming platforms. 

Segmentation Analysis

The global cloud gaming market is segmented based on Offering, Solution Type, Device Type, Business Model, Gamer Type and region.

Game Platform Services segment dominated the market with revenue share of about 55% in 2019

Based on Offering, the market is segmented into Game Platform Services and Infrastructure. Game Platform Services segment is further split into PC Services and Content Services. Infrastructure segment is further split into Memory, Storage and Compute. 

Game Platform Services segment dominated the market in 2019 with revenue share of about 55% and this segment is projected to register the fastest growth over the forecast period due to growing demand of both content and PC service and the presence of key market players like Google, Microsoft, and Amazon Web Services. For example, Google unveiled Stadia, in March 2019, which is a cloud gaming service that allows users to stream games on smartphone, tablet, laptop, desktop, or TV instantly and enables users to swap between the platforms seamlessly with the help of wireless controller that connects directly to Google’s cloud.

Cloud gaming enables users to play PC games on almost any device on the go, which previously required expensive hardware. Blade’s Shadow, Sony’s PlayStation, GeForce NOW, Blacknut are some of the major players offering gaming platform services.

Video Streaming segment was the largest solution type segment in 2019 whereas File Streaming to witness lucrative growth

Based on Solution Type, the market is segmented into File-Streaming and Video Streaming. Video Streaming segment was the largest solution type segment in 2019 with revenue share of about 60%. The video streaming mechanisms nearly eliminate the necessity for any computer-based technology devices or any expensive external gaming consoles to stream the gaming content and thus are widely implemented by major startup companies in the market. 

The File Streaming solution type segment is projected to register fastest growth in the coming years. File Streaming solutions are majorly implemented by large players in the product offerings like Xbox Game Pass and PlayStation due to presence of their compatible gaming consoles. Use of file streaming enables companies to offer seamless gaming experience even at low internet speeds and also enables users to customize their gaming library, gain instantaneous access to their profiles and save their progress. 

Gaming Console segment dominated the market in 2019 with revenue share of more than 58%

Based on Device Type, the market is segmented into Tablets, Smartphones, PCs & Laptops, Gaming Consoles, Head Mounted Displays and Smart TVs. The Gaming Console segment dominated the market in 2019 with revenue share of more than 58%. This is due to robust and extensive network of key players like Microsoft and Sony. Introduction of cloud gaming platforms has created favorable opportunity to console manufacturers to augment their product capabilities and monetize on their existing library of gaming content. Smartphones device type segment is expected to register fastest growth in the coming years.

Business-to-Consumer (B2C) is expected to remain dominant Business Model

By Business Model, market is categorized into Business-to-Business (B2B) and Business-to-Consumer (B2C). Business-to-Consumer (B2C) segment contributed for the maximum share of around 82% in 2019 for the global cloud gaming market. The fastest growth is estimated for Business-to-Business (B2B) segment during the forecast period.

The Business-to-Consumer (B2C) model is widely adopted by major gaming companies like Microsoft, Sony and NVIDIA. B2C model enables companies to personalize their service offerings that are best match to their customers’ needs and aids to decrease the company’s dependency on external stakeholders like telecom providers. However, its adoption among smaller players and start-ups is limited as it requires high capital.

Avid Gamers held largest revenue share in 2019

Based on Gamer Type, market is segmented into Casual Gamers, Hardcore Gamers and Avid Gamers. Avid Gamers segment dominated the market in 2019. This is due to their regular presence in the gaming market. However, avid gamers seem to be more cost-sensitive as compared to serious gamers and account for 15–25% of total sales volume. Time constraints limits the possibility of an avid gamer to become a serious gamer, but the chances of becoming serious gamer from avid gamer are high. Such gamers consider gaming as an substitute source of recreation and jobs, studies, dis-interest, boredom or outdoor games are factors that may temporarily stop them for gaming.

Regional Analysis

Regional Outlook: Asia Pacific largest regional market with about 40% revenue share

 At regional level, market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East and Africa. Asia Pacific was the largest regional market in 2019 with revenue share of about 40%. This is due to increasing smartphone penetration, increasing demand for entertainment and partnering between cloud providers and cloud game service providers. Increasing focus on 5G commercialization, increasing numbers of internet users are factors that are expected to boost market growth in this region.

North America is another major contributor in the market with growth majorly centered in U.S. Europe was another significant regional market. Growth in European region is led by developed countries like France, UK and Germany. Market growth in this region is fueled by presence of a large number of gaming enthusiasts and high penetration of gaming consoles such as PlayStation and Xbox.

Cloud Gaming Market Scope

Attribute
Details
Market Size in 2019
USD 412.36 Million
Market Size in 2027
USD 6,964.58 Million
CAGR (%)
 42.4% from 2020 to 2027
Historic Period
2017 - 2018
Base Year
2019
Forecast Period
2020-2027
Segments Covered
Offering, Solution,  Device, Business Model, Gamer Type
Regional Scope
North America, Europe, Asia Pacific, Latin America, Middle East & Africa

Cloud Gaming Market Segmentation

By Offering
Game Platform Services
o PC Services
o Content Services
Infrastructure
o Computer
o Storage
o Memory
By Solution
File Streaming
Video Streaming
By Device
Tablets
Smartphones
PCs & Laptops
Gaming Consoles
Head Mounted Displays
Smart TVs
By Business Model
Business-to-Business (B2B)
Business-to-Consumer (B2C)
By Gamer Type
Casual Gamers
Hardcore Gamers
Avid Gamers
By Region

• North America

        o  U.S.

        o   Canada

        o Rest of North America

•  Europe

        o UK

        o Germany

       o    France

        o Italy

        o  Spain

        o  Russia

        o Rest of Europe

• Asia Pacific

        o   China

        o  Japan

        o  India

        o  Australia

        o  Southeast Asia

        o Rest of Asia Pacific

•   Latin America

        o  Brazil

        o Mexico

        o Rest of Latin America

•  Middle East and Africa

        o Saudi Arabia

        o   South Africa

        o   UAE

        o    Rest of Middle East and Africa

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Table of Contents

1. Preface

1.1. Report Description and Scope

1.2. Research Scope

2. Research Methodology

2.1. Research Methodology

2.1.1. Market Research Process

2.1.2. Primary Research

2.1.3. Secondary Research

2.2. Models

2.2.1. Company Share Analysis Model

2.2.2. Revenue Based Model

2.3. Research limitations

3. Executive Summary

3.1. Global Market Overview and Executive Summary 2016 - 2027 (USD Million)

3.2. Market Snapshot

4. Market Dynamics and Industry Analysis

4.1. Global Cloud Gaming Market: Introduction

4.2. Market Drivers

4.2.1. Increase in Number of Internet Users

4.2.2. Commercialization of 5G Technology

4.2.3. Upsurge in Immersive and Competitive Gaming on Mobile Devices

4.2.4. Rise in Number of Gamers

4.3. Market Restraint

4.3.1. Multiplayer Cloud Gaming Server Allocation Issues

4.3.2. Limited Awareness Regarding Cloud Gaming Platforms

4.4. Market Opportunity

4.4.1. Greater Utilization of Cloud Gamification

4.4.2. Increased Popularity of Cloud Gaming in Multiplayer Scenarios

4.5. Porter’s Five Forces Analysis

5. Trending Insights on Current Market Scenario

5.1. Current Market Trends

5.2. SWOT Analysis

5.3. PESTEL Analysis

6. Market Growth Attractiveness Analysis

6.1. Growth Attractiveness Analysis, by Offering

6.2. Growth Attractiveness Analysis, by Solution

6.3. Growth Attractiveness Analysis, by Device

6.4. Growth Attractiveness Analysis, by Business Model

6.5. Growth Attractiveness Analysis, by Gamer Type

6.6. Growth Attractiveness Analysis, by Region

7. Competitive Share Analysis

7.1. Company Share Analysis

7.1.1. Global Cloud Gaming Market: Company Market Share, 2019

7.2. Strategic Developments

7.2.1. Mergers and Acquisitions

7.2.2. New Product Launches

7.2.3. Partnerships, Collaborations and Joint Ventures

8. Global Cloud Gaming Market: Offering Segment Analysis

8.1. Introduction

8.1.1. Market Revenue Share, by Offering, 2019 & 2027 

8.1.2. Offering Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.3. Game Platform Services

8.1.3.1. Game Platform Services Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.3.2. PC Services

8.1.3.2.1. PC Services Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.3.3. Content Services

8.1.3.3.1. Content Services Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.4. Infrastructure

8.1.4.1. Infrastructure Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.4.2. Computer

8.1.4.2.1. Computer Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.4.3. Storage

8.1.4.3.1. Storage Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

8.1.4.4. Memory

8.1.4.4.1. Memory Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

9. Global Cloud Gaming Market: Solution Segment Analysis

9.1. Introduction

9.1.1. Market Revenue Share, by Solution, 2019 & 2027 

9.1.2. Solution Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

9.1.3. File Streaming

9.1.3.1. File Streaming Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

9.1.4. Video Streaming

9.1.4.1. Video Streaming Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10. Global Cloud Gaming Market: Device Segment Analysis

10.1. Introduction

10.1.1. Market Revenue Share, by Device, 2019 & 2027 

10.1.2. Device Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10.1.3. Tablets

10.1.3.1. Tablets Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10.1.4. Smartphones

10.1.4.1. Smartphones Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10.1.5. PCs & Laptops

10.1.5.1. PCs & Laptops Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10.1.6. Gaming Consoles

10.1.6.1. Gaming Consoles Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10.1.7. Head Mounted Displays

10.1.7.1. Head Mounted Displays Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

10.1.7.2. Smart TVs

10.1.7.2.1. Smart TVs Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

11. Global Cloud Gaming Market: Business Model Segment Analysis

11.1. Introduction

11.1.1. Market Revenue Share, by Business Model, 2019 & 2027 

11.1.2. Business Model Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

11.1.3. Business-to-Business (B2B)

11.1.3.1. Business-to-Business (B2B) Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

11.1.4. Business-to-Consumer (B2C)

11.1.4.1. Business-to-Consumer (B2C) Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

12. Global Cloud Gaming Market: Gamer Type Segment Analysis

12.1. Introduction

12.1.1. Market Revenue Share, by Gamer Type, 2019 & 2027 

12.1.2. Gamer Type Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

12.1.3. Casual Gamers

12.1.3.1. Casual Gamers Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

12.1.4. Hardcore Gamers

12.1.4.1. Hardcore Gamers Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

12.1.5. Avid Gamers

12.1.5.1. Avid Gamers Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

13. Global Cloud Gaming Market: Regional Analysis

13.1. Regional Overview

13.1.1. Market Revenue Share, by Region, 2019 & 2027 

13.1.2. Market Revenue Estimates and Forecast, by Region, 2016 - 2027 (USD Million)

13.2. North America

13.2.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

13.2.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Million)

13.2.3. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.2.4. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.2.5. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.2.6. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.2.7. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.2.8. U.S.

13.2.8.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.2.8.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.2.8.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.2.8.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.2.8.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.2.9. Canada

13.2.9.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.2.9.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.2.9.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.2.9.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.2.9.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.2.10. Rest of North America

13.2.10.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.2.10.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.2.10.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.2.10.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.2.10.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3. Europe

13.3.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

13.3.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Million)

13.3.3. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.4. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.5. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.6. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.7. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.8. Germany

13.3.8.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.8.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.8.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.8.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.8.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.9. U.K.

13.3.9.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.9.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.9.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.9.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.9.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.10. France

13.3.10.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.10.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.10.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.10.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.10.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.11. Italy

13.3.11.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.11.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.11.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.11.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.11.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.12. Spain

13.3.12.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.12.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.12.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.12.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.12.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.13. Russia

13.3.13.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.13.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.13.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.13.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.13.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.3.14. Rest of Europe

13.3.14.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.3.14.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.3.14.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.3.14.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.3.14.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4. Asia Pacific

13.4.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

13.4.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Million)

13.4.3. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.4. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.5. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.6. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.7. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4.8. China

13.4.8.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.8.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.8.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.8.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.8.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4.9. Japan

13.4.9.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.9.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.9.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.9.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.9.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4.10. India

13.4.10.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.10.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.10.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.10.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.10.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4.11. Australia

13.4.11.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.11.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.11.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.11.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.11.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4.12. Southeast Asia

13.4.12.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.12.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.12.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.12.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.12.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.4.13. Rest of Asia Pacific

13.4.13.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.4.13.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.4.13.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.4.13.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.4.13.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.5. Latin America

13.5.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

13.5.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Million)

13.5.3. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.5.4. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.5.5. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.5.6. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.5.7. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.5.8. Brazil

13.5.8.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.5.8.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.5.8.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.5.8.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.5.8.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.5.9. Mexico

13.5.9.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.5.9.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.5.9.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.5.9.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.5.9.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.5.10. Rest of Latin America

13.5.10.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.5.10.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.5.10.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.5.10.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.5.10.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.6. Middle East and Africa

13.6.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

13.6.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Million)

13.6.3. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.6.4. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.6.5. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.6.6. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.6.7. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.6.8. Saudi Arabia

13.6.8.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.6.8.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.6.8.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.6.8.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.6.8.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.6.9. South Africa

13.6.9.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.6.9.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.6.9.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.6.9.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.6.9.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.6.10. UAE

13.6.10.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.6.10.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.6.10.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.6.10.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.6.10.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

13.6.11. Rest of Middle East and Africa

13.6.11.1. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

13.6.11.2. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

13.6.11.3. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

13.6.11.4. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

13.6.11.5. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

14. Company Profiles

14.1. NVIDIA (US)

14.1.1. Company Overview

14.1.2. Financial Overview

14.1.3. Product Portfolio

14.1.4. Business Strategy

14.1.5. Recent Developments

14.2. Google (US)

14.2.1. Company Overview

14.2.2. Financial Overview

14.2.3. Product Portfolio

14.2.4. Business Strategy

14.2.5. Recent Developments

14.3. Intel (US)

14.3.1. Company Overview

14.3.2. Financial Overview

14.3.3. Product Portfolio

14.3.4. Business Strategy

14.3.5. Recent Developments

14.4. Amazon (US)

14.4.1. Company Overview

14.4.2. Financial Overview

14.4.3. Product Portfolio

14.4.4. Business Strategy

14.4.5. Recent Developments

14.5. Microsoft (US)

14.5.1. Company Overview

14.5.2. Financial Overview

14.5.3. Product Portfolio

14.5.4. Business Strategy

14.5.5. Recent Developments

14.6. IBM (US)

14.6.1. Company Overview

14.6.2. Financial Overview

14.6.3. Product Portfolio

14.6.4. Business Strategy

14.6.5. Recent Developments

14.7. Advanced Micro Devices (US)

14.7.1. Company Overview

14.7.2. Financial Overview

14.7.3. Product Portfolio

14.7.4. Business Strategy

14.7.5. Recent Developments

14.8. Jump Gaming (US)

14.8.1. Company Overview

14.8.2. Financial Overview

14.8.3. Product Portfolio

14.8.4. Business Strategy

14.8.5. Recent Developments

14.9. Activision (US)

14.9.1. Company Overview

14.9.2. Financial Overview

14.9.3. Product Portfolio

14.9.4. Business Strategy

14.9.5. Recent Developments

14.10. Paperspace (US)

14.10.1. Company Overview

14.10.2. Financial Overview

14.10.3. Product Portfolio

14.10.4. Business Strategy

14.10.5. Recent Developments

14.11. Playkey (US)

14.11.1. Company Overview

14.11.2. Financial Overview

14.11.3. Product Portfolio

14.11.4. Business Strategy

14.11.5. Recent Developments

14.12. Blade (US)

14.12.1. Company Overview

14.12.2. Financial Overview

14.12.3. Product Portfolio

14.12.4. Business Strategy

14.12.5. Recent Developments

14.13. Electronic Arts (US)

14.13.1. Company Overview

14.13.2. Financial Overview

14.13.3. Product Portfolio

14.13.4. Business Strategy

14.13.5. Recent Developments

14.14. Blacknut (France)

14.14.1. Company Overview

14.14.2. Financial Overview

14.14.3. Product Portfolio

14.14.4. Business Strategy

14.14.5. Recent Developments

14.15. Playgiga (Spain)

14.15.1. Company Overview

14.15.2. Financial Overview

14.15.3. Product Portfolio

14.15.4. Business Strategy

14.15.5. Recent Developments

15. Market Effect Factor Analysis

16. Report Conclusion

List of Figures

1. Global Cloud Gaming Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

2. Porter’s Five Forces Analysis 

3. SWOT Analysis 

4. PESTEL Analysis

5. Company Share Analysis, 2019

6. Market Revenue Share Analysis, by Offering, 2019 & 2027

7. Market Revenue Estimates and Forecast, by Game Platform Services, 2016 - 2027 (USD Million)

8. Market Revenue Estimates and Forecast, by PC Services, 2016 - 2027 (USD Million)

9. Market Revenue Estimates and Forecast, by Content Services, 2016 - 2027 (USD Million)

10. Market Revenue Estimates and Forecast, by Infrastructure, 2016 - 2027 (USD Million)

11. Market Revenue Estimates and Forecast, by Computer, 2016 - 2027 (USD Million)

12. Market Revenue Estimates and Forecast, by Storage, 2016 - 2027 (USD Million)

13. Market Revenue Estimates and Forecast, by Memory, 2016 - 2027 (USD Million)

14. Market Revenue Share Analysis, by Solution, 2019 & 2027

15. Market Revenue Estimates and Forecast, by File Streaming, 2016 - 2027 (USD Million)

16. Market Revenue Estimates and Forecast, by Video Streaming, 2016 - 2027 (USD Million)

17. Market Revenue Share Analysis, by Device, 2019 & 2027

18. Market Revenue Estimates and Forecast, by Tablets, 2016 - 2027 (USD Million)

19. Market Revenue Estimates and Forecast, by Smartphones, 2016 - 2027 (USD Million)

20. Market Revenue Estimates and Forecast, by PCs & Laptops, 2016 - 2027 (USD Million)

21. Market Revenue Estimates and Forecast, by Gaming Consoles, 2016 - 2027 (USD Million)

22. Market Revenue Estimates and Forecast, by Head Mounted Displays, 2016 - 2027 (USD Million)

23. Market Revenue Estimates and Forecast, by Smart TVs, 2016 - 2027 (USD Million)

24. Market Revenue Share Analysis, by Business Model, 2019 & 2027

25. Market Revenue Estimates and Forecast, by Business-to-Business (B2B), 2016 - 2027 (USD Million)

26. Market Revenue Estimates and Forecast, by Business-to-Consumer (B2C), 2016 - 2027 (USD Million)

27. Market Revenue Share Analysis, by Gamer Type, 2019 & 2027

28. Market Revenue Estimates and Forecast, by Casual Gamers, 2016 - 2027 (USD Million)

29. Market Revenue Estimates and Forecast, by Hardcore Gamers, 2016 - 2027 (USD Million)

30. Market Revenue Estimates and Forecast, by Avid Gamers, 2016 - 2027 (USD Million)

31. Market Revenue Share Analysis, by Region, 2019 & 2027

32. North America Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

33. Europe Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

34. Asia Pacific Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

35. Latin America Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)

36. Middle East and Africa Market Revenue Estimates and Forecast, 2016 - 2027 (USD Million)


List of Tables

37. Global Cloud Gaming Market: Snapshot

38. Market Growth Drivers: Impact Analysis

39. Market Restraints: Impact Analysis

40. Market Revenue Estimates and Forecast, by Region, 2016 - 2027 (USD Million)

41. Market Revenue Estimates and Forecast, by Offering, 2016 - 2027 (USD Million)

42. Market Revenue Estimates and Forecast, by Solution, 2016 - 2027 (USD Million)

43. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Million)

44. Market Revenue Estimates and Forecast, by Business Model, 2016 - 2027 (USD Million)

45. Market Revenue Estimates and Forecast, by Gamer Type, 2016 - 2027 (USD Million)

46. North America Market Size, by Country, 2016 - 2027 (USD Million)

47. North America Market Size, by Offering, 2016 - 2027 (USD Million)

48. North America Market Size, by Solution, 2016 - 2027 (USD Million)

49. North America Market Size, by Device, 2016 - 2027 (USD Million)

50. North America Market Size, by Business Model, 2016 - 2027 (USD Million)

51. North America Market Size, by Gamer Type, 2016 - 2027 (USD Million)

52. U.S. Market Size, by Offering, 2016 - 2027 (USD Million)

53. U.S. Market Size, by Solution, 2016 - 2027 (USD Million)

54. U.S. Market Size, by Device, 2016 - 2027 (USD Million)

55. U.S. Market Size, by Business Model, 2016 - 2027 (USD Million)

56. U.S. Market Size, by Gamer Type, 2016 - 2027 (USD Million)

57. Canada Market Size, by Offering, 2016 - 2027 (USD Million)

58. Canada Market Size, by Solution, 2016 - 2027 (USD Million)

59. Canada Market Size, by Device, 2016 - 2027 (USD Million)

60. Canada Market Size, by Business Model, 2016 - 2027 (USD Million)

61. Canada Market Size, by Gamer Type, 2016 - 2027 (USD Million)

62. Rest of North America Market Size, by Offering, 2016 - 2027 (USD Million)

63. Rest of North America Market Size, by Solution, 2016 - 2027 (USD Million)

64. Rest of North America Market Size, by Device, 2016 - 2027 (USD Million)

65. Rest of North America Market Size, by Business Model, 2016 - 2027 (USD Million)

66. Rest of North America Market Size, by Gamer Type, 2016 - 2027 (USD Million)

67. Europe Market Size, by Country, 2016 - 2027 (USD Million)

68. Europe Market Size, by Offering, 2016 - 2027 (USD Million)

69. Europe Market Size, by Solution, 2016 - 2027 (USD Million)

70. Europe Market Size, by Device, 2016 - 2027 (USD Million)

71. Europe Market Size, by Business Model, 2016 - 2027 (USD Million)

72. Europe Market Size, by Gamer Type, 2016 - 2027 (USD Million)

73. Germany Market Size, by Offering, 2016 - 2027 (USD Million)

74. Germany Market Size, by Solution, 2016 - 2027 (USD Million)

75. Germany Market Size, by Device, 2016 - 2027 (USD Million)

76. Germany Market Size, by Business Model, 2016 - 2027 (USD Million)

77. Germany Market Size, by Gamer Type, 2016 - 2027 (USD Million)

78. U.K. Market Size, by Offering, 2016 - 2027 (USD Million)

79. U.K. Market Size, by Solution, 2016 - 2027 (USD Million)

80. U.K. Market Size, by Device, 2016 - 2027 (USD Million)

81. U.K. Market Size, by Business Model, 2016 - 2027 (USD Million)

82. U.K. Market Size, by Gamer Type, 2016 - 2027 (USD Million)

83. France Market Size, by Offering, 2016 - 2027 (USD Million)

84. France Market Size, by Solution, 2016 - 2027 (USD Million)

85. France Market Size, by Device, 2016 - 2027 (USD Million)

86. France Market Size, by Business Model, 2016 - 2027 (USD Million)

87. France Market Size, by Gamer Type, 2016 - 2027 (USD Million)

88. Italy Market Size, by Offering, 2016 - 2027 (USD Million)

89. Italy Market Size, by Solution, 2016 - 2027 (USD Million)

90. Italy Market Size, by Device, 2016 - 2027 (USD Million)

91. Italy Market Size, by Business Model, 2016 - 2027 (USD Million)

92. Italy Market Size, by Gamer Type, 2016 - 2027 (USD Million)

93. Spain Market Size, by Offering, 2016 - 2027 (USD Million)

94. Spain Market Size, by Solution, 2016 - 2027 (USD Million)

95. Spain Market Size, by Device, 2016 - 2027 (USD Million)

96. Spain Market Size, by Business Model, 2016 - 2027 (USD Million)

97. Spain Market Size, by Gamer Type, 2016 - 2027 (USD Million)

98. Russia Market Size, by Offering, 2016 - 2027 (USD Million)

99. Russia Market Size, by Solution, 2016 - 2027 (USD Million)

100. Russia Market Size, by Device, 2016 - 2027 (USD Million)

101. Russia Market Size, by Business Model, 2016 - 2027 (USD Million)

102. Russia Market Size, by Gamer Type, 2016 - 2027 (USD Million)

103. Rest of Europe Market Size, by Offering, 2016 - 2027 (USD Million)

104. Rest of Europe Market Size, by Solution, 2016 - 2027 (USD Million)

105. Rest of Europe Market Size, by Device, 2016 - 2027 (USD Million)

106. Rest of Europe Market Size, by Business Model, 2016 - 2027 (USD Million)

107. Rest of Europe Market Size, by Gamer Type, 2016 - 2027 (USD Million)

108. Asia Pacific Market Size, by Country, 2016 - 2027 (USD Million)

109. Asia Pacific Market Size, by Offering, 2016 - 2027 (USD Million)

110. Asia Pacific Market Size, by Solution, 2016 - 2027 (USD Million)

111. Asia Pacific Market Size, by Device, 2016 - 2027 (USD Million)

112. Asia Pacific Market Size, by Business Model, 2016 - 2027 (USD Million)

113. Asia Pacific Market Size, by Gamer Type, 2016 - 2027 (USD Million)

114. China Market Size, by Offering, 2016 - 2027 (USD Million)

115. China Market Size, by Solution, 2016 - 2027 (USD Million)

116. China Market Size, by Device, 2016 - 2027 (USD Million)

117. China Market Size, by Business Model, 2016 - 2027 (USD Million)

118. China Market Size, by Gamer Type, 2016 - 2027 (USD Million)

119. Japan Market Size, by Offering, 2016 - 2027 (USD Million)

120. Japan Market Size, by Solution, 2016 - 2027 (USD Million)

121. Japan Market Size, by Device, 2016 - 2027 (USD Million)

122. Japan Market Size, by Business Model, 2016 - 2027 (USD Million)

123. Japan Market Size, by Gamer Type, 2016 - 2027 (USD Million)

124. India Market Size, by Offering, 2016 - 2027 (USD Million)

125. India Market Size, by Solution, 2016 - 2027 (USD Million)

126. India Market Size, by Device, 2016 - 2027 (USD Million)

127. India Market Size, by Business Model, 2016 - 2027 (USD Million)

128. India Market Size, by Gamer Type, 2016 - 2027 (USD Million)

129. Australia Market Size, by Offering, 2016 - 2027 (USD Million)

130. Australia Market Size, by Solution, 2016 - 2027 (USD Million)

131. Australia Market Size, by Device, 2016 - 2027 (USD Million)

132. Australia Market Size, by Business Model, 2016 - 2027 (USD Million)

133. Australia Market Size, by Gamer Type, 2016 - 2027 (USD Million)

134. Southeast Asia Market Size, by Offering, 2016 - 2027 (USD Million)

135. Southeast Asia Market Size, by Solution, 2016 - 2027 (USD Million)

136. Southeast Asia Market Size, by Device, 2016 - 2027 (USD Million)

137. Southeast Asia Market Size, by Business Model, 2016 - 2027 (USD Million)

138. Southeast Asia Market Size, by Gamer Type, 2016 - 2027 (USD Million)

139. Rest of Asia Pacific Market Size, by Offering, 2016 - 2027 (USD Million)

140. Rest of Asia Pacific Market Size, by Solution, 2016 - 2027 (USD Million)

141. Rest of Asia Pacific Market Size, by Device, 2016 - 2027 (USD Million)

142. Rest of Asia Pacific Market Size, by Business Model, 2016 - 2027 (USD Million)

143. Rest of Asia Pacific Market Size, by Gamer Type, 2016 - 2027 (USD Million)

144. Latin America Market Size, by Country, 2016 - 2027 (USD Million)

145. Latin America Market Size, by Offering, 2016 - 2027 (USD Million)

146. Latin America Market Size, by Solution, 2016 - 2027 (USD Million)

147. Latin America Market Size, by Device, 2016 - 2027 (USD Million)

148. Latin America Market Size, by Business Model, 2016 - 2027 (USD Million)

149. Latin America Market Size, by Gamer Type, 2016 - 2027 (USD Million)

150. Brazil Market Size, by Offering, 2016 - 2027 (USD Million)

151. Brazil Market Size, by Solution, 2016 - 2027 (USD Million)

152. Brazil Market Size, by Device, 2016 - 2027 (USD Million)

153. Brazil Market Size, by Business Model, 2016 - 2027 (USD Million)

154. Brazil Market Size, by Gamer Type, 2016 - 2027 (USD Million)

155. Mexico Market Size, by Offering, 2016 - 2027 (USD Million)

156. Mexico Market Size, by Solution, 2016 - 2027 (USD Million)

157. Mexico Market Size, by Device, 2016 - 2027 (USD Million)

158. Mexico Market Size, by Business Model, 2016 - 2027 (USD Million)

159. Mexico Market Size, by Gamer Type, 2016 - 2027 (USD Million)

160. Rest of Latin America Market Size, by Offering, 2016 - 2027 (USD Million)

161. Rest of Latin America Market Size, by Solution, 2016 - 2027 (USD Million)

162. Rest of Latin America Market Size, by Device, 2016 - 2027 (USD Million)

163. Rest of Latin America Market Size, by Business Model, 2016 - 2027 (USD Million)

164. Rest of Latin America Market Size, by Gamer Type, 2016 - 2027 (USD Million)

165. Middle East and Africa Market Size, by Country, 2016 - 2027 (USD Million)

166. Middle East and Africa Market Size, by Offering, 2016 - 2027 (USD Million)

167. Middle East and Africa Market Size, by Solution, 2016 - 2027 (USD Million)

168. Middle East and Africa Market Size, by Device, 2016 - 2027 (USD Million)

169. Middle East and Africa Market Size, by Business Model, 2016 - 2027 (USD Million)

170. Middle East and Africa Market Size, by Gamer Type, 2016 - 2027 (USD Million)

171. Saudi Arabia Market Size, by Offering, 2016 - 2027 (USD Million)

172. Saudi Arabia Market Size, by Solution, 2016 - 2027 (USD Million)

173. Saudi Arabia Market Size, by Device, 2016 - 2027 (USD Million)

174. Saudi Arabia Market Size, by Business Model, 2016 - 2027 (USD Million)

175. Saudi Arabia Market Size, by Gamer Type, 2016 - 2027 (USD Million)

176. South Africa Market Size, by Offering, 2016 - 2027 (USD Million)

177. South Africa Market Size, by Solution, 2016 - 2027 (USD Million)

178. South Africa Market Size, by Device, 2016 - 2027 (USD Million)

179. South Africa Market Size, by Business Model, 2016 - 2027 (USD Million)

180. South Africa Market Size, by Gamer Type, 2016 - 2027 (USD Million)

181. UAE Market Size, by Offering, 2016 - 2027 (USD Million)

182. UAE Market Size, by Solution, 2016 - 2027 (USD Million)

183. UAE Market Size, by Device, 2016 - 2027 (USD Million)

184. UAE Market Size, by Business Model, 2016 - 2027 (USD Million)

185. UAE Market Size, by Gamer Type, 2016 - 2027 (USD Million)

186. Rest of Middle East and Africa Market Size, by Offering, 2016 - 2027 (USD Million)

187. Rest of Middle East and Africa Market Size, by Solution, 2016 - 2027 (USD Million)

188. Rest of Middle East and Africa Market Size, by Device, 2016 - 2027 (USD Million)

189. Rest of Middle East and Africa Market Size, by Business Model, 2016 - 2027 (USD Million)

190. Rest of Middle East and Africa Market Size, by Gamer Type, 2016 - 2027 (USD Million)

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