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Asia Pacific Cloud Gaming Market By Offering, By Device Type, By Solution, By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

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    Report

  • 117 Pages
  • December 2021
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5522149

The Asia Pacific Cloud Gaming Market is expected to witness market growth of 66.2% CAGR during the forecast period (2021-2027).

The streaming feature of the Cloud gaming platforms works a bit similar to OTT platforms like Netflix and Amazon Prime. It sells you a subscription and allows you to explore and play a wide line of cloud games through an internet connection. Furthermore, Cloud gaming services also offer the user an opportunity to enjoy the game with virtual reality devices to offer them a more realistic gaming experience.  Cloud gaming allow the user to enjoy a broader range of cloud games at one stop, cloud gaming platform.

APAC is a region with innovative gaming trends and becoming an example for the rest of the world. In addition, the region is home to a large number of gamers such as shroud, Faith Bian, and GenJi gaming, that play cloud-based games.

China has a significant and rapid adoption of a variety of advanced technologies. The existence of various major market players of the cloud gaming market such as Tencent and Elex technologies in china is also a factor responsible for the growth of could gaming in the country. Furthermore, countries like India which are in their developing phase are open for the development of new infrastructure. These factors is expected to play a key role in the growth of the cloud gaming market across the region.

The China market dominated the Asia Pacific Cloud Gaming Market by Country 2020, and is expected to continue to be a dominant market till 2027; thereby, achieving a market value of $980.6 million by 2027. The Japan market is poised to grow at a CAGR of 65.2% during (2021 - 2027). Additionally, The India market is expected to experience a CAGR of 67.1% during (2021 - 2027).

Based on Offering, the market is segmented into Infrastructure and Gaming Platform Services. Based on Device Type, the market is segmented into Smartphones, PCs & Laptops, Gaming Consoles, Tablets, Smart TVs and HMDs. Based on Solution, the market is segmented into Video Streaming and File Streaming. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.



The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, Activision Blizzard, Inc., Advanced Micro Devices, Inc., Microsoft Corporation, Amazon.com, Inc., Intel Corporation, Meta Platforms, Inc., NVIDIA Corporation, Sony Corporation, and Tencent Holdings Ltd.


Scope of the Study

Market Segments Covered in the Report:

By Offering

  • Infrastructure
  • Gaming Platform Services

By Device Type

  • Smartphones
  • PCs & Laptops
  • Gaming Consoles
  • Tablets
  • Smart TVs
  • HMDs

By Solution

  • Video Streaming
  • File Streaming

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • IBM Corporation
  • Activision Blizzard, Inc.
  • Advanced Micro Devices, Inc.
  • Microsoft Corporation
  • Amazon.com, Inc.
  • Intel Corporation
  • Meta Platforms, Inc.
  • NVIDIA Corporation
  • Sony Corporation
  • Tencent Holdings Ltd.

Unique Offerings from the Publisher

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Cloud Gaming Market, by Offering
1.4.2 Asia Pacific Cloud Gaming Market, by Device Type
1.4.3 Asia Pacific Cloud Gaming Market, by Solution
1.4.4 Asia Pacific Cloud Gaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2019, May - 2021, Oct) Leading Players
Chapter 4. Asia Pacific Cloud Gaming Market by Offering
4.1 Asia Pacific Infrastructure Market by Country
4.2 Asia Pacific Gaming Platform Services Market by Country
Chapter 5. Asia Pacific Cloud Gaming Market by Device Type
5.1 Asia Pacific Cloud Gaming Smartphones Market by Country
5.2 Asia Pacific Cloud Gaming PCs & Laptops Market by Country
5.3 Asia Pacific Gaming Consoles Market by Country
5.4 Asia Pacific Tablets Market by Country
5.5 Asia Pacific Smart TVs Market by Country
5.6 Asia Pacific Other Device Type Market by Country
Chapter 6. Asia Pacific Cloud Gaming Market by Solution
6.1 Asia Pacific Video Streaming Market by Country
6.2 Asia Pacific File Streaming Market by Country
Chapter 7. Asia Pacific Cloud Gaming Market by Country
7.1 China Cloud Gaming Market
7.1.1 China Cloud Gaming Market by Offering
7.1.2 China Cloud Gaming Market by Device Type
7.1.3 China Cloud Gaming Market by Solution
7.2 Japan Cloud Gaming Market
7.2.1 Japan Cloud Gaming Market by Offering
7.2.2 Japan Cloud Gaming Market by Device Type
7.2.3 Japan Cloud Gaming Market by Solution
7.3 India Cloud Gaming Market
7.3.1 India Cloud Gaming Market by Offering
7.3.2 India Cloud Gaming Market by Device Type
7.3.3 India Cloud Gaming Market by Solution
7.4 South Korea Cloud Gaming Market
7.4.1 South Korea Cloud Gaming Market by Offering
7.4.2 South Korea Cloud Gaming Market by Device Type
7.4.3 South Korea Cloud Gaming Market by Solution
7.5 Singapore Cloud Gaming Market
7.5.1 Singapore Cloud Gaming Market by Offering
7.5.2 Singapore Cloud Gaming Market by Device Type
7.5.3 Singapore Cloud Gaming Market by Solution
7.6 Malaysia Cloud Gaming Market
7.6.1 Malaysia Cloud Gaming Market by Offering
7.6.2 Malaysia Cloud Gaming Market by Device Type
7.6.3 Malaysia Cloud Gaming Market by Solution
7.7 Rest of Asia Pacific Cloud Gaming Market
7.7.1 Rest of Asia Pacific Cloud Gaming Market by Offering
7.7.2 Rest of Asia Pacific Cloud Gaming Market by Device Type
7.7.3 Rest of Asia Pacific Cloud Gaming Market by Solution
Chapter 8. Company Profiles
8.1 IBM Corporation
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional & Segmental Analysis
8.1.4 Research & Development Expenses
8.1.5 SWOT Analysis
8.2 Activision Blizzard, Inc.
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.3 Advanced Micro Devices, Inc.
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expenses
8.3.1 Recent strategies and developments:
8.3.1.1 Partnerships, Collaborations, and Agreement:
8.4 Microsoft Corporation
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expenses
8.4.5 Recent strategies and developments:
8.4.5.1 Partnerships, Collaborations, and Agreements:
8.4.5.2 Acquisitions and Mergers:
8.4.5.3 Product Launches and Product Expansions:
8.4.6 SWOT Analysis
8.5 Amazon.com, Inc.
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Recent strategies and developments:
8.5.4.1 Product Launches and Product Expansions:
8.5.5 SWOT Analysis
8.6 Intel Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Segmental and Regional Analysis
8.6.4 Research & Development Expenses
8.6.5 Recent Strategies and Developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.6.5.2 Product Launches and Product Expansions:
8.6.6 SWOT Analysis
8.7 Meta Platforms, Inc.
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Regional Analysis
8.7.4 Research & Development Expense
8.7.5 Recent strategies and developments:
8.7.5.1 Partnerships, Collaborations, and Agreements:
8.7.5.2 Acquisition and Mergers:
8.7.5.3 Product Launches and Product Expansions:
8.7.6 SWOT Analysis
8.8 NVIDIA Corporation
8.8.1 Company Overview
8.8.2 Financial Analysis
8.8.3 Segmental and Regional Analysis
8.8.4 Research & Development Expense
8.8.5 Recent strategies and developments:
8.8.5.1 Partnerships, Collaborations, and Agreements:
8.8.5.2 Acquisitions and Mergers:
8.8.5.3 Product Launches and Product Expansions:
8.8.6 SWOT Analysis
8.9 Sony Corporation
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 Research & Development Expenses
8.9.5 Recent strategies and developments:
8.9.5.1 Acquisitions and Mergers:
8.9.6 SWOT Analysis
8.10. Tencent Holdings Ltd.
8.10.1 Company Overview
8.10.2 Financial Analysis
8.10.3 Segmental and Regional Analysis
8.10.4 Research & Development Expenses
8.10.5 Recent strategies and developments:
8.10.5.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • IBM Corporation
  • Activision Blizzard, Inc.
  • Advanced Micro Devices, Inc.
  • Microsoft Corporation
  • Amazon.com, Inc.
  • Intel Corporation
  • Meta Platforms, Inc.
  • NVIDIA Corporation
  • Sony Corporation
  • Tencent Holdings Ltd.

Methodology

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