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LAMEA 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: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5522285

The Latin America, Middle East and Africa Cloud Gaming Market is expected to witness market growth of 65.1% CAGR during the forecast period (2021-2027).

Cloud gaming systems are estimated to be a more cost-effective gaming solution for the player as well as the developer of the game. Cloud gaming technology terminates the need to purchase expensive tangible gaming consoles and computers to play games which minimizes the expenses of a gamer. Cloud gaming only requires an affordable monthly subscription of the cloud through which, the user can play a variety of games on any supported device. Gaming cloud service subscriptions typically allow access to a library along with a few installed gaming titles available to be played on remote devices.

Moreover, cloud gaming technology allows the game makers to design games based on particular hardware without having to worry about minimum system requirements on any device and offers a better gaming experience for users with low-end gaming consoles and computers.

Vortex, a cloud gaming company that operates in the US, recently announced that it is expected to launch its Vortex cloud streaming platform in various countries including South Africa. Moreover, advent of numerous startups like Wildlife studios, cupcake entertainment, Aquiris game studio, and Yupi studios, is playing a major role in enhancing the standards of cloud gaming across the country. Etisalat is a telecommunication service provider which is based in the Middle East. Etisalat’s gaming cloud service is offering gamers a high-definition cloud gaming experience with the potentials to run on 1080p resolution. The services is expected to be directly delivered to the user’s smart TV through the eLIFE set-top box. These servers are covering the whole gulf region.

The Brazil market dominated the LAMEA Cloud Gaming Market by Country 2020, and is expected to continue to be a dominant market till 2027; thereby, achieving a market value of $342.2 million by 2027. The Argentina market is estimated to witness a CAGR of 66% during (2021 - 2027). Additionally, The UAE market is expected to showcase a CAGR of 64.7% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.



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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Cloud Gaming Market, by Offering
1.4.2 LAMEA Cloud Gaming Market, by Device Type
1.4.3 LAMEA Cloud Gaming Market, by Solution
1.4.4 LAMEA 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. LAMEA Cloud Gaming Market by Offering
4.1 LAMEA Infrastructure Market by Country
4.2 LAMEA Gaming Platform Services Market by Country
Chapter 5. LAMEA Cloud Gaming Market by Device Type
5.1 LAMEA Cloud Gaming Smartphones Market by Country
5.2 LAMEA Cloud Gaming PCs & Laptops Market by Country
5.3 LAMEA Gaming Consoles Market by Country
5.4 LAMEA Tablets Market by Country
5.5 LAMEA Smart TVs Market by Country
5.6 LAMEA Other Device Type Market by Country
Chapter 6. LAMEA Cloud Gaming Market by Solution
6.1 LAMEA Video Streaming Market by Country
6.2 LAMEA File Streaming Market by Country
Chapter 7. LAMEA Cloud Gaming Market by Country
7.1 Brazil Cloud Gaming Market
7.1.1 Brazil Cloud Gaming Market by Offering
7.1.2 Brazil Cloud Gaming Market by Device Type
7.1.3 Brazil Cloud Gaming Market by Solution
7.2 Argentina Cloud Gaming Market
7.2.1 Argentina Cloud Gaming Market by Offering
7.2.2 Argentina Cloud Gaming Market by Device Type
7.2.3 Argentina Cloud Gaming Market by Solution
7.3 UAE Cloud Gaming Market
7.3.1 UAE Cloud Gaming Market by Offering
7.3.2 UAE Cloud Gaming Market by Device Type
7.3.3 UAE Cloud Gaming Market by Solution
7.4 Saudi Arabia Cloud Gaming Market
7.4.1 Saudi Arabia Cloud Gaming Market by Offering
7.4.2 Saudi Arabia Cloud Gaming Market by Device Type
7.4.3 Saudi Arabia Cloud Gaming Market by Solution
7.5 South Africa Cloud Gaming Market
7.5.1 South Africa Cloud Gaming Market by Offering
7.5.2 South Africa Cloud Gaming Market by Device Type
7.5.3 South Africa Cloud Gaming Market by Solution
7.6 Nigeria Cloud Gaming Market
7.6.1 Nigeria Cloud Gaming Market by Offering
7.6.2 Nigeria Cloud Gaming Market by Device Type
7.6.3 Nigeria Cloud Gaming Market by Solution
7.7 Rest of LAMEA Cloud Gaming Market
7.7.1 Rest of LAMEA Cloud Gaming Market by Offering
7.7.2 Rest of LAMEA Cloud Gaming Market by Device Type
7.7.3 Rest of LAMEA 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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