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Next-Generation Cloud Gaming Report - 2019

New technologies, market entrants and business models

April 25, 2019  | Subscribers Only

Piers Harding-Rolls Piers Harding-Rolls Director – Research and Analysis Director, Games, IHS Markit
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The cloud gaming market has burst into life again in recent months. The news that’s Google, Microsoft, Tencent and others are entering this market underlines that cloud, working as a platform and offering games-related services, is the new competitive platform dynamic within the games industry. We refer to this next wave of interest in this segment as next-generation cloud gaming.

This detailed report examines the emerging dynamics of the cloud gaming market and industry landscape. It identifies which companies are best positioned to compete and how the market will perform over the next five years on a country and regional level, and which monetisation models are likely to succeed.

IHS Markit devides the cloud gaming market into two distinct service types: content-based services and gaming PC services where consumers bring their own games to a rented cloud PC. The report delves into the dynamic of these opportunities and compares the performance of all 16 active services operating in the market at the end of 2018.

The research includes a 98 page PDF report and a database of market data and forecasts.

Highlights:

  • Cloud as a platform is the next major battleground for the biggest games companies.
  • Cloud gaming services are better placed to make an impact on the market in 2019 than at any time previously
  • The cloud gaming content and cloud gaming PC services markets were worth a combined $387 million in 2018. This is forecast to grow to $2.5 billion in 2023.
  • Competitivity in cloud gaming services will revolve around two key areas: infrastructure and content
  • Telcos are making a strong play for a role in the cloud gaming market, primarily to push new 5G products and services
  • Cloud gaming services will slowly increase their potential audience as next-generation fixed and mobile broadband is adopted. 5G will start to make a more significant impact on adoption from 2022 onwards.
  • New competitive front means opportunities for content owners

In this report: 

  • Introduction: Cloud gaming's challenging legacy and its recent evolution
  • Infrastructure and service delivery analysis
  • Cloud gaming technology analysis
  • Go-to-market analysis                                                
  • Client device analysis                                                 
  • Competitive landscape and company positioning                                 
  • Market performance and potential

 List of tables and charts:

  • Waves of transition in the digital games market
  • Key technical challenges of GPU-based cloud gaming
  • The evolution of consumer GPU-based cloud services
  • Cloud gaming: Two distinct service offerings
  • Cloud gaming content service value chain
  • Cloud gaming PC service value chain
  • Key parts of a cloud gaming service
  • Spending shift from hardware to cloud services
  • End-to-end cloud services related to games
  • Three key solutions for cloud gaming infrastructure
  • Different cloud servers for content for specific platforms
  • Geographical coverage of public cloud service providers
  • Peer-to-peer cloud gaming proposition
  • Information flow through multiple edges
  • Companies best placed to mitigate cloud gaming service costs
  • UK share of fixed broadband subscribers by speed
  • Challenges to the short term impact of 5G technology
  • 5G subscriber forecast by region
  • Cloud gaming technology areas of differentiation
  • Polystream - How It works
  • Cloud gaming - Key users and use cases to target
  • Pricing for select cloud gaming PC services
  • Pricing for select cloud gaming content services
  • Gloud subscription tiers
  • Gloud games rental cost examples
  • Xbox Game Pass subscriber activity
  • Microsoft’s Play Anywhere strategy
  • China mobile data packages for specific content
  • Device categories targeted for cloud gaming services
  • TV console generation cumulative sales totals
  • Cloud gaming PC consumer value proposition
  • World top performing mobile games apps 2018
  • World smartphone installed base forecast
  • Android TV installed base forecast by region excluding China
  • Company landscape for the cloud gaming market
  • Competitive rating of key cloud gaming operator types
  • Cloud gaming operator landscape
  • Cloud gaming operator solution chain coverage and likely build out
  • Google Stadia potential forms of monetisation
  • Telco aligned building blocks of cloud gaming services
  • Cloud gaming telco focused value chain
  • Telco activity and partnerships related to the cloud gaming market
  • Console company competitive comparison in the cloud gaming context
  • Microsoft's games-related solution stack
  • Revenue share environment for different devices categories
  • World combined cloud gaming content and PC services market forecast
  • Key cloud gaming service performance stats
  • Cloud gaming operator market share, 2018
  • Consumer spending by cloud gaming operator
  • Combined cloud gaming content and PC services market forecast by region
  • Cloud gaming content market size 2018 by key country
  • World cloud gaming content versus gaming PC services market sizing
  • Total cloud gaming content and gaming PC services market forecast
  • Cloud gaming content forecast by business model
  • Cloud gaming PC services market by business model

Number of Pages: 98

Number of Tables and Charts: 55 

Piers Harding-Rolls

Director – Research and Analysis Director, Games, IHS Markit

Mr. Piers Harding-Rolls is a director of Research and Analysis Games at IHS Markit, focuses on the evolution of games.

Research by Market
Media & Advertising
Category
Games
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