Cloud Gaming Market to Reach $30 Billion by 2030, with 40% CAGR
Cloud gaming is poised to revolutionize the video games industry over the next decade, with tech giants, telcos, and game publishers competing for dominance in the market. The industry is expected to grow from $1 billion in 2020 to $30 billion by 2030, with a compound annual growth rate (CAGR) of 40%. Exclusive content will be crucial to attracting customers, and providers of subscription-based cloud gaming services with exclusive games will have a significant advantage.
Key Takeaways:
- The global cloud gaming market will reach $30 billion by 2030, growing at a CAGR of 40% over the next 10 years.
- Cloud gaming accounted for less than 1% of the video games industry in 2020 but has the potential to disrupt how games are distributed, consumed, and monetized.
- Traditional PC and console games will be replaced by games hosted in the cloud and accessed via thin-client PCs, consoles, or mobiles within 10 years.
- Tech giants like Google, Microsoft, Sony, and Nvidia are banking on subscription models to become the "Netflix of gaming."
- Exclusive content will be critical to attracting customers, making Microsoft, Sony, and Tencent potential winners in the subscription model.
- Companies like Ubisoft and Electronic Arts have formed partnerships with service providers to increase their prominence in the developing market.
- The detailed value chain comprises four layers: content, service, connectivity, and device.
- The report provides an overview of the cloud gaming theme, identifying key trends impacting growth over the next 12 to 24 months.
Statistics:
- $1 billion: The global cloud gaming market size in 2020.
- 40%: The compound annual growth rate (CAGR) of the cloud gaming market from 2020 to 2030.
- 10-years: The timeframe for traditional PC and console games to be replaced by games hosted in the cloud.
- $30 billion: The projected size of the global cloud gaming market by 2030.
- Less than 1%: The share of the video games industry that cloud gaming accounted for in 2020.
Sources:
- M2 PressWIRE, "2021 Thematic Research Report on Cloud Gaming - Identify Key Trends Impacting Growth"
- ResearchAndMarkets.com, "Cloud Gaming - Thematic Research" report
- ResearchAndMarkets.com, "https://www.researchandmarkets.com/r/jf2zx2"