What you’ll learn from this report:

The next revolution in gaming, cloud gaming will remove existing cost and platform barriers, and impact every aspect of gaming. And, as with so many other sectors of gaming, Asia is leading the way, with Asia’s market projected to triple over the next four years. Learn how cloud gaming will impact the market and its stakeholders, and how to position your organization for success. The report includes:

  • A comprehensive overview of the region, with a detailed breakdown by market:
    • Mainland China
    • South Korea
    • Japan
    • Chinese Taipei
    • Indonesia
    • Malaysia
    • Singapore
    • Vietnam
    • Thailand
    • Philippines
    • India
  • Addressable market sizing
  • Cloud gaming value chain and ecosystem
  • Where cloud gaming growth will come from, and the impact on all segments of the games industry
  • How companies across the entire ecosystem can benefit
    • Game publishers and developers
    • Platforms
    • Hardware and device makers
    • Peripheral makers
    • Infrastructure providers
    • Icafes
  • Viability of each market
  • Firsthand perspective from, and our analysis of, leading companies in the space

PUBLISHED
SEPTEMBER 2021

$5,000

RECOMMENDED REPORTS

Report contents:

  • Cloud gaming in Asia overview and findings
  • Market numbers
  • Asia’s cloud gaming ecosystem
  • Gamer awareness of and intent – cloud gaming
  • Gamer awareness of and intent – cloud gaming platforms
  • Types of cloud gaming serices
  • Cloud gaming service business models
  • Viability challenges
  • Infrastructure and network challenges
  • Content and experience challenges
  • Value and cost challenges
  • Cloud gaming in Asia by market

Detailed analysis of Mainland China, South Korea, Japan, Chinese Taipei, Indonesia, Malaysia, Singapore, Vietnam, Thailand, Philippines, and India. Each market includes:

    • Overview and market numbers
    • Cloud gaming services
    • Current landscape
    • Infrastructure and network challenges
    • Content and experience challenges
    • Value and cost challenges
    • Viability of services
  • Viability of cloud gaming by market
  • Opportunities for Cloud Gaming Services in Asia
  • Cloud gaming services company spotlights
    • Tencent (Xianyou)
    • Xbox (Cloud Gaming with Xbox Game Pass)
    • Ubitus’ (B2B cloud gaming solution)
    • RemoteMyApp (B2B and Vortex.gg)
    • Nvidia (GeForce Now)
    • Blacknut (B2B & B2C cloud gaming solution)

Key takeaways from the analysis:

  • The addressable market for cloud gaming in Asia is approximately 150 million people in 2021, of which nearly half are in mainland China. This represents only 10% of the 1.5 billion gamers in the region today.
  • The addressable market is projected to exceed 500 million by 2025.
  • Asia is a mobile-first gaming market and most people’s first experience with cloud gaming will be on smartphones. Therefore, 5G is a key requirement for the viability of cloud gaming.
  • Cloud gaming is still in its infancy within the region, with only a few countries offering cloud gaming services. We are seeing companies implement both B2C and B2B solutions within the cloud gaming space and telecoms have taken a key interest in cloud gaming as they view it as the primary use case for 5G, much like video was for 4G.
  • Korea, Japan, and Chinese Taipei are the most developed cloud gaming markets in Asia, while the Philippines, Malaysia, and India are the least developed.
  • South Korea is the most viable market for cloud gaming today.
  • While cloud gaming will allow mobile gamers to access high-end console and PC games for the first time, it will also allow gamers with low-end smartphones to play high-end mobile games without compromising on graphical quality or performance.
  • As the viability of cloud gaming increases, it will increase accessibility to games and allow for growth in various game related sectors such as native cloud games, live streaming, Esports, Playable Ads, User Generated Content and more.