It is more than obvious that we are currently in an age where digitalization and technological improvements are on the rise, and one of the most recent advancements is cloud gaming. Cloud gaming is a service where you don’t have to own a powerful gaming rig or the newest console to enjoy the games you want to play. With cloud gaming, you can use established servers to stream the games you want to play to your screen via the Internet. While this service is still relatively new, there have been some impressive strides in the cloud gaming industry and we are going to be taking a look at some cloud gaming statistics to see how it stands today. We cover a wide range of topics, and if you want to learn something new, like how big is the esports industry, we got you covered!
Cloud gaming key stats
For this section, we are going to be taking a look at some of the key stats surrounding cloud gaming as a whole, from general revenue stats to the success of certain games and the users that play them. Cloud gaming has been around for a few years, with the first-ever cloud gaming startup, G-cluster, starting in 2000, but started gaining more popularity in 2019 and 2020 when fully-fledged cloud gaming services started being established.
Cloud gaming might be the next big step in the gaming industry.
(Source: This Day)
- Cloud gaming has been described as having a similar start to Netflix, with a relatively small following that eventually grew into one of the biggest platforms.
- Cloud gaming makes gaming accessible to more individuals by removing the need for expensive hardware and favoring an affordable subscription service that more people can afford.
- The rise in cutting-edge technology is a driving factor for the demand for cloud gaming, with increasing Internet speeds pioneering the way for more stable cloud connections.
- Some companies such as Tencent, Sony, Amazon, Google, and Microsoft are already rolling out cloud gaming services in the wake of the new industry platform.
Like any other modern platform, cloud gaming has had some humble beginnings since its start in 2000, and it hasn’t been getting a tremendous amount of attention online, but that is beginning to change. Some journalists and market analysts have stated that cloud gaming is going to be the next big step in the gaming industry due to the improvement in Internet speeds, providers, and the hardware that supports all of the games that the service offers. We can only speculate how the service is going to evolve in the future, and we can’t wait to find out!
The total value of the cloud gaming market is estimated to reach $20.94 billion between 2022 and 2030.
(Source: PR Newswire)
- This fact is enforced by cloud gaming receiving more demand on the market.
- Cloud-based subscription gaming services were valued at $3.7 billion in North America in 2021.
- The same services saw a 57% increase in growth compared to 2020.
- Its CAGR for this period is should be approximately 45.8%.
When it comes to cloud gaming in North America, we can see that its total value is estimated to be nearly $4 billion, which is completely fair given the current state of the platforms and the industry. The market is steadily increasing its demand for cloud gaming, and when we take a look at the statistics surrounding its growth til 2030, we can see that it shows no signs of stopping soon.
Google Stadia was shut down in January 2023 due to its lack of growth.
(Source: The Verge, AllStadia, DualShockers, Ars Technica)
- The service had 2 million users in February 2022.
- One of its key flaws was the fact that users still had to purchase games despite paying a $10/month subscription.
- It was supposed to be available in 200 countries but only managed to reach 23.
- The platform was overshadowed by GeForce Now and Xbox Cloud Gaming.
Ah, yes, Google Stadia, the cloud gaming platform that never managed to survive its first stages and break out into popularity. The reason we wanted to mention Google Stadia is that it serves as a fairly good example of an ambitious cloud gaming project that never took off. This is the sad reality of the modern Internet age where there is a strong possibility of failure and you can never know if a startup will work out or not.
RAID: Shadow Legends is being brought to Facebook via cloud gaming.
(Source: PR Newswire)
- Plarium is bringing RAID: Shadow Legends to Facebook by allowing users to play the game directly from the browser of their choice.
- The game is available to play on handheld devices and PC/Mac, and its recent addition to the cloud gaming portal is a good view of how the platform broadens the horizons of games.
Cloud gaming doesn’t always have to be related to AAA titles and hardcore gaming since it can also include smaller games on platforms that are now exclusively dedicated to gaming, such as Facebook. RAID: Shadow Legends is one of the most popular mobile games available, and you have most likely seen some parts of its massive ad campaign over the years. This just goes to show how quickly cloud gaming is spreading to all corners of the Internet.
Nvidia’s GeForce Now has 20 million registered users.
(Source: PC Mag, Yahoo Finance)
- The service only had slightly over 1 million users in 2020.
- It generates over $1 billion in annual revenue.
- The plan is priced at $19.99/month and $199,99/year, which is much more affordable than sending thousands of dollars on gaming hardware.
Where we had Google Stadia in a previous line of stats as a failure of a platform (sorry Stadia), here we have Nvidia’s GeForce Now as a platform that is seeing a good deal of success on the cloud gaming scene, with over 20 million users already signed up! While it costs approximately double what Google Stadia used to charge, it is still thriving in the gaming industry and is most likely going to grow into something enviable.
Cloud gaming user stats
The platforms that provide everyone with a taste of cloud gaming are quite important, there is no denying that, but it is also important to have a good perspective on the user base of cloud gaming. Of course, since cloud gaming is such a new addition to the gaming industry, it is going to take some time for us to really see any notable community milestones, but every bit of information counts!
94% of people aware of cloud gaming have the intention of playing a cloud game in the future.
(Source: NewZoo, Grand View Research, Xbox, Sony, Statista)
- It is estimated that there are 23.7 million people who play in the cloud.
- 51% of cloud gamers play casually.
- Asia Pacific is the biggest market for cloud gaming, holding 40% of the market share.
- Xbox Cloud Gaming has seen over 10 million players.
- Playstation now has 3.2 million active subscribers.
- 33% of the Playstation now userbase is PC gamers.
- 43% of subscription gamers in the United States are subscribed to Playstation Now.
- Amazon Luna had a 69% satisfaction rating in the United States.
That would be all for the user stats surrounding cloud gaming at this time. As we’ve said before, this is a budding industry and whatever user stats we manage to find are going to need updates in the future, so we’ll be sure to add more information as it becomes available! Until then, maybe you can get into some cloud gaming of your own and make your own additions to the community!
To sum up
Let’s be honest, the idea that you can turn on your TV or low-end PC and stream some of the newest AAA titles is quite appealing, wouldn’t you say? Of course, we are happy to be in an age where we can show you some of the awesome milestones that cloud gaming has crossed since it was sparsely established in 2000. As we can see, cloud gaming is evolving into a very lucrative market, with millions of people already signing up to enjoy everything it has to offer. It is being integrated into the Internet more and more each day, from simpler Facebook games to more heavy hitters like Nvidia and Microsoft. We sincerely hope that you have found all of the answers to your questions and that you are happy with the presented information!
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- “Game & Network Services Segment”. Sony, 2020, https://www.sony.com/en/SonyInfo/IR/library/presen/irday/pdf/2021/GNS_E.pdf
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