Game BaaS is the bridge architecture between Platform-as-a-Service (PaaS) and Games-as-a-Service (GaaS). In order to create cloud-based technologies or toolsets for game development, BaaS uses SDKs (software development kits) and APIs (application programming interfaces). To power up games running on a GaaS model, BaaS features like user account and profile management, push notifications, cloud storage, social interactions, commerce, and game telemetry are made easily integrated into game applications through APIs. This greatly reduces the time and manpower required to build such services from scratch.
This report aims to provide a comprehensive presentation of the global market for Cloud Gaming Backend Service study by Market Intellix gives insights concerning the market elements influencing the market, Market scope, Market division, and overlays shadow upon the leading market players featuring the positive cutthroat scene and patterns beating the years.
Global Cloud Gaming Backend Service Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Cloud Gaming Backend Service market was valued at 403.8 million in 2021 and is projected to reach US$ 1304.1 million by 2028, at a CAGR of 18.2% during the forecast period 2022-2028.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Professional Services Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Cloud Gaming Backend Service include AWS, Microsoft Azure, Google, ChilliConnect (Unity), Photon Engine, brainCloud, Tavant Technologies, Back4App and ShepHertz, etc. In 2021, the global top five players have a share approximately % in terms of revenue.
The study provides the Cloud Gaming Backend Service companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Segmental Outline:
Global Cloud Gaming Backend Service Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Cloud Gaming Backend Service Market Segment Percentages, by Type, 2021 (%)
Professional Services
Support and Maintenance
Access and Identity Management
Usage Analytics
Others
Global Cloud Gaming Backend Service Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Cloud Gaming Backend Service Market Segment Percentages, by Application, 2021 (%)
SMEs
Large Enterprises
Global Cloud Gaming Backend Service Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Cloud Gaming Backend Service Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Cloud Gaming Backend Service revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies Cloud Gaming Backend Service revenues share in global market, 2021 (%)
Further, the report presents profiles of competitors in the market, key players include:
AWS
Microsoft Azure
ChilliConnect (Unity)
Photon Engine
brainCloud
Tavant Technologies
Back4App
ShepHertz
XtraLife
Huawei
Tencent
LeanCloud
This Report Addresses:
– Market Intelligence enables effective decision-making
– Market estimates and forecasts from 2022 to 2028
– Growth opportunities and trend analysis
– Segment and regional revenue forecast for market evaluation
– Competitive strategy and analysis of market segments
– List of product innovations to stay on top.
– The impact of COVID-19 and how to survive in these fast-growing markets.
1 Introduction to Research & Analysis Reports
1.1 Cloud Gaming Backend Service Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Cloud Gaming Backend Service Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Cloud Gaming Backend Service Overall Market Size
2.1 Global Cloud Gaming Backend Service Market Size: 2021 VS 2028
2.2 Global Cloud Gaming Backend Service Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Cloud Gaming Backend Service Players in Global Market
3.2 Top Global Cloud Gaming Backend Service Companies Ranked by Revenue
3.3 Global Cloud Gaming Backend Service Revenue by Companies
3.4 Top 3 and Top 5 Cloud Gaming Backend Service Companies in Global Market, by Revenue in 2021
3.5 Global Companies Cloud Gaming Backend Service Product Type
3.6 Tier 1, Tier 2 and Tier 3 Cloud Gaming Backend Service Players in Global Market
3.6.1 List of Global Tier 1 Cloud Gaming Backend Service Companies
3.6.2 List of Global Tier 2 and Tier 3 Cloud Gaming Backend Service Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global Cloud Gaming Backend Service Market Size Markets, 2021 & 2028
4.1.2 Professional Services
4.1.3 Support and Maintenance
4.1.4 Access and Identity Management
4.1.5 Usage Analytics
4.1.6 Others
4.2 By Type - Global Cloud Gaming Backend Service Revenue & Forecasts
4.2.1 By Type - Global Cloud Gaming Backend Service Revenue, 2017-2022
4.2.2 By Type - Global Cloud Gaming Backend Service Revenue, 2023-2028
4.2.3 By Type - Global Cloud Gaming Backend Service Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Cloud Gaming Backend Service Market Size, 2021 & 2028
5.1.2 SMEs
5.1.3 Large Enterprises
5.2 By Application - Global Cloud Gaming Backend Service Revenue & Forecasts
5.2.1 By Application - Global Cloud Gaming Backend Service Revenue, 2017-2022
5.2.2 By Application - Global Cloud Gaming Backend Service Revenue, 2023-2028
5.2.3 By Application - Global Cloud Gaming Backend Service Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global Cloud Gaming Backend Service Market Size, 2021 & 2028
6.2 By Region - Global Cloud Gaming Backend Service Revenue & Forecasts
6.2.1 By Region - Global Cloud Gaming Backend Service Revenue, 2017-2022
6.2.2 By Region - Global Cloud Gaming Backend Service Revenue, 2023-2028
6.2.3 By Region - Global Cloud Gaming Backend Service Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America Cloud Gaming Backend Service Revenue, 2017-2028
6.3.2 US Cloud Gaming Backend Service Market Size, 2017-2028
6.3.3 Canada Cloud Gaming Backend Service Market Size, 2017-2028
6.3.4 Mexico Cloud Gaming Backend Service Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe Cloud Gaming Backend Service Revenue, 2017-2028
6.4.2 Germany Cloud Gaming Backend Service Market Size, 2017-2028
6.4.3 France Cloud Gaming Backend Service Market Size, 2017-2028
6.4.4 U.K. Cloud Gaming Backend Service Market Size, 2017-2028
6.4.5 Italy Cloud Gaming Backend Service Market Size, 2017-2028
6.4.6 Russia Cloud Gaming Backend Service Market Size, 2017-2028
6.4.7 Nordic Countries Cloud Gaming Backend Service Market Size, 2017-2028
6.4.8 Benelux Cloud Gaming Backend Service Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia Cloud Gaming Backend Service Revenue, 2017-2028
6.5.2 China Cloud Gaming Backend Service Market Size, 2017-2028
6.5.3 Japan Cloud Gaming Backend Service Market Size, 2017-2028
6.5.4 South Korea Cloud Gaming Backend Service Market Size, 2017-2028
6.5.5 Southeast Asia Cloud Gaming Backend Service Market Size, 2017-2028
6.5.6 India Cloud Gaming Backend Service Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America Cloud Gaming Backend Service Revenue, 2017-2028
6.6.2 Brazil Cloud Gaming Backend Service Market Size, 2017-2028
6.6.3 Argentina Cloud Gaming Backend Service Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Cloud Gaming Backend Service Revenue, 2017-2028
6.7.2 Turkey Cloud Gaming Backend Service Market Size, 2017-2028
6.7.3 Israel Cloud Gaming Backend Service Market Size, 2017-2028
6.7.4 Saudi Arabia Cloud Gaming Backend Service Market Size, 2017-2028
6.7.5 UAE Cloud Gaming Backend Service Market Size, 2017-2028
7 Players Profiles
7.1 AWS
7.1.1 AWS Corporate Summary
7.1.2 AWS Business Overview
7.1.3 AWS Cloud Gaming Backend Service Major Product Offerings
7.1.4 AWS Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.1.5 AWS Key News
7.2 Microsoft Azure
7.2.1 Microsoft Azure Corporate Summary
7.2.2 Microsoft Azure Business Overview
7.2.3 Microsoft Azure Cloud Gaming Backend Service Major Product Offerings
7.2.4 Microsoft Azure Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.2.5 Microsoft Azure Key News
7.3 Google
7.3.1 Google Corporate Summary
7.3.2 Google Business Overview
7.3.3 Google Cloud Gaming Backend Service Major Product Offerings
7.3.4 Google Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.3.5 Google Key News
7.4 ChilliConnect (Unity)
7.4.1 ChilliConnect (Unity) Corporate Summary
7.4.2 ChilliConnect (Unity) Business Overview
7.4.3 ChilliConnect (Unity) Cloud Gaming Backend Service Major Product Offerings
7.4.4 ChilliConnect (Unity) Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.4.5 ChilliConnect (Unity) Key News
7.5 Photon Engine
7.5.1 Photon Engine Corporate Summary
7.5.2 Photon Engine Business Overview
7.5.3 Photon Engine Cloud Gaming Backend Service Major Product Offerings
7.5.4 Photon Engine Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.5.5 Photon Engine Key News
7.6 brainCloud
7.6.1 brainCloud Corporate Summary
7.6.2 brainCloud Business Overview
7.6.3 brainCloud Cloud Gaming Backend Service Major Product Offerings
7.6.4 brainCloud Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.6.5 brainCloud Key News
7.7 Tavant Technologies
7.7.1 Tavant Technologies Corporate Summary
7.7.2 Tavant Technologies Business Overview
7.7.3 Tavant Technologies Cloud Gaming Backend Service Major Product Offerings
7.7.4 Tavant Technologies Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.7.5 Tavant Technologies Key News
7.8 Back4App
7.8.1 Back4App Corporate Summary
7.8.2 Back4App Business Overview
7.8.3 Back4App Cloud Gaming Backend Service Major Product Offerings
7.8.4 Back4App Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.8.5 Back4App Key News
7.9 ShepHertz
7.9.1 ShepHertz Corporate Summary
7.9.2 ShepHertz Business Overview
7.9.3 ShepHertz Cloud Gaming Backend Service Major Product Offerings
7.9.4 ShepHertz Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.9.5 ShepHertz Key News
7.10 XtraLife
7.10.1 XtraLife Corporate Summary
7.10.2 XtraLife Business Overview
7.10.3 XtraLife Cloud Gaming Backend Service Major Product Offerings
7.10.4 XtraLife Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.10.5 XtraLife Key News
7.11 Huawei
7.11.1 Huawei Corporate Summary
7.11.2 Huawei Business Overview
7.11.3 Huawei Cloud Gaming Backend Service Major Product Offerings
7.11.4 Huawei Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.11.5 Huawei Key News
7.12 Tencent
7.12.1 Tencent Corporate Summary
7.12.2 Tencent Business Overview
7.12.3 Tencent Cloud Gaming Backend Service Major Product Offerings
7.12.4 Tencent Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.12.5 Tencent Key News
7.13 LeanCloud
7.13.1 LeanCloud Corporate Summary
7.13.2 LeanCloud Business Overview
7.13.3 LeanCloud Cloud Gaming Backend Service Major Product Offerings
7.13.4 LeanCloud Cloud Gaming Backend Service Revenue in Global Market (2017-2022)
7.13.5 LeanCloud Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
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