Asia Pacific Cloud Gaming Market Report 2016-2022

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  • Asia Pacific Cloud Gaming Market – Drivers, Opportunities, Trends, and Forecasts: 2016–2022

    Cloud gaming or gaming on demand is an online gaming that offers frictionless and direct playability. Basically, there are two types of cloud gaming – file streaming and video streaming. At present, Asia Pacific is set to be the most attractive destination for business expansion/investment for key stakeholders across the globe. The increasing internet dependent population, government initiatives, rising FDI, and economic growth are few factors that are making Asia Pacific an emerging market for all kind of players. Over the past few years, the cloud gaming has seen a positive growth mainly driven by the increase in the online gamers in the region and improved gaming technology by the companies. The market is witnessing an increased adoption of next generation technologies and the ever-increasing popularity of PCs and electronic devices are also supporting the cloud gaming market in the region.

    Currently, although the cloud gaming market is at an emerging stage, it is growing rapidly due to the increasing internet penetration, increase in the number of gamers, and rapidly growing smartphone shipments in the region. The cloud gaming market has brought great business growth opportunities for various stakeholders such as mobile operators, content providers, content publishers, mobile app developers, OEMs & network vendors, service providers, brands, advertisers, and investors. The Asia Pacific cloud gaming market is segmented into gaming audience, devices, technologies, and countries. The social media games and mobile games are contributing the major share to the overall market as these two channels consist of a huge customer base. The countries covered in the report are ANZ, China, India, Indonesia, Japan, Malaysia, Singapore, South Korea, Taiwan, Thailand, and Others.

    According to Infoholic Research, the “Asia Pacific Cloud Gaming” market is estimated to witness a CAGR of 46.8% during the forecast period 2016–2022. The increasing mobile and internet subscriber base, increase in the gaming audience, government initiatives related to infrastructure activities, increase in the development of new technologies, and decrease in piracy are the major drivers for the market growth. Further, the increasing growth rate of 3G and 4G technologies is expected to support the cloud gaming market growth in the region. The players included in the report are Sony, Nintendo, Microsoft, NVIDIA, Samsung, LG, etc.

    The study covers and analyzes the “Asia Pacific Cloud Gaming” market. Bringing out the complete key insights of the industry, the report aims to provide an opportunity for players to understand the latest trends, current market scenario, government initiatives, and technologies related to the market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.

     

  • With tables and figures helping analyze worldwide Asia Pacific Cloud Gaming market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.


    1 Industry Outlook

    1.1 Industry Overview

    1.2 Industry Trends

    1.3 Pest Analysis


    2 Report Outline

    2.1 Report Scope

    2.2 Report Summary

    2.3 Research Methodology

    2.4 Report Assumptions


    3 Market Snapshot

    3.1 Total Addressable Market (TAM)

    3.2 Segmented Addressable Market (SAM)

    3.3 Related Markets

    3.3.1 Smartphones and Tablets Gaming
    3.3.2 PCs/Console Games/Smart TVs

    4 Market Outlook

    4.1 Overview

    4.2 Market Definition – Infoholic Research

    4.3 Market Trends and Impact

    4.4 Market Segmentation

    4.5 Technology Roadmap

    4.6 Porter 5 (Five) Forces


    5 Market Characteristics

    5.1 Evolution

    5.2 Ecosystem

    5.3 Market Dynamics

    5.3.1 Drivers
    5.3.1.1 Smartphones and electronic devices penetration
    5.3.1.2 Increasing gaming audience
    5.3.1.3 Low cost
    5.3.2 Restraints
    5.3.2.1 Lack of digital infrastructure
    5.3.2.2 Supports only high-end smart devices
    5.3.3 Opportunities
    5.3.3.1 Increase in the usage of cloud gamification
    5.3.3.2 Cloud virtual gaming
    5.3.3.3 Business opportunities in South-East Asian countries
    5.3.4 DRO – Impact Analysis
    5.3.5 Key Stakeholders

    6 Gaming Audience: Market Size and Analysis

    6.1 Overview

    6.1.1 Market Size and Analysis

    6.2 Social Gamers

    6.2.1 Overview
    6.2.2 Market Size and Analysis

    6.3 Serious Gamers

    6.3.1 Overview
    6.3.2 Market Size and Analysis

    6.4 Core Gamers

    6.4.1 Overview
    6.4.2 Market Size and Analysis

    7 Devices: Market Size and Analysis

    7.1 Overview

    7.1.1 Market Size and Analysis

    7.2 Smartphones

    7.2.1 Overview
    7.2.2 Market Size and Analysis

    7.3 Smart TVs

    7.3.1 Overview
    7.3.2 Market Size and Analysis

    7.4 Console Units

    7.4.1 Overview
    7.4.2 Market Size and Analysis

    7.5 Tablets

    7.5.1 Overview
    7.5.2 Market Size and Analysis

    7.6 PCs

    7.6.1 Overview
    7.6.2 Market Size and Analysis

    8 Technology: Market Size and Analysis

    8.1 Overview

    8.1.1 Market Size and Analysis

    8.2 Data Streaming Technology

    8.2.1 Overview
    8.2.2 Market Size and Analysis

    8.3 Server Technology

    8.3.1 Overview
    8.3.2 Market Size and Analysis

    8.4 Gaming as a Service

    8.4.1 Overview
    8.4.2 Market Size and Analysis

    9 Countries: Market Size and Analysis

    9.1 Overview

    9.1.1 Market Size and Analysis

    9.2 ANZ

    9.2.1 Overview
    9.2.1.1 Key facts
    9.2.1.2 Market trends
    9.2.2 Market Size and Analysis

    9.3 China

    9.3.1 Overview
    9.3.1.1 Key facts
    9.3.1.2 Market trends
    9.3.2 Market Size and Analysis

    9.4 India

    9.4.1 Overview
    9.4.1.1 Key facts
    9.4.1.2 Market trends
    9.4.2 Market Size and Analysis

    9.5 Indonesia

    9.5.1 Overview
    9.5.1.1 Key facts
    9.5.1.2 Market trends
    9.5.2 Market Size and Analysis

    9.6 Japan

    9.6.1 Overview
    9.6.1.1 Key facts
    9.6.1.2 Market trends
    9.6.2 Market Size and Analysis
    9.7 Malaysia
    9.7.1 Overview
    9.7.1.1 Key facts
    9.7.1.2 Market trends
    9.7.2 Market Size and Analysis
    9.8 Singapore
    9.8.1 Overview
    9.8.1.1 Key facts
    9.8.1.2 Market trends
    9.8.2 Market Size and Analysis
    9.9 South Korea
    9.9.1 Overview
    9.9.1.1 Key facts
    9.9.1.2 Market trends
    9.9.2 Market Size and Analysis
    9.10 Taiwan
    9.10.1 Overview
    9.10.1.1 Key facts
    9.10.1.2 Market trends
    9.10.2 Market Size and Analysis
    9.11 Thailand
    9.11.1 Overview
    9.11.1.1 Key facts
    9.11.1.2 Market trends
    9.11.2 Market Size and Analysis
    9.12 Others
    9.12.1 Overview
    9.12.2 Market Size and Analysis

    10 Vendor Profiles

    10.1 Sony Corporation

    10.1.1 Overview
    10.1.2 Business Units
    10.1.3 Geographic Revenue
    10.1.4 Business Focus
    10.1.5 SWOT Analysis
    10.1.6 Business Strategy

    10.2 Nintendo Co., Ltd.

    10.2.1 Overview
    10.2.2 Business Units
    10.2.3 Geographic Revenue
    10.2.4 Business Focus
    10.2.5 SWOT Analysis
    10.2.6 Business Strategy

    10.3 Microsoft

    10.3.1 Overview
    10.3.2 Business Units
    10.3.3 Geographic Revenue
    10.3.4 Business Focus
    10.3.5 SWOT Analysis
    10.3.6 Business Strategy

    10.4 NVIDIA

    10.4.1 Overview
    10.4.2 Business Units
    10.4.3 Geographic Revenue
    10.4.4 Business Focus
    10.4.5 SWOT Analysis
    10.4.6 Business Strategy

    10.5 Samsung Electronics

    10.5.1 Overview
    10.5.2 Business Units
    10.5.3 Geographic Revenue
    10.5.4 Business Focus
    10.5.5 SWOT Analysis
    10.5.6 Business Strategy

    10.6 LG

    10.6.1 Overview
    10.6.2 Business Units
    10.6.3 Geographic Revenue
    10.6.4 Business Focus
    10.6.5 SWOT Analysis
    10.6.6 Business Strategy
     Other Prominent vendors

    11 Competitive Landscape

    11.1 Competitor Comparison Analysis

    11.1.1 Analysis by Gaming Audience
    11.1.2 Analysis by Gaming Devices
    11.1.3 Analysis by Technology
    11.1.4 Analysis by Countries

    11.2 Mergers & Acquisitions (M&A)

    11.3 Joint Ventures (JV)

    11.4 Venture Capital (VC) Funding


    12 Global Generalists

    12.1 Amazon Web Services, Inc.

    12.1.1 Overview
    12.1.2 Key Offerings
    12.1.3 Amazon Web Services in Cloud Gaming

    12.2 Google

    12.2.1 Overview
    12.2.2 Key Offerings
    12.2.3 Google in Cloud Gaming

    12.3 IBM

    12.3.1 Overview
    12.3.2 Key Offerings
    12.3.3 IBM in Cloud Gaming

    13 Companies to Watch for

    13.1 Razer Inc.

    13.1.1 Overview
    13.1.2 Razer Inc. Market Offerings
    13.1.3 Razer Inc. in Cloud Gaming Market

    13.2 Ubitus Inc.,

    13.2.1 Overview
    13.2.2 Ubitus Market Offerings
    13.2.3 Ubitus in Cloud Gaming Market

    13.3 Zynga Inc.,

    13.3.1 Overview
    13.3.2 Zynga Market Offerings
    13.3.3 Zynga in Cloud Gaming Market
    Annexure
     Abbreviations

     

  • The Asia Pacific Cloud Gaming Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
    • Sony Corporation
    • Nintendo Co Ltd
    • Microsoft
    • NVIDIA
    • Samsung Electronics
    • LG
    • Other Prominent Vendors
    • Amazon Web Services
    • Google
    • IBM
    • Razer Inc
    • Ubitus Inc
    • Zynga Inc
    By Regions:
      By Type:
        By Application:
        Licensing options
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        USD

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        Research objectives

        Where will all these developments take the industry in the long

        To study and analyze the global Market consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.

        What are the future opportunities in the market?

        To understand the structure of Market by identifying its various subsegments.

        What are the major driving forces expected to impact the development of the market market across different regions?

        To analyze the market with respect to individual growth trends, future prospects, and their contribution to the total market.

        Which industry trends are likely to shape the future of the industry during the forecast period 2020-2025?

        To project the consumption of market submarkets, with respect to key regions.

        Who are the major driving forces expected to decide the fate of the industry worldwide.

        To strategically profile the key players and comprehensively analyze their growth strategies.

        What are the key barriers and threats believed to hinder the development of the industry?

        To analyze competitive developments such as expansions,agreements, new product launches, and acquisitions in the market.

        Who are the prominent market players making a mark in the market with their winning strategies?

        To share detailed information about the key factors influencing the growth of the market

        What will be the growth rate and the market size of the industry for the forecast period 2020-2025?

        Focuses on the key global market Vendors, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.

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