Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast: 2015–2020

  • Report Code : INF497381
  • Published On: Apr, 2021
  • Category : IT & Telecom
  • Pages : 90

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20% Multi User
25% Corporate
30% Enterprise
  • The Cloud Gaming Market set for a potential growth mainly driven by new entrants in the market and improved network performances. The global cloud gaming market is witnessing increasing adoption of next generation technologies. The social media games and mobile games are contributing major share to the overall market as these two channels consists of huge customer base. Some of the key vendors in cloud gaming market are G-cluster Global Corp, gaikai, Inc, Amazon and others. The report provides unique insights into and in-depth analysis of global cloud gaming market, drivers and restraints as well as growth opportunities. It also contains analysis and forecasted revenues, competitive landscape, company profiles and industry trends.

     

  • With tables and figures helping analyze worldwide Global 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 Overview

    1.1 Industry Trends


    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


    4 Market Characteristics

    4.1 Evolution of Market

    4.2 Ecosystem

    4.3 Market Segmentation

    4.3.1 Gaming Audience
    4.3.2 Devices
    4.3.3 Technology
    4.3.4 Regions

    4.4 Market Dynamics

    4.4.1 Drivers
    4.4.1.1 Increase in Gaming Audience
    4.4.1.2 Increase in Development of New Technologies
    4.4.1.3 Decrease in Piracy
    4.4.1.4 Low Cost
    4.4.2 Restraints
    4.4.2.1 Supports High-End Smart Devices
    4.4.2.2 Poor Technology Infrastructure and Connectivity
    4.4.3 Opportunities
    4.4.3.1 For Game Publishers, Developers and Mobile Manufacturers
    4.4.3.2 Cloud Virtual Gaming
    4.4.3.3 Increase in Usage of Cloud Gamification
    4.4.4 DRO – Impact Analysis

    4.5 Porter 5 Forces Analysis


    5 Trends and Roadmap

    5.1 Market Trends & Impact

    5.2 Technology Roadmap


    6 Gaming Audience: Market Size & Analysis

    6.1 Overview

    6.2 Social Gamers

    6.2.1 Market Size & Analysis

    6.3 Serious Gamers

    6.3.1 Market Size & Analysis

    6.4 Core Gamers

    6.4.1 Market Size & Analysis

    7 Devices: Market Size & Analysis

    7.1 Overview

    7.2 Smartphones

    7.2.1 Market Size & Analysis

    7.3 Smart TVs

    7.3.1 Market Size & Analysis

    7.4 Console Units

    7.4.1 Market Size & Analysis

    7.5 Tablets

    7.5.1 Market Size & Analysis

    7.6 PCs

    7.6.1 Market Size & Analysis
    7.7 Vendor Profiles
    7.7.1 Sony Corporation
    7.7.1.1 Overview
    7.7.1.2 Financial Health
    7.7.1.3 Business Units
    7.7.1.3.1 Overall
    7.7.1.3.2 Market Specific
    7.7.1.4 SWOT Analysis
    7.7.1.5 Business Strategy & Views
    7.7.2 Microsoft
    7.7.2.1 Overview
    7.7.2.2 Financial Health
    7.7.2.3 Business Units
    7.7.2.3.1 Overall
    7.7.2.3.2 Market Specific
    7.7.2.4 SWOT Analysis
    7.7.2.5 Business Strategy & Views
    7.7.3 Nintendo.Co.Ltd
    7.7.3.1 Overview
    7.7.3.2 Financial Health
    7.7.3.3 Business Units
    7.7.3.3.1 Overall
    7.7.3.3.2 Market Specific
    7.7.3.4 SWOT Analysis
    7.7.3.5 Business Strategy & Views
    7.7.4 Samsung Electronics
    7.7.4.1 Overview
    7.7.4.2 Financial Health
    7.7.4.3 Business Units
    7.7.4.3.1 Overall
    7.7.4.3.2 Market Specific
    7.7.4.4 SWOT Analysis
    7.7.4.5 Business Strategy & Views
    7.7.5 LG
    7.7.5.1 Overview
    7.7.5.2 Financial Health
    7.7.5.3 Business Units
    7.7.5.3.1 Overall
    7.7.5.3.2 Market Specific
    7.7.5.4 SWOT Analysis
    7.7.5.5 Business Strategy & Views

    8 Technology: Market Size & Analysis

    8.1 Overview

    8.2 Data Streaming Technology

    8.3 Server Technology

    8.4 Gaming as a Service

    8.5 Vendor Profiles

    8.5.1 Ubitus
    8.5.1.1 Overview
    8.5.1.2 Financial Health
    8.5.1.3 Business Units
    8.5.1.3.1 Market Specific
    8.5.1.4 SWOT Analysis
    8.5.1.5 Business Strategy & Views
    8.5.2 Gaikai
    8.5.2.1 Overview
    8.5.2.2 Financial Health
    8.5.2.3 Business Units
    8.5.2.3.1 Market Specific
    8.5.2.4 SWOT Analysis
    8.5.2.5 Business Strategy & Views
    8.5.3 G-Cluster
    8.5.3.1 Overview
    8.5.3.2 Financial Health
    8.5.3.3 Business Units
    8.5.3.3.1 Market Specific
    8.5.3.4 SWOT Analysis
    8.5.3.5 Business Strategy & Views
    8.5.4 Playcast Media
    8.5.4.1 Overview
    8.5.4.2 Financial Health
    8.5.4.3 Business Units
    8.5.4.3.1 Market Specific
    8.5.4.4 SWOT Analysis
    8.5.4.5 Business Strategy & Views

    9 Regions: Market Size & Analysis

    9.1 Overview

    9.2 North America

    9.2.1 Market Size & Analysis

    9.3 Western Europe

    9.3.1 Market Size & Analysis

    9.4 Asia-Pacific

    9.4.1 Market Size & Analysis

    9.5 Central Eastern Europe

    9.5.1 Market Size & Analysis

    9.6 Middle East & Africa

    9.6.1 Market Size & Analysis
    9.7 Latin America
    9.7.1 Market Size & Analysis

    10 Competitive Landscape

    10.1 Competitor Comparison Analysis

    10.2 Infoholic Research‘s Neutrino Triangle

    10.3 Analysis by Gaming Devices

    10.4 Market Landscape

    10.4.1 Mergers & Acquisition
    10.4.2 Venture Capital (VC) Funding
    10.4.3 Joint Ventures & Collaborations

    11 End-User Views

    11.1 End-User View

    11.2 End-User View


    12 Global Generalists

    12.1 Google Inc.

    12.1.1 Overview
    12.1.2 Key Offerings
    12.1.3 Objectives & Progresses2

    12.2 Amazon

    12.2.1 Overview
    12.2.2 Key Offerings
    12.2.3 Objectives & Progresses

    12.3 International Business Machines Corp (IBM)

    12.3.1 Overview
    12.3.2 Key Offerings
    12.3.3 Objectives & Progresses

    13 Companies To Watch For

    13.1 Happy Cloud

    13.1.1 Overview
    13.1.2 Key Offering
    13.1.3 Objectives and Progress

    13.2 OnLive

    13.2.1 Overview
    13.2.2 Key offerings
    13.2.3 Objectives and Progress

    13.3 TransGaming

    13.3.1 Overview
    13.3.2 Key Offerings
    13.3.3 Objectives and Progress

    14 What Our Peers Are Estimating
    Annexure
    Acronyms

     

  • The Global 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 Microsoft Nintendo.Co.Ltd Samsung Electronics LG Ubitus Gaikai G-Cluster Playcast Media Google Inc. Amazon International Business Machines Corp (IBM) Happy Cloud OnLive TransGaming
    By Regions:
      By Type:
        By Application:
        Licensing options
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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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