2020 Cloud Gaming Market Study

DUBLIN, April 7, 2020 /PRNewswire/ — The “Cloud Gaming – Global Market Outlook (2018-2027)” report has been added to ResearchAndMarkets.com’s providing.

The Global Cloud Gaming market accounted for $0.99 billion in 2018 and is predicted to succeed in $3.90 billion by 2027 rising at a CAGR of 16.5% through the forecast interval.

Some of the important thing components influencing market progress embrace commercialization of 5G, rise in quite a lot of players, upsurge of immersive and aggressive gaming on cellular and enhance within the variety of web customers. However, multiplayer cloud gaming server allocation points are hindering market progress.

Amongst kind, Video streaming resolution relieves shoppers from computationally intensive graphics rendering and is good for shoppers with resource-constrained gadgets. Additionally, on this method, computational load is paid together with community load since transmitting movies is dearer than transmitting graphics instructions. Owing to this, video streaming will maintain important progress.

By Geography, The cloud gaming market in APAC is foreseen to enhance at a major fee owing to the growing variety of 5G infrastructure growth initiatives within the area. Additionally, the cost-effective nature of the cloud gaming platforms is selling its utilization throughout varied new buyer lessons that adjust in investing in gaming programs because of its value.

Some of the important thing gamers in world cloud gaming market are IBM, NVIDIA, Google, Sony, Tencent, Amazon Web Services, Samsung Electronics, Right-To-Win, Microsoft, Intel Corporation, Alibaba, Advanced Micro Devices, Blacknut, Paperspace, Activision, TransGaming, LiquidSky Software, and Playcast Media Systems.

What the report provides:

  • Market share assessments for the regional and country-level segments
  • Strategic suggestions for the brand new entrants
  • Covers Market information for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and suggestions)
  • Strategic evaluation: Drivers and Constraints, Product/Technology Analysis, Porter’s 5 forces evaluation, SWOT evaluation, and so on.
  • Strategic suggestions in key enterprise segments primarily based in the marketplace estimations
  • Competitive landscaping mapping the important thing frequent traits
  • Company profiling with detailed methods, financials, and up to date developments
  • Supply chain traits mapping the most recent technological developments

Key Topics Covered

1 Executive Summary

2 Preface

2.1 Abstract

2.2 Stake Holders

2.3 Research Scope

2.4 Research Methodology

2.4.1 Data Mining

2.4.2 Data Analysis

2.4.3 Data Validation

2.4.4 Research Approach

2.5 Research Sources

2.5.1 Primary Research Sources

2.5.2 Secondary Research Sources

2.5.3 Assumptions

3 Market Trend Analysis

3.1 Introduction

3.2 Drivers

3.3 Restraints

3.4 Opportunities

3.5 Threats

3.6 Technology Analysis

3.7 Emerging Markets

3.8 Futuristic Market Scenario

4 Porters Five Force Analysis

4.1 Bargaining energy of suppliers

4.2 Bargaining energy of patrons

4.3 Threat of substitutes

4.4 Threat of recent entrants

4.5 Competitive rivalry

5 Global Cloud Gaming Market, By Device Type

5.1 Introduction

5.2 Tablets

5.3 Smart Televisions

5.4 Gaming Consoles

5.5 Personal Computers & Laptops

5.6 Head-Mounted Displays (HMDs)

5.7 Smartphones

6 Global Cloud Gaming Market, By Business Model

6.1 Introduction

6.2 Business-to-Business (B2B)

6.3 Business-to-Consumer (B2C)

7 Global Cloud Gaming Market, By Deployment

7.1 Introduction

7.2 Private Cloud

7.3 Hybrid Cloud

7.4 Public Cloud

8 Global Cloud Gaming Market, By Offering

8.1 Introduction

8.2 Game Platform Services

8.2.1 PC Services

8.2.2 Content Services

8.3 Infrastructure

8.3.1 Memory

8.3.2 Compute

8.3.3 Storage

9 Global Cloud Gaming Market, By Technology

9.1 Introduction

9.2 Server Technology

9.3 Gaming as a Service

9.4 Data Streaming Technology

10 Global Cloud Gaming Market, By Gamer Type

10.1 Introduction

10.2 Avid Gamers

10.3 Social Gamers

10.4 Hardcore Gamers

10.5 Casual Gamers

10.6 Serious Gamers

11 Global Cloud Gaming Market, By Type

11.1 Introduction

11.2 File Streaming

11.3 Video Streaming

12 Global Cloud Gaming Market, By Gaming System

12.1 Introduction

12.2 Play Station

12.3 Steam In-Home Streaming

12.4 Stream My Game

12.5 G Cluster

12.6 Remote Play

13 Global Cloud Gaming Market, By Genre

13.1 Introduction

13.2 Puzzles

13.3 Simulation

13.4 Adventure/Role Playing Games

13.5 Strategy

13.6 Social Games

14 Global Cloud Gaming Market, By Geography

14.1 Introduction

14.2 North America

14.2.1 US

14.2.2 Canada

14.2.3 Mexico

14.3 Europe

14.3.1 Germany

14.3.2 UK

14.3.3 Italy

14.3.4 France

14.3.5 Spain

14.3.6 Rest of Europe

14.4 Asia Pacific

14.4.1 Japan

14.4.2 China

14.4.3 India

14.4.4 Australia

14.4.5 New Zealand

14.4.6 South Korea

14.4.7 Rest of Asia Pacific

14.5 South America

14.5.1 Argentina

14.5.2 Brazil

14.5.3 Chile

14.5.4 Rest of South America

14.6 Middle East & Africa

14.6.1 Saudi Arabia

14.6.2 UAE

14.6.3 Qatar

14.6.4 South Africa

14.6.5 Rest of Middle East & Africa

15 Key Developments

15.1 Agreements, Partnerships, Collaborations and Joint Ventures

15.2 Acquisitions & Mergers

15.3 New Product Launch

15.4 Expansions

15.5 Other Key Strategies

16 Company Profiling

16.1 IBM

16.2 NVIDIA

16.3 Google

16.4 Sony

16.5 Tencent

16.6 Amazon Web Services

16.7 Samsung Electronics

16.8 Right-To-Win

16.9 Microsoft

16.10 Intel Corporation

16.11 Alibaba

16.12 Advanced Micro Devices

16.13 Blacknut

16.14 Paperspace

16.15 Activision

16.16 TransGaming

16.17 LiquidSky Software

16.18 Playcast Media Systems

For extra details about this report go to

https://www.researchandmarkets.com/r/ht0k34

Research and Markets additionally provides Custom Research providers offering centered, complete and tailor-made analysis.

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Research and Markets
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