Worldwide Cloud Gaming Markets, 2018-2027

Dublin, March 31, 2020 (GLOBE NEWSWIRE) — 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 anticipated to achieve $3.90 billion by 2027 rising at a CAGR of 16.5% throughout the forecast interval.

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

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

By Geography, The cloud gaming market in APAC is foreseen to enhance at a major charge owing to the rising 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 techniques because of its value.

Some of the important thing gamers in international 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 presents:

  • 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 proposals)
  • Strategic evaluation: Drivers and Constraints, Product/Technology Analysis, Porter’s 5 forces evaluation, SWOT evaluation, and many others.
  • Strategic suggestions in key enterprise segments based mostly in the marketplace estimations
  • Competitive landscaping mapping the important thing widespread traits
  • Company profiling with detailed methods, financials, and up to date developments
  • Supply chain traits mapping the newest 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 data about this report go to https://www.researchandmarkets.com/r/ueqjg

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