EXECUTIVE SUMMARY
The report covers the global cloud gaming market in terms of
the gaming audience, gaming devices, and gaming technologies. According to the
statistics available, the total global population in the year 2013 was 6.4 billion out of which 2.4 billion had
access to the internet (online users) and 1.2 billion users are active gamers. Thus,
these statistics clearly shows how much scope of growth is there for online
games market space and now these users are moving towards the cloud gaming as
it gives them freedom to instantly play online games without waiting to download
the game, automatically updating the latest gaming software, versions and ease
of playing the game from any of the game devices such as smartphones, smart
TVs, tablets, pcs and game consoles. In coming years, lot many innovations such
as virtual gaming will be seen in this space.
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The reason for the
increase in the adaptability of the cloud gaming platform is its low cost, 24 x
7 availability, improved graphics, less video streaming time, and secure and an
improved gaming experience. The Global Cloud Gaming market is expected to grow
in the future mainly driven by the increase in gaming audience and gaming
devices. The gaming audience (core gamers) is expected to drive the cloud
gaming market than that of gaming devices (smartphones). The Global Cloud Gaming market is expected to grow at a CAGR of 33.7%
during the period from 2015–2020 respectively. The core gamers market is
growing at a CAGR of 33.5% followed by the smartphones growing at a CAGR of
29.8 % respectively, during the period 2015–2020.
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.
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North America
Latin America
Western Europe
Central Eastern Europe
Middle East & Africa
Asia-Pacific
Social Gamers
Serious Gamers
Core Gamers
Data Streaming Technology
Server Technology
Gaming as a Service
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
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Key Points in Table
of Contents
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
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