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Global Cloud Gaming Market Report 2019, Competitive Landscape, Trends and Opportunities

June 2019 | 124 pages | ID: G6BCDD8BABDFEN
Maia Research

US$ 2,950.00

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The Cloud Gaming market has witnessed growth from USD XX million to USD XX million from 2014 to 2019. With the CAGR of X.X%, this market is estimated to reach USD XX million in 2026.

The report mainly studies the size, recent trends and development status of the Cloud Gaming market, as well as investment opportunities, government policy, market dynamics (drivers, restraints, opportunities), supply chain and competitive landscape. Technological innovation and advancement will further optimize the performance of the product, making it more widely used in downstream applications. Moreover, Porter's Five Forces Analysis (potential entrants, suppliers, substitutes, buyers, industry competitors) provides crucial information for knowing the Cloud Gaming market.

Major players in the global Cloud Gaming market include:
Vortex
NVIDIA
Gamefly (Playcast)
Google (CiiNOW)
Ubitus
Playkey
LiquidSky
Sony
GameSparks
PlayGiga
Blade

On the basis of types, the Cloud Gaming market is primarily split into:
PC
Connected TV
Tablet
Smartphone

On the basis of applications, the market covers:
Hardcore gamers
Casual gamers

Geographically, the report includes the research on production, consumption, revenue, market share and growth rate, and forecast (2014-2026) of the following regions:
United States
Europe (Germany, UK, France, Italy, Spain, Russia, Poland)
China
Japan
India
Southeast Asia (Malaysia, Singapore, Philippines, Indonesia, Thailand, Vietnam)
Central and South America (Brazil, Mexico, Colombia)
Middle East and Africa (Saudi Arabia, United Arab Emirates, Turkey, Egypt, South Africa, Nigeria)
Other Regions

Chapter 1 provides an overview of Cloud Gaming market, containing global revenue, global production, sales, and CAGR. The forecast and analysis of Cloud Gaming market by type, application, and region are also presented in this chapter.

Chapter 2 is about the market landscape and major players. It provides competitive situation and market concentration status along with the basic information of these players.

Chapter 3 provides a full-scale analysis of major players in Cloud Gaming industry. The basic information, as well as the profiles, applications and specifications of products market performance along with Business Overview are offered.

Chapter 4 gives a worldwide view of Cloud Gaming market. It includes production, market share revenue, price, and the growth rate by type.

Chapter 5 focuses on the application of Cloud Gaming, by analyzing the consumption and its growth rate of each application.

Chapter 6 is about production, consumption, export, and import of Cloud Gaming in each region.

Chapter 7 pays attention to the production, revenue, price and gross margin of Cloud Gaming in markets of different regions. The analysis on production, revenue, price and gross margin of the global market is covered in this part.

Chapter 8 concentrates on manufacturing analysis, including key raw material analysis, cost structure analysis and process analysis, making up a comprehensive analysis of manufacturing cost.

Chapter 9 introduces the industrial chain of Cloud Gaming. Industrial chain analysis, raw material sources and downstream buyers are analyzed in this chapter.

Chapter 10 provides clear insights into market dynamics.

Chapter 11 prospects the whole Cloud Gaming market, including the global production and revenue forecast, regional forecast. It also foresees the Cloud Gaming market by type and application.

Chapter 12 concludes the research findings and refines all the highlights of the study.

Chapter 13 introduces the research methodology and sources of research data for your understanding.

Years considered for this report:
Historical Years: 2014-2018
Base Year: 2019
Estimated Year: 2019
Forecast Period: 2019-2026
1 CLOUD GAMING MARKET OVERVIEW

1.1 Product Overview and Scope of Cloud Gaming
1.2 Cloud Gaming Segment by Type
  1.2.1 Global Cloud Gaming Production and CAGR (%) Comparison by Type (2014-2026)
  1.2.2 The Market Profile of PC
  1.2.3 The Market Profile of Connected TV
  1.2.4 The Market Profile of Tablet
  1.2.5 The Market Profile of Smartphone
1.3 Global Cloud Gaming Segment by Application
  1.3.1 Cloud Gaming Consumption (Sales) Comparison by Application (2014-2026)
  1.3.2 The Market Profile of Hardcore gamers
  1.3.3 The Market Profile of Casual gamers
1.4 Global Cloud Gaming Market by Region (2014-2026)
  1.4.1 Global Cloud Gaming Market Size (Value) and CAGR (%) Comparison by Region (2014-2026)
  1.4.2 United States Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.3 Europe Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.1 Germany Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.2 UK Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.3 France Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.4 Italy Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.5 Spain Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.6 Russia Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.3.7 Poland Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.4 China Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.5 Japan Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.6 India Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.7 Southeast Asia Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.7.1 Malaysia Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.7.2 Singapore Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.7.3 Philippines Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.7.4 Indonesia Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.7.5 Thailand Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.7.6 Vietnam Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.8 Central and South America Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.8.1 Brazil Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.8.2 Mexico Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.8.3 Colombia Cloud Gaming Market Status and Prospect (2014-2026)
  1.4.9 Middle East and Africa Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.9.1 Saudi Arabia Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.9.2 United Arab Emirates Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.9.3 Turkey Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.9.4 Egypt Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.9.5 South Africa Cloud Gaming Market Status and Prospect (2014-2026)
    1.4.9.6 Nigeria Cloud Gaming Market Status and Prospect (2014-2026)
1.5 Global Market Size (Value) of Cloud Gaming (2014-2026)
  1.5.1 Global Cloud Gaming Revenue Status and Outlook (2014-2026)
  1.5.2 Global Cloud Gaming Production Status and Outlook (2014-2026)

2 GLOBAL CLOUD GAMING MARKET LANDSCAPE BY PLAYER

2.1 Global Cloud Gaming Production and Share by Player (2014-2019)
2.2 Global Cloud Gaming Revenue and Market Share by Player (2014-2019)
2.3 Global Cloud Gaming Average Price by Player (2014-2019)
2.4 Cloud Gaming Manufacturing Base Distribution, Sales Area and Product Type by Player
2.5 Cloud Gaming Market Competitive Situation and Trends
  2.5.1 Cloud Gaming Market Concentration Rate
  2.5.2 Cloud Gaming Market Share of Top 3 and Top 6 Players
  2.5.3 Mergers & Acquisitions, Expansion

3 PLAYERS PROFILES

3.1 Vortex
  3.1.1 Vortex Basic Information, Manufacturing Base, Sales Area and Competitors
  3.1.2 Cloud Gaming Product Profiles, Application and Specification
  3.1.3 Vortex Cloud Gaming Market Performance (2014-2019)
  3.1.4 Vortex Business Overview
3.2 NVIDIA
  3.2.1 NVIDIA Basic Information, Manufacturing Base, Sales Area and Competitors
  3.2.2 Cloud Gaming Product Profiles, Application and Specification
  3.2.3 NVIDIA Cloud Gaming Market Performance (2014-2019)
  3.2.4 NVIDIA Business Overview
3.3 Gamefly (Playcast)
  3.3.1 Gamefly (Playcast) Basic Information, Manufacturing Base, Sales Area and Competitors
  3.3.2 Cloud Gaming Product Profiles, Application and Specification
  3.3.3 Gamefly (Playcast) Cloud Gaming Market Performance (2014-2019)
  3.3.4 Gamefly (Playcast) Business Overview
3.4 Google (CiiNOW)
  3.4.1 Google (CiiNOW) Basic Information, Manufacturing Base, Sales Area and Competitors
  3.4.2 Cloud Gaming Product Profiles, Application and Specification
  3.4.3 Google (CiiNOW) Cloud Gaming Market Performance (2014-2019)
  3.4.4 Google (CiiNOW) Business Overview
3.5 Ubitus
  3.5.1 Ubitus Basic Information, Manufacturing Base, Sales Area and Competitors
  3.5.2 Cloud Gaming Product Profiles, Application and Specification
  3.5.3 Ubitus Cloud Gaming Market Performance (2014-2019)
  3.5.4 Ubitus Business Overview
3.6 Playkey
  3.6.1 Playkey Basic Information, Manufacturing Base, Sales Area and Competitors
  3.6.2 Cloud Gaming Product Profiles, Application and Specification
  3.6.3 Playkey Cloud Gaming Market Performance (2014-2019)
  3.6.4 Playkey Business Overview
3.7 LiquidSky
  3.7.1 LiquidSky Basic Information, Manufacturing Base, Sales Area and Competitors
  3.7.2 Cloud Gaming Product Profiles, Application and Specification
  3.7.3 LiquidSky Cloud Gaming Market Performance (2014-2019)
  3.7.4 LiquidSky Business Overview
3.8 Sony
  3.8.1 Sony Basic Information, Manufacturing Base, Sales Area and Competitors
  3.8.2 Cloud Gaming Product Profiles, Application and Specification
  3.8.3 Sony Cloud Gaming Market Performance (2014-2019)
  3.8.4 Sony Business Overview
3.9 GameSparks
  3.9.1 GameSparks Basic Information, Manufacturing Base, Sales Area and Competitors
  3.9.2 Cloud Gaming Product Profiles, Application and Specification
  3.9.3 GameSparks Cloud Gaming Market Performance (2014-2019)
  3.9.4 GameSparks Business Overview
3.10 PlayGiga
  3.10.1 PlayGiga Basic Information, Manufacturing Base, Sales Area and Competitors
  3.10.2 Cloud Gaming Product Profiles, Application and Specification
  3.10.3 PlayGiga Cloud Gaming Market Performance (2014-2019)
  3.10.4 PlayGiga Business Overview
3.11 Blade
  3.11.1 Blade Basic Information, Manufacturing Base, Sales Area and Competitors
  3.11.2 Cloud Gaming Product Profiles, Application and Specification
  3.11.3 Blade Cloud Gaming Market Performance (2014-2019)
  3.11.4 Blade Business Overview

4 GLOBAL CLOUD GAMING PRODUCTION, REVENUE (VALUE), PRICE TREND BY TYPE

4.1 Global Cloud Gaming Production and Market Share by Type (2014-2019)
4.2 Global Cloud Gaming Revenue and Market Share by Type (2014-2019)
4.3 Global Cloud Gaming Price by Type (2014-2019)
4.4 Global Cloud Gaming Production Growth Rate by Type (2014-2019)
  4.4.1 Global Cloud Gaming Production Growth Rate of PC (2014-2019)
  4.4.2 Global Cloud Gaming Production Growth Rate of Connected TV (2014-2019)
  4.4.3 Global Cloud Gaming Production Growth Rate of Tablet (2014-2019)
  4.4.4 Global Cloud Gaming Production Growth Rate of Smartphone (2014-2019)

5 GLOBAL CLOUD GAMING MARKET ANALYSIS BY APPLICATION

5.1 Global Cloud Gaming Consumption and Market Share by Application (2014-2019)
5.2 Global Cloud Gaming Consumption Growth Rate by Application (2014-2019)
  5.2.1 Global Cloud Gaming Consumption Growth Rate of Hardcore gamers (2014-2019)
  5.2.2 Global Cloud Gaming Consumption Growth Rate of Casual gamers (2014-2019)

6 GLOBAL CLOUD GAMING PRODUCTION, CONSUMPTION, EXPORT, IMPORT BY REGION (2014-2019)

6.1 Global Cloud Gaming Consumption by Region (2014-2019)
6.2 United States Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.3 Europe Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.4 China Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.5 Japan Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.6 India Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.7 Southeast Asia Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.8 Central and South America Cloud Gaming Production, Consumption, Export, Import (2014-2019)
6.9 Middle East and Africa Cloud Gaming Production, Consumption, Export, Import (2014-2019)

7 GLOBAL CLOUD GAMING PRODUCTION, REVENUE (VALUE) BY REGION (2014-2019)

7.1 Global Cloud Gaming Production and Market Share by Region (2014-2019)
7.2 Global Cloud Gaming Revenue (Value) and Market Share by Region (2014-2019)
7.3 Global Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.4 United States Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.5 Europe Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.6 China Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.7 Japan Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.8 India Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.9 Southeast Asia Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.10 Central and South America Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.11 Middle East and Africa Cloud Gaming Production, Revenue, Price and Gross Margin (2014-2019)

8 CLOUD GAMING MANUFACTURING ANALYSIS

8.1 Cloud Gaming Key Raw Materials Analysis
  8.1.1 Key Raw Materials Introduction
  8.1.2 Price Trend of Key Raw Materials
  8.1.3 Key Suppliers of Raw Materials
  8.1.4 Market Concentration Rate of Raw Materials
8.2 Manufacturing Cost Analysis
  8.2.1 Labor Cost Analysis
  8.2.2 Manufacturing Cost Structure Analysis
8.3 Manufacturing Process Analysis of Cloud Gaming

9 INDUSTRIAL CHAIN, SOURCING STRATEGY AND DOWNSTREAM BUYERS

9.1 Cloud Gaming Industrial Chain Analysis
9.2 Raw Materials Sources of Cloud Gaming Major Players in 2018
9.3 Downstream Buyers

10 MARKET DYNAMICS

10.1 Drivers
10.2 Restraints
10.3 Opportunities
  10.3.1 Advances in Innovation and Technology for Cloud Gaming
  10.3.2 Increased Demand in Emerging Markets
10.4 Challenges
  10.4.1 The Performance of Alternative Product Type is Getting Better and Better
  10.4.2 Price Variance Caused by Fluctuations in Raw Material Prices
10.5 Porter?s Five Forces Analysis
  10.5.1 Threat of New Entrants
  10.5.2 Threat of Substitutes
  10.5.3 Bargaining Power of Suppliers
  10.5.4 Bargaining Power of Buyers
  10.5.5 Intensity of Competitive Rivalry

11 GLOBAL CLOUD GAMING MARKET FORECAST (2019-2026)

11.1 Global Cloud Gaming Production, Revenue Forecast (2019-2026)
  11.1.1 Global Cloud Gaming Production and Growth Rate Forecast (2019-2026)
  11.1.2 Global Cloud Gaming Revenue and Growth Rate Forecast (2019-2026)
  11.1.3 Global Cloud Gaming Price and Trend Forecast (2019-2026)
11.2 Global Cloud Gaming Production, Consumption, Export and Import Forecast by Region (2019-2026)
  11.2.1 United States Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.2 Europe Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.3 China Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.4 Japan Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.5 India Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.6 Southeast Asia Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.7 Central and South America Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
  11.2.8 Middle East and Africa Cloud Gaming Production, Consumption, Export and Import Forecast (2019-2026)
11.3 Global Cloud Gaming Production, Revenue and Price Forecast by Type (2019-2026)
11.4 Global Cloud Gaming Consumption Forecast by Application (2019-2026)

12 RESEARCH FINDINGS AND CONCLUSION

13 APPENDIX

13.1 Methodology
13.2 Research Data Source


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