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Cloud Gaming Market - Forecasts from 2018 to 2023

March 2018 | 90 pages | ID: CF92AA168B3EN
Knowledge Sourcing Intelligence LLP

US$ 3,800.00

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Cloud gaming market is projected to witness a CAGR of 26.12% during the forecast period to reach a total market size of US$4.284 billion by 2023, increasing from US$1.065 billion in 2017. Cloud gaming refers to a game that resides on a company server rather than on the gamer's device. The gamer enters the game by installing a client program that can access the server where the games are running. Gamer does not require any physical copies, updates, and backup as the game is stored on a cloud platform reducing the overall cost of playing the game.

Widespread availability of high-speed internet and increasing proliferation of mobile phones, televisions, laptops, and tablets are augmenting the demand for cloud gaming. Reduction in the access time as well as declining cost of purchasing games is further fuelling the demand for cloud gaming. Rising social media and growing number of mobile gamers will propel the market growth during the forecast period. Free-to-play models have successfully attracted many subscriptions which also contribute to the market growth. The growth of e-Sports worldwide will boost the demand for cloud gaming in the coming years.

This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.

Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the cloud gaming value chain. Last step involves complete market engineering which includes analyzing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.

Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the market.

Major industry players profiled as part of the report are Amazon Web Services, Google, NVIDIA, and Playgiga among others.

SEGMENTATION
  • By Platform
    • Smartphones
    • PCs
    • Others
  • By Service Type
        • Video Streaming
    • File Streaming
  • By Geography
    • North America
      • U.S.
      • Canada
      • Mexico
      • Others
    • South America
      • Brazil
      • Others
    • Europe
      • UK
      • Germany
      • France
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Israel
      • Others
    • Asia-Pacific
      • Japan
      • China
      • India
      • Others
1. INTRODUCTION

2. RESEARCH METHODOLOGY

2.1. Research Process And Design
2.2. Research Assumptions

3. EXECUTIVE SUMMARY

4. MARKET DYNAMICS

4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Force Analysis
  4.5.1. Bargaining Power Of Suppliers
  4.5.2. Bargaining Power Of Buyers
  4.5.3. Threat Of New Entrants
  4.5.4. Threat Of Substitutes
  4.5.5. Competitive Rivalry In The Industry
4.6. Life Cycle Analysis- Regional Snapshot
4.7. Market Attractiveness

5. CLOUD GAMING MARKET BY PLATFORM

5.1. Smartphones
5.2. PCs
5.3. Others

6. CLOUD GAMING MARKET BY SERVICE TYPE

6.1. Video Streaming
6.2. File Streaming

7. CLOUD GAMING MARKET BY GEOGRAPHY

7.1. North America
  7.1.1. U.S.
  7.1.2. Canada
  7.1.3. Mexico
  7.1.4. Others
7.2. South America
  7.2.1. Brazil
  7.2.2. Others
7.3. Europe
  7.3.1. UK
  7.3.2. Germany
  7.3.3. France
  7.3.4. Others
7.4. Middle East And Africa
7.5. Asia Pacific
  7.5.1. Japan
  7.5.2. China
  7.5.3. India
  7.5.4. Others

8. COMPETITIVE INTELLIGENCE

8.1. Market Share Analysis
8.2. Investment Analysis
8.3. Recent Deals
8.4. Strategies of Key Players

9. COMPANY PROFILES

9.1. NVIDIA Corporation
9.2. G-Cluster
9.3. Playgiga
9.4. Sony Corporation
9.5. Amazon Web Services, Inc
9.6. Ubisoft Entertainment
9.7. Google


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