Table Of Content:
1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research & Forecasting
2.1. Research Methodology
2.1.1. Research Process
2.1.2. Research Framework
2.1.3. Research Reliability & Validity
2.1.4. Research Assumptions
2.2. Forecasting Methodology
2.3. Research Outcome
2.3.1. 360iResearch Competitive Strategic Window
2.3.1.1. Leverage Zone
2.3.1.2. Vantage Zone
2.3.1.3. Speculative Zone
2.3.1.4. Bottleneck Zone
2.3.2. 360iResearch FPNV Positioning Matrix
2.3.2.1. 360iResearch Quadrants
2.3.2.1.1. Forefront
2.3.2.1.2. Pathfinders
2.3.2.1.3. Niche
2.3.2.1.4. Vital
2.3.2.2. Business Strategy
2.3.2.2.1. Business Growth
2.3.2.2.2. Industry Coverage
2.3.2.2.3. Financial Viability
2.3.2.2.4. Channel Support
2.3.2.3. Product Satisfaction
2.3.2.3.1. Value for Money
2.3.2.3.2. Ease of Use
2.3.2.3.3. Product Features
2.3.2.3.4. Customer Support
3. Executive Summary
3.1. Outlook in the Cloud Gaming Market
3.2. Opportunities in the Cloud Gaming Market
3.3. Geographical Analysis in the Cloud Gaming Market
4. Premium Insight
4.1. Market Connectivity
4.2. Market Dynamics
4.2.1. Drivers
4.2.1.1. Increasing mobile gaming audience
4.2.1.2. Digitalization in gaming technology
4.2.1.3. Reduction of data storage and ease of accessibility
4.2.1.4. Huge adoption of smartphones and tablets
4.2.2. Restraints
4.2.2.1. Device compatibility
4.2.2.2. Streaming mechanism consumes large amounts of bandwidth and demands stable internet connectivity
4.2.3. Opportunities
4.2.3.1. Adoption and use of 5G technology
4.2.4. Challenges
4.2.4.1. Continuous demand-shift of gamers for new and better gaming experience
4.3. Porter’s Five Forces Analysis
4.3.1. Threat of New Entrants
4.3.2. Threat of Substitutes
4.3.3. Bargaining Power of Customers
4.3.4. Bargaining Power of Suppliers
4.3.5. Industry Rivalry
4.4. Industry Trends
4.4.1. Penetration of Cloud Gaming in a Multiplayer Scenario
4.4.2. Increasing Use of Cloud Gamification
4.4.3. Cross-Platform Gaming Experience
4.4.4. Smartphones Adoption
5. Global Cloud Gaming Market, by Device
5.1. Overview
5.2. Market Sizing & Forecasting
5.3. Gaming Consoles
5.4. PC
5.5. Smartphones
5.6. Tablets
6. Global Cloud Gaming Market, by Type
6.1. Overview
6.2. Market Sizing & Forecasting
6.3. File Streaming
6.4. Video Streaming
7. Global Cloud Gaming Market, by Deployment
7.1. Overview
7.2. Market Sizing & Forecasting
7.3. On-Cloud
7.4. On-Premise
8. Americas Cloud Gaming Market Estimates & Trend Analysis
8.1. Overview
8.2. Market Sizing & Forecasting
8.3. Canada
8.4. Mexico
8.5. United States
9. Asia-Pacific Cloud Gaming Market Estimates & Trend Analysis
9.1. Overview
9.2. Market Sizing & Forecasting
9.3. China
9.4. India
9.5. Japan
10. Europe, Middle East & Africa Cloud Gaming Market Estimates & Trend Analysis
10.1. Overview
10.2. Market Sizing & Forecasting
10.3. France
10.4. Germany
10.5. United Kingdom
11. Competitive Landscape
11.1. 360iResearch FPNV Positioning Matrix for Global Cloud Gaming Market
11.2. Market Vendor Ranking Analysis for Global Cloud Gaming Market
11.3. Competitive News Feed Analysis for Global Cloud Gaming Market
12. Company Usability Profiles
12.1. Numecent Holdings Ltd
12.1.1. Overview
12.1.2. Strategy
12.1.3. SWOT
12.1.4. Scorecard
12.2. Nvidia Corporation
12.2.1. Overview
12.2.2. Strategy
12.2.3. SWOT
12.2.4. Scorecard
12.3. Parsec Cloud Inc.
12.3.1. Overview
12.3.2. Strategy
12.3.3. SWOT
12.3.4. Scorecard
12.4. RemoteMyApp SP ZOO
12.4.1. Overview
12.4.2. Strategy
12.4.3. SWOT
12.4.4. Scorecard
12.5. Utomik BV
12.5.1. Overview
12.5.2. Strategy
12.5.3. SWOT
12.5.4. Scorecard
12.6. Blade
12.6.1. Overview
12.6.2. Strategy
12.6.3. SWOT
12.6.4. Scorecard
12.7. Gaikai
12.7.1. Overview
12.7.2. Strategy
12.7.3. SWOT
12.7.4. Scorecard
12.8. LiquidSky Software Inc.
12.8.1. Overview
12.8.2. Strategy
12.8.3. SWOT
12.8.4. Scorecard
12.9. Microsoft Corporation
12.9.1. Overview
12.9.2. Strategy
12.9.3. SWOT
12.9.4. Scorecard
12.10. PLAYKEY
12.10.1. Overview
12.10.2. Strategy
12.10.3. SWOT
12.10.4. Scorecard
12.11. Shawdow.tech
12.11.1. Overview
12.11.2. Strategy
12.11.3. SWOT
12.11.4. Scorecard
12.12. Simplay Gaming Ltd
12.12.1. Overview
12.12.2. Strategy
12.12.3. SWOT
12.12.4. Scorecard
12.13. Sony Corporation
12.13.1. Overview
12.13.2. Strategy
12.13.3. SWOT
12.13.4. Scorecard
12.14. Ubitus Inc.
12.14.1. Overview
12.14.2. Strategy
12.14.3. SWOT
12.14.4. Scorecard
12.15. Valve Corporation
12.15.1. Overview
12.15.2. Strategy
12.15.3. SWOT
12.15.4. Scorecard
13. Appendix
13.1. Discussion Guide
13.2. Top Reports
13.2.1. Global Vaccine Contract Manufacturing Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
13.2.2. Global Stem Cells Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
13.2.3. Global Self-Checkout Systems Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
13.2.4. Global Passenger Security Systems Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
13.3. Author Details