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Global Cloud Gaming Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
Published Date: October 2019
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Report Code: 360I-Auto-3T32
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Global Cloud Gaming Market Premium Insight Competitive News Feed Analysis Company Usability Profiles Market Sizing Forecasts to 2025

Global Cloud Gaming Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025

Code: 360I-Auto-3T32
Report
October 2019
Pages:142
360iResearch
Description
Table of Content
Global Cloud Gaming Market Overview :
 
 
The Global Cloud Gaming Market is expected to grow from USD 1.2569 Billions in 2018 to USD 4.12657 Billions by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 18.51%.
 
 
"Increasing mobile gaming audience is one of the factors largely attributing to the growth of the Global Cloud Gaming Market "
 
The factors attributing to the growth of the market are Huge adoption of smartphones and tablets, Digitalization in gaming technology, Reduction of data storage and ease of accessibility, and Increasing mobile gaming audience. However, some factors such as Device compatibility and Streaming mechanism consumes large amounts of bandwidth and demands stable internet connectivity may hinder the market growth.
 
The Global Cloud Gaming Market is expected to showcase the opportunities such as Adoption and use of 5G technology. In the near future market may face the possible challenges in the growth due to Continuous demand-shift of gamers for new and better gaming experience. However, the key players in the market are putting regressive efforts to provide innovative offerings and benchmark strategies in the Global Cloud Gaming Market.
 
 
On the basis of Device, the Global Cloud Gaming Market is studied across 
 
  • Gaming Consoles
  • PC
  • Smartphones
  • Tablets
 
On the basis of Type, the Global Cloud Gaming Market is studied across 
 
  • File Streaming 
  • Video Streaming
 
On the basis of Deployment, the Global Cloud Gaming Market is studied across
 
  • On-Cloud 
  • On-Premise
"LiquidSky Software Inc. the potential growing player for the Global Cloud Gaming Market"
 
The key players profiled in the Global Cloud Gaming Market are LiquidSky Software Inc., Shawdow.tech, Simplay Gaming Ltd, Blade, Ubitus Inc., Gaikai, Parsec Cloud Inc., Numecent Holdings Ltd, Sony Corporation, Utomik BV, Nvidia Corporation, PLAYKEY, RemoteMyApp SP ZOO, Valve Corporation, and Microsoft Corporation.
 
 
 
Research Methodology:
 
Our market forecasting is based on a market model derived from market connectivity, dynamics, and identified influential factors around which assumptions about the market are made. These assumptions are enlightened by fact-bases, put by primary and secondary research instruments, regressive analysis and an extensive connect with industry people.
 
Market forecasting derived from in-depth understanding attained from future market spending patterns provides quantified insight to support your decision-making process. The interview is recorded, and the information gathered in put on the drawing board with the information collected through secondary research.
 
 
The report provides insights on the following pointers:
 
  • Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players in the Global Cloud Gaming Market
  • Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments in the Global Cloud Gaming Market
  • Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets for the Global Cloud Gaming Market
  • Market Diversification: Provides detailed information about new products launches, untapped geographies, recent developments, and investments in the Global Cloud Gaming Market
  • Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players in the Global Cloud Gaming Market
 
The report answers questions such as:
 
  • What is the market size of Cloud Gaming market in the Global?
  • What are the factors that affect the growth in the Global Cloud Gaming Market over the forecast period?
  • What is the competitive position in the Global Cloud Gaming Market?
  • Which are the best product areas to be invested in over the forecast period in the Global Cloud Gaming Market?
  • What are the opportunities in the Global Cloud Gaming Market?
  • What are the modes of entering the Global Cloud Gaming Market?
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
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