Dedicated to Research Since 1993
  •  

    info@genesismarketinsights.com

Global Cloud Gaming Market By Server (Play Station, Game Now, Stream My Game ), By Streaming Type (Video streaming, File streaming), By Device Usage(Smartphones, Tablets, Gaming consoles) - Global Size Analysis and Industry Forecast, 2018-2023.

 Technology

Report Overview

GLOBAL CLOUD GAMING MARKET was valued at USD 41 Million in the year 2017. Global Cloud Gaming Market is further estimated to grow at a CAGR of 27.78% from 2018 to reach USD 178.4 Million by the year 2023. North America region holds the highest market share in 2017 and the Asia-Pacific market is considered as the fastest growing market in the forecasted period. At the country level, developed markets like the US as well the emerging markets like China with highest population base holds the notable market share in 2017 and it is projected to grow at a gradual rate in the coming years.

Google (Alphabet, Inc.) (U.S), Sony Corporation (Japan), GameFly, Inc. (U.S), NVidia Corporation (U.S), HaiHong Holding, Play key (U.S), Playcast Media Systems (Israel), Fortinet, Inc. (U.S), Microsoft Corporation (U.S), Samsung Electronics Co., Ltd. (South Korea), are some of the key players in the Cloud Gaming Market with Sony Corporation holding the substantial market share because of its better technological advancements and global reach. Technological upgradation to cater to changing demand of end users. similarly, growth strategies such as acquisition & merger were few techniques adopted by most of the top players in the last 5 years.

Drivers:

Increasing use of mobile in gaming

Rising popularity of cloud gaming in multiplayer games

Restraints:

The requirement of a large amount of bandwidth

Opportunities:

Integration of gaming into devices

Challenges:

 Compatibility issues of various devices

Segmentation done on the basis of Device Usage include Smartphones, Tablets, Gaming consoles, Laptop/PC; of which the Smartphone segment is expected to hold the highest market share during the forecast period.

Segmentation done on the basis of Streaming Type include Video streaming & File streaming of which Video streaming segment is expected to grow at the highest CAGR during the forecast period.

Key Benefits for Stakeholders

Cloud Gaming Solutions & Service Providers

Research and Consulting organization

Technology Standards Organizations, Forums, Alliances and Associations

End-use industries

Regulatory bodies, policy actors, and consumers.

By Server

Play Station

Game Now

Stream My Game

G Cluster

By Streaming Type

Video streaming

File streaming

By Device Usage

Smartphones

Tablets

Gaming consoles

Laptop/PC

By Region

North America

Europe

Asia-Pacific

ROW

Key Market Players

Google (Alphabet, Inc.)

Sony Corporation

GameFly, Inc.

NVidia Corporation

HaiHong Holding

Playkey

Playcast Media Systems

Fortinet, Inc.

Microsoft Corporation

Samsung Electronics Co., Ltd.

(Another brief information of 15 companies will be provided in a report)

Detailed customization is also available for you. Further, if the report listed above does not meet your key requirements. Our customized research report will analytically cover the required market information you need which will help you to plan your business decisions.

Table Of Content

1. Introduction

1.1 Market Vision

       1.1.1 Market Definition

       1.1.2 Market Scope

1.2 Limitations

1.3 Stakeholders

2. Research Methodology

2.1. Research Process

       2.1.1. Secondary Research

             2.1.1.1. Key Data from Secondary Research

       2.1.2. Primary Research

             2.1.2.1. Key Data from Primary Research

             2.1.2.2. Breakdowns of Primary Interviews

2.2. Market Size Estimation

       2.2.1. Bottom-Up Approach

       2.2.2. Top-Down Approach

       2.2.3. Annual Revenue Process

2.3. Data Triangulation 

2.4. Research Assumptions 

       2.4.1. Assumption

3. Executive Summary

4. Market Overview

4.1. Introduction

4.2. Drivers

4.3. Restraints

4.4. Opportunities

4.5. Challenges

4.6. Regulations

4.7. Supply Chain/Value Chain Analysis

4.8. Patent & Standards

5. Industry Trends

5.1. Introduction

5.2. Porter’s Five Forces Analysis

       5.2.1. Threat of New Entrants

       5.2.2. Threat of Substitutes

       5.2.3. Bargaining Power of Buyers

       5.2.4. Bargaining Power of Suppliers

       5.2.5. Intensity of Competitive Rivalry

6. Cloud Gaming Market, By Server

6.1. Play Station

6.2. Game Now

6.3. Stream My Game

6.4. G Cluster

7. Cloud Gaming Market, By Streaming Type

7.1. Video Streaming

7.2. File Streaming

8. Cloud Gaming Market, By Device Usage

8.1. Smartphones

8.2. Tablets

8.3. Gaming Consoles

8.4. Laptop/PC

9. Geographical Analysis

9.1. Introduction

9.2. North America

       9.2.1. U.S.

       9.2.2. Canada

       9.2.3. Mexico

9.3. Europe

       9.3.1. U.K.

       9.3.2. Germany

       9.3.3. Russia

       9.3.4. RoE

9.4. Asia Pacific

       9.4.1. China

       9.4.2. Japan

       9.4.3. India

       9.4.4. RoAPAC

9.5. RoW

       9.5.1. Latin America

       9.5.2. Middle East and Africa

10. Company Profiles

(Business Overview, Financial Overview, Product write Up, Recent Developments)

10.1. Google (Alphabet, Inc.)
10.2. Sony Corporation
10.3. Microsoft Corporation
10.4. GameFly, Inc.
10.5. NVidia Corporation

10.6. HaiHong Holding
10.7. Samsung Electronics Co., Ltd.
10.8. Playkey
10.9. Playcast Media Systems
10.10. Fortinet, Inc.

(Another brief information of 10 companies will be provided in a report)

11. Competitive Analysis

11.1. Introduction

11.2. Market Positioning of Key Players

11.3 Competitive Strategies Adopted by Leading Players

        11.3.1. Investments & Expansions

        11.3.2. New Product Launches

        11.3.3. Mergers & Acquisitions

        11.3.4. Agreements, Joint Ventures, and Partnerships

12. Appendix

12.1. Questionnaire

12.2. Available Customizations 

12.3. Upcoming Events (Trade Fair, Exhibitions, Conferences)

 

Summary

No Content Available.

PURCHASE OPTIONS

ASK FOR SPECIAL PRICING

Related Reports