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.
Increasing use of mobile in gaming
Rising popularity of cloud gaming in multiplayer games
The requirement of a large amount of bandwidth
Integration of gaming into devices
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
Regulatory bodies, policy actors, and consumers.
Stream My Game
By Streaming Type
By Device Usage
Key Market Players
Google (Alphabet, Inc.)
Playcast Media Systems
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.
1.1 Market Vision
1.1.1 Market Definition
1.1.2 Market Scope
2. Research Methodology
2.1. Research Process
2.1.1. Secondary Research
126.96.36.199. Key Data from Secondary Research
2.1.2. Primary Research
188.8.131.52. Key Data from Primary Research
184.108.40.206. 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
3. Executive Summary
4. Market Overview
4.7. Supply Chain/Value Chain Analysis
4.8. Patent & Standards
5. Industry Trends
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
8.3. Gaming Consoles
9. Geographical Analysis
9.2. North America
9.4. Asia Pacific
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.
10.9. Playcast Media Systems
10.10. Fortinet, Inc.
(Another brief information of 10 companies will be provided in a report)
11. Competitive Analysis
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
12.2. Available Customizations
12.3. Upcoming Events (Trade Fair, Exhibitions, Conferences)
No Content Available.