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Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] Trends & Forecast: 20152020

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The Cloud Gaming Market set for a potential growth mainly driven by new entrants in the market and improved network performances. The global cloud gaming market is witnessing increasing adoption of next generation technologies. The social media games and mobile games are contributing major share to the overall market as these two channels consists of huge customer base. Some of the key vendors in cloud gaming market are G-cluster Global Corp, gaikai, Inc, Amazon and others. The report provides unique insights into and in-depth analysis of global cloud gaming market, drivers and restraints as well as growth opportunities. It also contains analysis and forecasted revenues, competitive landscape, company profiles and industry trends.

Executive Summary

The report covers the global cloud gaming market in terms of the gaming audience, gaming devices, and gaming technologies. According to the statistics available, the total global population in the year 2013 was 6.4 billion out of which 2.4 billion had access to the internet (online users) and 1.2 billion users are active gamers. Thus, these statistics clearly shows how much scope of growth is there for online games market space and now these users are moving towards the cloud gaming as it gives them freedom to instantly play online games without waiting to download the game, automatically updating the latest gaming software, versions and ease of playing the game from any of the game devices such as smartphones, smart TVs, tablets, pcs and game consoles. In coming years, lot many innovations such as virtual gaming will be seen in this space. The reason for the increase in the adaptability of the cloud gaming platform is its low cost, 24 x 7 availability, improved graphics, less video streaming time, and secure and an improved gaming experience. The Global Cloud Gaming market is expected to grow in the future mainly driven by the increase in gaming audience and gaming devices. The gaming audience (core gamers) is expected to drive the cloud gaming market than that of gaming devices (smartphones). The Global Cloud Gaming market is expected to grow at a CAGR of 33.7% during the period from 20152020 respectively. The core gamers market is growing at a CAGR of 33.5% followed by the smartphones growing at a CAGR of 29.8 % respectively, during the period 20152020.
1 Industry Overview
1.1 Industry Trends
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.3 Related Markets
4 Market Characteristics
4.1 Evolution of Market
4.2 Ecosystem
4.3 Market Segmentation
4.3.1 Gaming Audience
4.3.2 Devices
4.3.3 Technology
4.3.4 Regions
4.4 Market Dynamics
4.4.1 Drivers
4.4.1.1 Increase in Gaming Audience
4.4.1.2 Increase in Development of New Technologies
4.4.1.3 Decrease in Piracy
4.4.1.4 Low Cost
4.4.2 Restraints
4.4.2.1 Supports High-End Smart Devices
4.4.2.2 Poor Technology Infrastructure and Connectivity
4.4.3 Opportunities
4.4.3.1 For Game Publishers, Developers and Mobile Manufacturers
4.4.3.2 Cloud Virtual Gaming
4.4.3.3 Increase in Usage of Cloud Gamification
4.4.4 DRO Impact Analysis
4.5 Porter 5 Forces Analysis
5 Trends and Roadmap
5.1 Market Trends & Impact
5.2 Technology Roadmap
6 Gaming Audience: Market Size & Analysis
6.1 Overview
6.2 Social Gamers
6.2.1 Market Size & Analysis
6.3 Serious Gamers
6.3.1 Market Size & Analysis
6.4 Core Gamers
6.4.1 Market Size & Analysis
7 Devices: Market Size & Analysis
7.1 Overview
7.2 Smartphones
7.2.1 Market Size & Analysis
7.3 Smart TVs
7.3.1 Market Size & Analysis
7.4 Console Units
7.4.1 Market Size & Analysis
7.5 Tablets
7.5.1 Market Size & Analysis
7.6 PCs
7.6.1 Market Size & Analysis
7.7 Vendor Profiles
7.7.1 Sony Corporation
7.7.1.1 Overview
7.7.1.2 Financial Health
7.7.1.3 Business Units
7.7.1.3.1 Overall
7.7.1.3.2 Market Specific
7.7.1.4 SWOT Analysis
7.7.1.5 Business Strategy & Views
7.7.2 Microsoft
7.7.2.1 Overview
7.7.2.2 Financial Health
7.7.2.3 Business Units
7.7.2.3.1 Overall
7.7.2.3.2 Market Specific
7.7.2.4 SWOT Analysis
7.7.2.5 Business Strategy & Views
7.7.3 Nintendo.Co.Ltd
7.7.3.1 Overview
7.7.3.2 Financial Health
7.7.3.3 Business Units
7.7.3.3.1 Overall
7.7.3.3.2 Market Specific
7.7.3.4 SWOT Analysis
7.7.3.5 Business Strategy & Views
7.7.4 Samsung Electronics
7.7.4.1 Overview
7.7.4.2 Financial Health
7.7.4.3 Business Units
7.7.4.3.1 Overall
7.7.4.3.2 Market Specific
7.7.4.4 SWOT Analysis
7.7.4.5 Business Strategy & Views
7.7.5 LG
7.7.5.1 Overview
7.7.5.2 Financial Health
7.7.5.3 Business Units
7.7.5.3.1 Overall
7.7.5.3.2 Market Specific
7.7.5.4 SWOT Analysis
7.7.5.5 Business Strategy & Views
8 Technology: Market Size & Analysis
8.1 Overview
8.2 Data Streaming Technology
8.3 Server Technology
8.4 Gaming as a Service
8.5 Vendor Profiles
8.5.1 Ubitus
8.5.1.1 Overview
8.5.1.2 Financial Health
8.5.1.3 Business Units
8.5.1.3.1 Market Specific
8.5.1.4 SWOT Analysis
8.5.1.5 Business Strategy & Views
8.5.2 Gaikai
8.5.2.1 Overview
8.5.2.2 Financial Health
8.5.2.3 Business Units
8.5.2.3.1 Market Specific
8.5.2.4 SWOT Analysis
8.5.2.5 Business Strategy & Views
8.5.3 G-Cluster
8.5.3.1 Overview
8.5.3.2 Financial Health
8.5.3.3 Business Units
8.5.3.3.1 Market Specific
8.5.3.4 SWOT Analysis
8.5.3.5 Business Strategy & Views
8.5.4 Playcast Media
8.5.4.1 Overview
8.5.4.2 Financial Health
8.5.4.3 Business Units
8.5.4.3.1 Market Specific
8.5.4.4 SWOT Analysis
8.5.4.5 Business Strategy & Views
9 Regions: Market Size & Analysis
9.1 Overview
9.2 North America
9.2.1 Market Size & Analysis
9.3 Western Europe
9.3.1 Market Size & Analysis
9.4 Asia-Pacific
9.4.1 Market Size & Analysis
9.5 Central Eastern Europe
9.5.1 Market Size & Analysis
9.6 Middle East & Africa
9.6.1 Market Size & Analysis
9.7 Latin America
9.7.1 Market Size & Analysis
10 Competitive Landscape
10.1 Competitor Comparison Analysis
10.2 Infoholic Researchs Neutrino Triangle
10.3 Analysis by Gaming Devices
10.4 Market Landscape
10.4.1 Mergers & Acquisition
10.4.2 Venture Capital (VC) Funding
10.4.3 Joint Ventures & Collaborations
11 End-User Views
11.1 End-User View
11.2 End-User View
12 Global Generalists
12.1 Google Inc.
12.1.1 Overview
12.1.2 Key Offerings
12.1.3 Objectives & Progresses2
12.2 Amazon
12.2.1 Overview
12.2.2 Key Offerings
12.2.3 Objectives & Progresses
12.3 International Business Machines Corp (IBM)
12.3.1 Overview
12.3.2 Key Offerings
12.3.3 Objectives & Progresses
13 Companies To Watch For
13.1 Happy Cloud
13.1.1 Overview
13.1.2 Key Offering
13.1.3 Objectives and Progress
13.2 OnLive
13.2.1 Overview
13.2.2 Key offerings
13.2.3 Objectives and Progress
13.3 TransGaming
13.3.1 Overview
13.3.2 Key Offerings
13.3.3 Objectives and Progress
14 What Our Peers Are Estimating
Annexure
Acronyms

List Of Tables

TABLE 1 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 20152020 ($MILLION)
TABLE 2 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 20152020 (Y-O-Y) %
TABLE 3 SOCIAL GAMERS MARKET BY REGIONS, 20152020 ($MILLION)
TABLE 4 SERIOUS GAMERS MARKET BY REGIONS, 20152020 ($MILLION)
TABLE 5 CORE GAMERS MARKET BY REGIONS, 20152020 ($MILLION)
TABLE 6 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING DEVICES, 20152020 ($MILLION)
TABLE 7 GLOBAL CLOUD GAMING MARKET BY GAMING DEVICES, 20152020 (Y-O-Y) %
TABLE 8 SONY CORPORATION: REVENUE, 20132014 ($MILLION)
TABLE 9 SONY CORPORATION: REVENUE BY REGIONS, 20132014 ($MILLION)
TABLE 10 SONY CORPORATION: REVENUE BY SEGMENTS, 20132014 ($MILLION)
TABLE 11 MICROSOFT: REVENUE, 20132014 ($MILLION)
TABLE 12 MICROSOFT: REVENUE BY SEGMENTS, 20132014 ($MILLION)
TABLE 13 MICROSOFT: SWOT ANALYSIS
TABLE 14 NINTENDO. CO. LTD: REVENUE, 20132014 ($MILLION)
TABLE 15 NINTENDO. CO. LTD: REVENUE BY REGIONS, 20132014 ($MILLION)
TABLE 16 NINTENDO. CO. LTD: REVENUE BY SEGMENTS, 20132014 ($MILLION)
TABLE 17 SAMSUNG ELECTRONICS: REVENUE, 20122013 ($BILLION)
TABLE 18 SAMSUNG ELECTRONICS: REVENUE BY REGIONS, 20122013 (IN $BILLION)
TABLE 19 LG: SWOT ANALYSIS
TABLE 20 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 20152020 ($MILLION)
TABLE 21 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 20152020 (Y-O-Y) %
TABLE 22 CLOUD GAMING MARKET REVENUE BY REGIONS, 20152020 ($MILLION)
TABLE 23 CLOUD GAMING MARKET REVENUE BY REGIONS, 20152020 (Y-O-Y) %
TABLE 24 NORTH AMERICA CLOUD GAMING MARKET BY DEVICES, 20152020 ($MILLION)
TABLE 25 WESTERN EUROPE CLOUD GAMING MARKET BY DEVICES, 20152020 ($MILLION)
TABLE 26 ASIA-PACIFIC CLOUD GAMING MARKET BY DEVICES, 20152020 ($MILLION)
TABLE 27 CENTRAL EASTERN EUROPE CLOUD GAMING MARKET BY DEVICES, 20152020 ($MILLION)
TABLE 28 MIDDLE EAST & AFRICA CLOUD GAMING MARKET BY DEVICES, 20152020 ($MILLION)
TABLE 29 LATIN AMERICA CLOUD GAMING MARKET BY DEVICES, 20152020 ($MILLION)
TABLE 30 GAMING CONSOLE UNITS COMPARISON
TABLE 31 MERGER & ACQUISITION, 20122015
TABLE 32 VENTURE CAPITAL (VC) FUNDING, 20102013
TABLE 33 JOINT VENTURES & COLLABORATIONS, 20132015

List Of Figures

CHART 1 RESEARCH METHODOLOGY
CHART 2 GLOBAL CLOUD GAMING MARKET REVENUE, 20152020
CHART 3 EVOLUTION OF GLOBAL CLOUD GAMING MARKET
CHART 4 ECOSYSTEM OF GLOBAL CLOUD GAMING MARKET
CHART 5 GLOBAL CLOUD GAMING MARKET BY GAMING AUDIENCE
CHART 6 GLOBAL CLOUD GAMING MARKET BY DEVICES
CHART 7 GLOBAL CLOUD GAMING MARKET BY TECHNOLOGY
CHART 8 GLOBAL CLOUD GAMING MARKET BY REGIONS
CHART 9 MARKET DYNAMICS DRIVERS, RESTRAINTS & OPPORTUNITIES
CHART 10 GLOBAL CLOUD GAMING MARKET: DRO IMPACT ANALYSIS
CHART 11 GLOBAL CLOUD GAMING MARKET: PORTERS 5 FORCES ANALYSIS
CHART 12 GLOBAL CLOUD GAMING MARKET: TECHNOLOGY ROADMAP
CHART 13 GAMING AUDIENCE BY GENDER AND AGE
CHART 14 GAME PREFERENCE BY GENDER
CHART 15 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 20152020 ($MILLION)
CHART 16 GLOBAL GAME DEVICE MARKET SHARE, 2014
CHART 17 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING DEVICES, 20152020 ($MILLION)
CHART 18 GLOBAL CLOUD GAMING MARKET BY GAMING DEVICES, 20152020 (Y-O-Y) %
CHART 19 GLOBAL CLOUD GAMING PREFERRED LOCATIONS BY MOBILE GAMERS, 20152020
CHART 20 TYPES OF GAME PREFERENCE BY REGIONS ON ANDROID PHONE, 20152020
CHART 21 GLOBAL SMARTPHONE MARKET SHARE BY OPERATING SYSTEM, 20142018
CHART 22 GLOBAL SMART TV MARKET SHARE OF TV SHIPMENTS, 20152020
CHART 23 GLOBAL SMART TV VENDOR MARKET SHARE, 20122013
CHART 24 GLOBAL CONSOLE UNIT SALES, 2014 (MILLION UNITS)
CHART 25 TABLET SHIPMENTS, 20132014 (MILLION UNITS)
CHART 26 GLOBAL PC SHIPMENT, 20132014 (MILLION)
CHART 27 GLOBAL PC VENDOR SHARE, Q3 2014
CHART 28 SONY: SWOT ANALYSIS
CHART 29 NINTENDO: SWOT ANALYSIS
CHART 30 SAMSUNG: SWOT ANALYSIS
CHART 31 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 20152020 ($MILLION)
CHART 32 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 20152020 (Y-O-Y) %
CHART 33 CLOUD GAMING MARKET REVENUE BY DATA STREAMING TECHNOLOGY, 20152020 (Y-O-Y) %
CHART 34 NORTH AMERICA VIDEO STREAMING MARKET SHARE, 2014
CHART 35 CLOUD GAMING MARKET REVENUE BY SERVER TECHNOLOGY, 20152020 (Y-O-Y) %
CHART 36 CLOUD GAMING MARKET REVENUE BY GAMING AS A SERVICE, 20152020 (Y-O-Y) %
CHART 37 UBITUS: SWOT ANALYSIS
CHART 38 GAIKAI: SWOT ANALYSIS
CHART 39 G-CLUSTER: SWOT ANALYSIS
CHART 40 PLAYCAST MEDIA: SWOT ANALYSIS
CHART 41 CLOUD GAMING MARKET REVENUE BY REGIONS, 20152020 ($MILLION)
CHART 42 NEUTRINO TRIANGLE
CHART 43 GLOBAL CLOUD GAMING DEVICE MARKET SHARE, 2014

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Reports Details

Published Date : Apr 2015
No. of Pages :90
Country :Global
Category :Telecommunications
Publisher :Infoholic Research
Report Delivery By :Email
Report Delivery Time :12 to 24 hours after placing the order.

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