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クラウドゲーミングの市場規模、シェア、動向分析レポート:タイプ別(ファイルストリーミング、ビデオストリーミング)、デバイス別、ゲーマータイプ別、地域別、セグメント別予測、2022年~2030年


Cloud Gaming Market Size, Share & Trends Analysis Report By Type (File Streaming, Video Streaming), By Device, By Gamer Type, By Region, And Segment Forecasts, 2022 - 2030

クラウドゲーミング市場の成長・トレンド Grand View Research, Inc.の新しいレポートによると、世界のクラウドゲーム市場規模は、2022年から2030年にかけて45.8%のCAGRを記録し、2030年までに209億4000万ドル... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
Grand View Research
グランドビューリサーチ
2022年6月8日 US$4,950
シングルユーザライセンス
ライセンス・価格情報
注文方法はこちら
120 英語

日本語のページは自動翻訳を利用し作成しています。
実際のレポートは英文のみでご納品いたします。


 

サマリー

クラウドゲーミング市場の成長・トレンド

Grand View Research, Inc.の新しいレポートによると、世界のクラウドゲーム市場規模は、2022年から2030年にかけて45.8%のCAGRを記録し、2030年までに209億4000万ドルに達すると推定されています。クラウドストレージがオンサイトのストレージよりも安全な位置を占めるようになったことで、ゲーム業界にも影響が及んでいます。クラウドゲームサービスを通じて、ゲーマーは高価なコンピュータシステムの追加コストを負担することなく、高品質のインタラクティブなゲームにリモートアクセスすることができます。世界的なゲーマーの増加が市場に影響を及ぼしています。

5G技術への投資の増加や、様々なクラウドベースのゲームへの手頃なアクセスによって、市場の成長は促進されると思われます。さらに、市場参加者は、通信会社と協力し、世界中でクラウドゲームサービスを提供しています。AAAゲームはクラウドゲームプラットフォームで容易に入手可能であり、企業は競争優位性を持つためにゲームポートフォリオを拡大している。例えば、2021年12月、LG ElectronicsはGoogle Stadiaと連携し、後者のクラウドゲーミングサービスをwebOS 5.0および6.0を搭載したLG Smart TVに提供した。

ゲームスタジオは業界全体の革命を受け入れ、技術の限界を押し広げ、常に更新されるゲーム体験を生み出し、数百万人のプレイヤーにスケールアップしています。例えば、AWSは、AWSソリューション、AWSサービス、AWSパートナーなど、専用のゲーム制作機能を6つのソリューション領域に統合し、開発者のゲームの開発、テスト、成長を支援しています。

COVID-19は、市場にとって有利なものであることが証明されました。世界中の人々がパンデミックの規範や制限を守るようになり、エンターテイメントが必要とされるようになったのです。クラウドゲームサービスはパンデミック以前からありましたが、人気を博し、多くの企業がクラウドゲーム業界に参入しました。例えば、2020年10月、The Facebook Company(現Meta)は、特にモバイルユーザー向けにクラウドゲームサービスを開始しました。

クラウドゲーミング市場レポートハイライト

- スマートフォン向けゲームのトレンドの高まりにより、アジア太平洋地域が世界市場の40%以上を占め、最大の市場シェアを獲得。

- ファイルストリーミング業界は、予測期間中におよそ46.0%のCAGRで増加すると予想されています。ファイルストリーミングは、ユーザーがゲームを部分的にダウンロードするだけでプレイできるため、ゲーム開発者はメディア制作やプレイヤーへの修正プログラム送信のコストを削減でき、ファイルストリーミング分野は急速に成長しています。

- ゲーマーのタイプ別では、カジュアルゲーマーセグメントが予測期間中に最も速い年平均成長率(45%以上)で成長すると予測されています。スマートフォンとデバイスの関連性が、このセグメントの成長に寄与していると思われます。



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目次

Table of Contents

Chapter 1. Methodology and Scope
1.1 Research Methodology
1.2 Research Scope and Assumptions
1.3 List of Data Sources
Chapter 2. Executive Summary
2.1 Market Outlook
2.2 Segment Outlook
Chapter 3. Market Variables, Trends & Scope
3.1 Market Introduction
3.2 Market Size and Growth Prospects
3.3 Cloud Gaming Market - Value Chain Analysis
3.4 Market Dynamics
3.5 Technology Trends
3.6 Regulatory Trends
3.7 Vendor Trends
3.8 Buyer/ End User Trends
3.8.1 Market driver analysis
3.8.1.1 Increasing number of gamers globally
3.8.1.2 Burgeoning demand for competitive gaming
3.8.2 Market restraint/challenges analysis
3.8.2.1 Server allocation issues and fluctuating internet speed
3.9 Penetration & Growth Prospect Mapping
3.10 Porter’s Five Forces Analysis
3.11 PEST Analysis
3.11.1 Political
3.11.2 Economic
3.11.3 Social
3.11.4 Technological
3.12 COVID-19 Impact on Cloud Gaming Market
3.12.1 Cloud Computing Market - COVID-19 Regional Analysis
3.12.1.1 North America
3.12.1.2 Europe
3.12.1.3 Asia Pacific
3.12.1.4 Latin America
3.12.1.5 MEA
3.13 Data Generation and Storage Analysis
3.14 Network Traffic Trend Analysis
Chapter 4. Cloud Gaming Market: Type Estimates & Trend Analysis
4.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
4.2 Type Movement Analysis & Market Share, 2021 & 2030
4.3 File Streaming
4.3.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
4.4 Video Streaming
4.4.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
Chapter 5. Cloud Gaming Market: Device Estimates & Trend Analysis
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
5.2 Device Movement Analysis & Market Share, 2021 & 2030
5.3 Smartphones
5.3.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.4 Tablets
5.4.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.5 Gaming Consoles
5.5.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.6 PCs & Laptops
5.6.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.7 Smart TVs
5.7.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.8 Head-Mounted Displays
5.8.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
Chapter 6. Cloud Gaming Market: Gamer Type Estimates & Trend Analysis
6.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
6.2 Gamer Type Movement Analysis & Market Share, 2021 & 2030
6.3 Casual Gamers
6.3.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
6.4 Avid Gamers
6.4.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
6.5 Lifestyle Gamers
6.5.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
Chapter 7. Cloud Gaming Market: Regional Estimates & Trend Analysis
7.1 Cloud Gaming Market by Region, 2021 & 2030
7.2 Regional Movement Analysis & Market Share, 2021 & 2030
7.3 North America
7.3.1 North America Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.3.2 North America Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.3.3 North America Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.3.4 U.S
7.3.4.1 U.S. Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.3.4.2 U.S. Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.3.4.3 U.S. Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.3.5 Canada
7.3.5.1 Canada Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.3.5.2 Canada Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.3.5.3 Canada Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.4 Europe
7.4.1 Europe Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.4.2 Europe Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.4.3 Europe Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.4.4 U.K.
7.4.4.1 U.K. Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.4.4.2 U.K. Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.4.4.3 U.K. Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.4.5 Germany
7.4.5.1 Germany Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.4.5.2 Germany Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.4.5.3 Germany Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5 Asia Pacific
7.5.1 Asia Pacific Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.2 Asia Pacific Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.3 Asia Pacific Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5.4 China
7.5.4.1 China Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.4.2 China Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.4.3 China Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5.5 India
7.5.5.1 India Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.5.2 India Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.5.3 India Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5.6 Japan
7.5.6.1 Japan Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.6.2 Japan Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.6.3 Japan Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.6 Latin America
7.6.1 Latin America Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.6.2 Latin America Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.6.3 Latin America Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.6.4 Brazil
7.6.4.1 Brazil Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.6.4.2 Brazil Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.6.4.3 Brazil Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.7 Middle East & Africa (MEA)
7.7.2 Middle East & Africa (MEA) Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.7.3 Middle East & Africa (MEA) Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.7.4 Middle East & Africa (MEA) Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
Chapter 8. Competitive Landscape
8.1 Global Key Players, Recent Developments & Their Impact On the Industry
8.1.1 Company: Microsoft Corporation
8.1.2 Company: Google Inc (Alphabet Inc.)
8.1.3 Company: Amazon Inc.
8.1.4 Company: International Business Machines Corporation (IBM)
8.2 Key Company/Competition Categorization (Key Innovators, Market Leaders, Emerging Players)
8.3 Market Share Analysis, 2021
8.4 List of Other Market Players
Chapter 9. Competitive Landscape
9.1 Amazon.com Inc.
9.1.1 Company Overview
9.1.2 Financial Performance
9.1.3 Recent Developments
9.2 Apple Inc.
9.2.1 Company Overview
9.2.2 Financial Performance
9.2.3 Product benchmarking
9.2.4 Recent Developments
9.3 Electronic Arts, Inc.
9.3.1 Company Overview
9.3.2 Financial Performance
9.3.3 Product benchmarking
9.3.4 Recent Developments
9.4 Google Inc.
9.4.1 Company Overview
9.4.2 Financial Performance
9.4.3 Product benchmarking
9.4.4 Recent Developments
9.5 Intel Corporation
9.5.1 Company Overview
9.5.2 Financial Performance
9.5.3 Product benchmarking
9.5.4 Recent Developments
9.6 International Business Machines Corporation [known as IBM]
9.6.1 Company Overview
9.6.2 Financial Performance
9.6.3 Product benchmarking
9.6.4 Recent Developments
9.7 Microsoft Corporation
9.7.1 Company Overview
9.7.2 Financial Performance
9.7.3 Product benchmarking
9.7.4 Recent Developments
9.8 NVIDIA Corporation
9.8.1 Company Overview
9.8.2 Financial Performance
9.8.3 Product benchmarking
9.8.4 Recent Developments
9.9 Sony Interactive Entertainment LLC
9.9.1 Company Overview
9.9.2 Financial Performance
9.9.3 Product benchmarking
9.9.4 Recent Developments
9.10 Ubitus Inc.
9.10.1 Company Overview
9.10.2 Product benchmarking
9.10.3 Recent Developments
9.11 Tencent Holdings Ltd.
9.11.1 Company Overview
9.11.2 Financial Performance
9.11.3 Product benchmarking
9.11.4 Recent Developments

 

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Summary

Cloud Gaming Market Growth & Trends

The global cloud gaming market size is estimated to reach USD 20.94 billion by 2030, registering a CAGR of 45.8% from 2022 to 2030, according to a new report by Grand View Research, Inc. As cloud storage has gained a more secure position over onsite storage, this has affected the gaming industry. Through cloud gaming services, gamers can access high-quality interactive games remotely without bearing the additional cost of expensive computer systems. The growing number of gamers globally has directed affected the market.

Market growth is likely to be aided by increased investments in 5G technology and affordable access to various cloud-based games. Furthermore, market participants have collaborated with telecom firms to supply cloud gaming services worldwide. AAA Games are readily available on the cloud gaming platforms, and companies are expanding gaming portfolios to have a competitive advantage. For instance, in December 2021, LG Electronics worked with Google Stadia to bring the latter's cloud gaming service to LG Smart TVs operating webOS 5.0 and 6.0.

Game studios embrace industry-wide revolution, pushing the limits of technology and producing constantly updated gaming experiences that scale to millions of players. For instance, AWS has integrated purpose-built game creation capabilities – such as AWS solutions, AWS services, and AWS Partners – with six solution areas to assist developers in developing, testing, and growing their games.

COVID-19 has proved advantageous for the market. As people around the globe began adhering to pandemic norms and restrictions, there was a need for entertainment. While cloud gaming services were available before the pandemic, they gained popularity, and many companies entered the cloud gaming industry. For instance, in October 2020, The Facebook Company, now known as Meta, launched cloud gaming services, particularly for mobile users.

Cloud Gaming Market Report Highlights

• Asia Pacific region accounted for the largest market share of more than 40% of the global market, owing to the rise in trends towards smartphone gaming.

• The file streaming industry is expected to increase at a roughly 46.0% percent CAGR over the forecast years. File streaming enables users to play games only after a partial download and allows game developers to cut the expense of creating media and sending out fixes to players; consequently, the file streaming segment is witnessing growth quickly.

• In terms of gamer type, the casual gamers segment is predicted to grow at the fastest CAGR of more than 45% during the forecast period. The relevancy of smartphones and devices may be credited to the segment's growth.



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Table of Contents

Table of Contents

Chapter 1. Methodology and Scope
1.1 Research Methodology
1.2 Research Scope and Assumptions
1.3 List of Data Sources
Chapter 2. Executive Summary
2.1 Market Outlook
2.2 Segment Outlook
Chapter 3. Market Variables, Trends & Scope
3.1 Market Introduction
3.2 Market Size and Growth Prospects
3.3 Cloud Gaming Market - Value Chain Analysis
3.4 Market Dynamics
3.5 Technology Trends
3.6 Regulatory Trends
3.7 Vendor Trends
3.8 Buyer/ End User Trends
3.8.1 Market driver analysis
3.8.1.1 Increasing number of gamers globally
3.8.1.2 Burgeoning demand for competitive gaming
3.8.2 Market restraint/challenges analysis
3.8.2.1 Server allocation issues and fluctuating internet speed
3.9 Penetration & Growth Prospect Mapping
3.10 Porter’s Five Forces Analysis
3.11 PEST Analysis
3.11.1 Political
3.11.2 Economic
3.11.3 Social
3.11.4 Technological
3.12 COVID-19 Impact on Cloud Gaming Market
3.12.1 Cloud Computing Market - COVID-19 Regional Analysis
3.12.1.1 North America
3.12.1.2 Europe
3.12.1.3 Asia Pacific
3.12.1.4 Latin America
3.12.1.5 MEA
3.13 Data Generation and Storage Analysis
3.14 Network Traffic Trend Analysis
Chapter 4. Cloud Gaming Market: Type Estimates & Trend Analysis
4.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
4.2 Type Movement Analysis & Market Share, 2021 & 2030
4.3 File Streaming
4.3.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
4.4 Video Streaming
4.4.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
Chapter 5. Cloud Gaming Market: Device Estimates & Trend Analysis
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
5.2 Device Movement Analysis & Market Share, 2021 & 2030
5.3 Smartphones
5.3.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.4 Tablets
5.4.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.5 Gaming Consoles
5.5.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.6 PCs & Laptops
5.6.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.7 Smart TVs
5.7.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
5.8 Head-Mounted Displays
5.8.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
Chapter 6. Cloud Gaming Market: Gamer Type Estimates & Trend Analysis
6.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
6.2 Gamer Type Movement Analysis & Market Share, 2021 & 2030
6.3 Casual Gamers
6.3.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
6.4 Avid Gamers
6.4.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
6.5 Lifestyle Gamers
6.5.1 Market size estimates and forecasts by region, 2018 - 2030 (USD Million)
Chapter 7. Cloud Gaming Market: Regional Estimates & Trend Analysis
7.1 Cloud Gaming Market by Region, 2021 & 2030
7.2 Regional Movement Analysis & Market Share, 2021 & 2030
7.3 North America
7.3.1 North America Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.3.2 North America Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.3.3 North America Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.3.4 U.S
7.3.4.1 U.S. Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.3.4.2 U.S. Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.3.4.3 U.S. Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.3.5 Canada
7.3.5.1 Canada Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.3.5.2 Canada Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.3.5.3 Canada Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.4 Europe
7.4.1 Europe Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.4.2 Europe Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.4.3 Europe Cloud Gaming Market, by gamer type, 2018 - 2030 (USD Million)
7.4.4 U.K.
7.4.4.1 U.K. Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.4.4.2 U.K. Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.4.4.3 U.K. Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.4.5 Germany
7.4.5.1 Germany Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.4.5.2 Germany Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.4.5.3 Germany Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5 Asia Pacific
7.5.1 Asia Pacific Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.2 Asia Pacific Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.3 Asia Pacific Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5.4 China
7.5.4.1 China Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.4.2 China Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.4.3 China Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5.5 India
7.5.5.1 India Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.5.2 India Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.5.3 India Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.5.6 Japan
7.5.6.1 Japan Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.5.6.2 Japan Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.5.6.3 Japan Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.6 Latin America
7.6.1 Latin America Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.6.2 Latin America Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.6.3 Latin America Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.6.4 Brazil
7.6.4.1 Brazil Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.6.4.2 Brazil Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.6.4.3 Brazil Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
7.7 Middle East & Africa (MEA)
7.7.2 Middle East & Africa (MEA) Cloud Gaming Market, by type, 2018 - 2030 (USD Million)
7.7.3 Middle East & Africa (MEA) Cloud Gaming Market, by device, 2018 - 2030 (USD Million)
7.7.4 Middle East & Africa (MEA) Cloud Gaming Market, by gamers type, 2018 - 2030 (USD Million)
Chapter 8. Competitive Landscape
8.1 Global Key Players, Recent Developments & Their Impact On the Industry
8.1.1 Company: Microsoft Corporation
8.1.2 Company: Google Inc (Alphabet Inc.)
8.1.3 Company: Amazon Inc.
8.1.4 Company: International Business Machines Corporation (IBM)
8.2 Key Company/Competition Categorization (Key Innovators, Market Leaders, Emerging Players)
8.3 Market Share Analysis, 2021
8.4 List of Other Market Players
Chapter 9. Competitive Landscape
9.1 Amazon.com Inc.
9.1.1 Company Overview
9.1.2 Financial Performance
9.1.3 Recent Developments
9.2 Apple Inc.
9.2.1 Company Overview
9.2.2 Financial Performance
9.2.3 Product benchmarking
9.2.4 Recent Developments
9.3 Electronic Arts, Inc.
9.3.1 Company Overview
9.3.2 Financial Performance
9.3.3 Product benchmarking
9.3.4 Recent Developments
9.4 Google Inc.
9.4.1 Company Overview
9.4.2 Financial Performance
9.4.3 Product benchmarking
9.4.4 Recent Developments
9.5 Intel Corporation
9.5.1 Company Overview
9.5.2 Financial Performance
9.5.3 Product benchmarking
9.5.4 Recent Developments
9.6 International Business Machines Corporation [known as IBM]
9.6.1 Company Overview
9.6.2 Financial Performance
9.6.3 Product benchmarking
9.6.4 Recent Developments
9.7 Microsoft Corporation
9.7.1 Company Overview
9.7.2 Financial Performance
9.7.3 Product benchmarking
9.7.4 Recent Developments
9.8 NVIDIA Corporation
9.8.1 Company Overview
9.8.2 Financial Performance
9.8.3 Product benchmarking
9.8.4 Recent Developments
9.9 Sony Interactive Entertainment LLC
9.9.1 Company Overview
9.9.2 Financial Performance
9.9.3 Product benchmarking
9.9.4 Recent Developments
9.10 Ubitus Inc.
9.10.1 Company Overview
9.10.2 Product benchmarking
9.10.3 Recent Developments
9.11 Tencent Holdings Ltd.
9.11.1 Company Overview
9.11.2 Financial Performance
9.11.3 Product benchmarking
9.11.4 Recent Developments

 

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5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



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