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クラウドゲーミング市場:コンポーネント別(産業用センサー、産業用ロボット、産業用3Dプリンター、マシンビジョンシステム)、ソリューション別(SCADA、MES、産業用安全装置、PAM)、産業別(プロセス産業、ディスクリート産業)、地域別 2030年までの世界予測


Cloud Gaming Market by Component (Industrial Sensors, Industrial Robots, Industrial 3D Printers, Machine Vision Systems), Solution (SCADA, MES, Industrial Safety, PAM), Industry (Process Industry, Discrete Industry) and Region Global Forecast up to 2030

過去10年間、「スマート工場」という考え方は、ビジネスにおいてますます重要性を増している。最適かつ効率的な生産を保証するために、人間、機械、プロセスが連携することを可能にする高度な技術を備えた自動化... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
IHR Insights(旧 Infoholic Research)
アイエイチアールインサイト
2023年11月13日 US$4,500
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
110 英語

 

サマリー

過去10年間、「スマート工場」という考え方は、ビジネスにおいてますます重要性を増している。最適かつ効率的な生産を保証するために、人間、機械、プロセスが連携することを可能にする高度な技術を備えた自動化工場は、スマート工場として知られている。コンピューター支援による自動化、統合されたワークフロー制御、安全性、エネルギーの最適化、運転スピードなど、スマート工場の特徴的な機能は、従来の工業生産工場とは一線を画している。スマートファクトリーを活用することで、生産性の向上、効率の改善、運営コストの削減などの効果が期待できる。本調査の目的は、スマート工場産業の推進要因、制限要因、機会提供要因、困難要因の観点から市場セグメントを調査することである。本調査は、市場とその利害関係者に関する徹底的なデータの提供に集中することを目的としています。
一次調査は、クラウドゲーム市場に関する詳細な生の知識を研究者に与えるため、調査の重要な部分です。クラウドゲーム市場に関連する関連データを正確に評価し収集するために、机上調査とインタビューに基づく一次調査の両方に焦点を当てています。
データ分析では、様々なデータセットから信頼できる結果を得るために、主に定量的手法を使用している。業界固有のデータや成長パターンを把握するために、定期的な市場調査研究を検討する。金額と数量で正確な市場規模をシミュレートするために、市場予測手法も使用します。
一次調査および二次調査から収集したデータと情報を体系的に評価するため、本レポートの調査結果は徹底的な市場評価を通じて分析されます。この調査では、主要な市場プレイヤー、生産と販売の見通し、技術開発の見通しに重点を置きながら、さまざまな地域や国によって牽引される業界の洞察を提示しています。
デバイス別クラウドゲーム市場
- スマートフォン
- コンソール
- ノートPC/タブレット
- スマートTV
- パソコン
クラウドゲーミング市場(ストリーミングタイプ
- ビデオストリーミング
- ファイルストリーミング
クラウドゲーミング市場:エンドユーザー別
- カジュアルゲーマー
- 熱心なゲーマー
- ハードコアゲーマー
クラウドゲーミング市場:地域別
- 北米
o 米国
カナダ
- ヨーロッパ
o ドイツ
o イギリス
o フランス
o イタリア
o スペイン
o 残りのヨーロッパ(RoE)
- アジア太平洋(APAC)
o 中国
o 日本
o インド
o オーストラリア
o 韓国
o その他のアジア太平洋地域(RoAPAC)
- ラテンアメリカ(LATAM)
o ブラジル
o アルゼンチン
o その他の南米諸国
- 中東・アフリカ(MEA)
o アラブ首長国連邦
o トルコ
o サウジアラビア
o 南アフリカ
o その他の中東・アフリカ
市場はデバイスの種類によって、スマートフォン、タブレット、ノートパソコン、パソコン、スマートテレビ、コンソールの4つのセグメントに分けられる。予測期間中、パソコンとノートパソコン/タブレット端末のセグメントが市場をリードすると予想される。ハイエンドのパソコンが入手可能になり、ゲーミングノートパソコンやパソコンの早期普及が、クリエイティブなゲームの取り込みを促進している。
一方、安価なインターネット接続サービスの普及や5G技術の発展により、スマートフォンやスマートテレビでゲームを楽しむ機会も増えるだろう。スマートフォンの普及に伴い、クラウドベースのゲームソリューションの可能性も高まると予想される。そのため、スマートフォン市場とスマートTV市場は、予測期間を通じて急成長が見込まれている。
市場は、ストリーミングの種類によって、ファイル・ストリーミングとビデオ・ストリーミングの2つのセグメントに分けられる。ファイルストリーミングはファイルの一部をダウンロードするため、市場をリードすると予想される。その結果、プレイヤーはゲームファイルのパッチを提供し、開発者がメディアコンテンツを作成する費用を削減するのに貢献する。
動画ストリーミングは技術を必要とせず、どのようなデバイスでも再生できるため、クラウドゲーミングの予測期間を通じて急速な成長が見込まれている。また、クラウドゲーマーの遅延問題も大幅に軽減されている。さらに、LiquidSky、Shadow、GeForce Nowなど、多くのプレイヤーがビデオゲームを可能にしている。
市場はエンドユーザーによって、カジュアルゲーマー、マニアックゲーマー、ハードコアゲーマーの3つのカテゴリーに分けられる。予測期間中、革新的で最先端のゲームソリューションへの投資が増加するため、ハードコアゲーマーのカテゴリーが急増する。同市場の企業は、スマートフォン、ノートパソコン、スマートテレビなどのガジェットで一流のストリーミングゲームを提供するため、リッチメディアコンテンツに多額の資金を投じている。クラウドベースのゲームソリューションの利用は、熱心なゲーマーの間で増加すると予測され、近い将来、市場の拡大をさらに促進するだろう。
予想される期間において、市場はカジュアルゲーム分野が牽引すると予測される。携帯電話の普及やインターネットサービスの効率化により、カジュアルゲーム市場の拡大が見込まれる。同様に、5Gや安価なクラウドベースの技術は、本格的なゲーマー層のゲーム利用を促進するだろう。
この市場は地理的に5つの主要地域に分けられる:欧州、アジア太平洋、北米、中東・アフリカ、中南米である。その他、国別に分類されている。
北米が大きくシェアを伸ばすと予想される。北米の市場拡大要因としては、クラウドコンピューティングの早期導入、オンラインゲーム需要の増加、効果的なインターネットインフラの幅広い利用可能性などが予想される。
欧州ではゲーム産業が成長しており、同地域のクラウドゲーム産業に恩恵をもたらすと予想される。この成長により、欧州のゲーム業界では大規模な協力、資金調達、買収が行われている。例えば、欧州委員会は2021年3月、マイクロソフト社によるビデオゲームのパブリッシャー兼プロデューサーのゼニマックス・メディア社の買収を承認した。
- 本レポートは、クラウドゲーム市場を牽引し、機会を提供している最も重要な属性を示しています。
- この調査レポートは、クラウドゲーム市場の成長を市場のいくつかのセグメントに基づいて詳細に分析します。
- クラウドゲーム市場の過去と現在の動向予測を提示します。
- また、クラウドゲーム市場の主要企業の主要戦略や能力などの競争分析も提示しています。

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目次

Table of Contents
1. Executive Summary
2. Industry Outlook
2.1. Industry Overview
2.2. Industry Trends
3. Market Snapshot
3.1. Market Definition
3.2. Market Outlook
3.2.1. Porter Five Forces
3.3. Related Markets
4. Market characteristics
4.1. Market Overview
4.2. Market Segmentation
4.3. Market Dynamics
4.3.1. Drivers
4.3.2. Restraints
4.3.3. Opportunities
4.4. DRO - Impact Analysis
5. Device: Market Size & Analysis
5.1. Overview
5.2. Smartphone
5.3. Consoles
5.4. Laptop/Tablets
5.5. Smart TV
5.6. Personal Computer
6. Streaming type: Market Size & Analysis
6.1. Overview
6.2. Video Streaming
6.3. File Streaming
7. End User: Market Size & Analysis
7.1. Overview
7.2. Casual Gamers
7.3. Avid Gamers
7.4. Hardcore Gamers
8. Geography: Market Size & Analysis
8.1. Overview
8.2. North America (U.S., Mexico, Canada)
8.3. Europe (France, Germany, UK, Italy, Netherlands, Spain, Russia, Rest of Europe)
8.4. Asia Pacific (Japan, China, India, Australia, South East Asia, Rest of APAC)
8.5. Latin America (Brazil, Argentina)
8.6. Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East and Africa)
9. Competitive Landscape
9.1. Competitor Comparison Analysis
9.2. Market Developments
9.2.1. Mergers and Acquisitions, Legal, Awards, Partnerships
9.2.2. Product Launches and execution
10. Vendor Profiles
10.1. Amazon.com, Inc.
10.1.1. Overview
10.1.2. Financial Overview
10.1.3. Product Offerings
10.1.4. Developments
10.1.5. Business Strategy
10.2. Apple Inc.
10.2.1. Overview
10.2.2. Financial Overview
10.2.3. Product Offerings
10.2.4. Developments
10.2.5. Business Strategy
10.3. Electronic Arts, Inc.
10.3.1. Overview
10.3.2. Financial Overview
10.3.3. Product Offerings
10.3.4. Developments
10.3.5. Business Strategy
10.4. Google LLC
10.4.1. Overview
10.4.2. Financial Overview
10.4.3. Product Offerings
10.4.4. Developments
10.4.5. Business Strategy
10.5. Intel Corporation
10.5.1. Overview
10.5.2. Financial Overview
10.5.3. Product Offerings
10.5.4. Developments
10.5.5. Business Strategy
10.6. Microsoft Corporation
10.6.1. Overview
10.6.2. Financial Overview
10.6.3. Product Offerings
10.6.4. Developments
10.6.5. Business Strategy
10.7. NVIDIA Corporation
10.7.1. Overview
10.7.2. Financial Overview
10.7.3. Product Offerings
10.7.4. Developments
10.7.5. Business Strategy
10.8. Sony Interactive Entertainment
10.8.1. Overview
10.8.2. Financial Overview
10.8.3. Product Offerings
10.8.4. Developments
10.8.5. Business Strategy
10.9. Ubitus Inc.
10.9.1. Overview
10.9.2. Financial Overview
10.9.3. Product Offerings
10.9.4. Developments
10.9.5. Business Strategy
10.10. Tencent Holdings Ltd.
10.10.1. Overview
10.10.2. Financial Overview
10.10.3. Product Offerings
10.10.4. Developments
10.10.5. Business Strategy

11. Analyst Opinion
12. Annexure
12.1. Report Scope
12.2. Market Definitions
12.3. Research Methodology
12.3.1. Data Collation and In-house Estimation
12.3.2. Market Triangulation
12.3.3. Forecasting
12.4. Report Assumptions
12.5. Declarations
12.6. Stakeholders
12.7. Abbreviations

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図表リスト

Tables
TABLE 1. CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 2. CLOUD GAMING MARKET VALUE FOR SMARTPHONE, BY GEOGRAPHY , 2021-2030 (USD BILLION)
TABLE 3. CLOUD GAMING MARKET VALUE FOR CONSOLES, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 4. CLOUD GAMING MARKET VALUE FOR LAPTOP/TABLETS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 5. CLOUD GAMING MARKET VALUE FOR SMART TV, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 6. CLOUD GAMING MARKET VALUE FOR PERSONAL COMPUTER, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 7. CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 8. CLOUD GAMING MARKET VALUE FOR VIDEO STREAMING, 2021-2030 (USD BILLION)
TABLE 9. CLOUD GAMING MARKET VALUE FOR FILE STREAMING, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 10. CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 11. CLOUD GAMING MARKET VALUE FOR CASUAL GAMERS, 2021-2030 (USD BILLION)
TABLE 12. CLOUD GAMING MARKET VALUE FOR AVID GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 13. CLOUD GAMING MARKET VALUE FOR HARDCORE GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 14. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 15. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 16. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 17. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 18. U.S CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 19. U.S CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 20. U.S CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 21. CANADA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 22. CANADA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 23. CANADA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 24. MEXICO CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 25. MEXICO CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 26. MEXICO CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 27. EUROPE CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 28. EUROPE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 29. EUROPE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 30. EUROPE CLOUD GAMING MARKET VALUE, BY INDUSTRIES, 2021-2030 (USD BILLION)
TABLE 31. GERMANY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 32. GERMANY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 33. GERMANY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 34. U.K CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 35. U.K CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 36. U.K CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 37. FRANCE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 38. FRANCE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 39. FRANCE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 40. ITALY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 41. ITALY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 42. ITALY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 43. SPAIN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 44. SPAIN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 45. SPAIN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 46. ROE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 47. ROE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 48. ROE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 49. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 50. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 51. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 52. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 53. CHINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 54. CHINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 55. CHINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 56. INDIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 57. INDIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 58. INDIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 59. JAPAN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 60. JAPAN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 61. JAPAN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 62. REST OF APAC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 63. REST OF APAC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 64. REST OF APAC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 65. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 66. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 67. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 68. BRAZIL CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 69. BRAZIL CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 70. BRAZIL CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 71. ARGENTINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 72. ARGENTINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 73. ARGENTINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 74. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 75. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 76. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 77. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 78. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 79. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 80. UAE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 81. UAE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 82. UAE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 83. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 84. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 85. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 86. AMAZON.COM, INC.: FINANCIALS
TABLE 87. AMAZON.COM, INC.: PRODUCTS & SERVICES
TABLE 88. AMAZON.COM, INC.: RECENT DEVELOPMENTS
TABLE 89. APPLE INC.: FINANCIALS
TABLE 90. APPLE INC.: PRODUCTS & SERVICES
TABLE 91. APPLE INC.: RECENT DEVELOPMENTS
TABLE 92. ELECTRONIC ARTS, INC.: FINANCIALS
TABLE 93. ELECTRONIC ARTS, INC.: PRODUCTS & SERVICES
TABLE 94. ELECTRONIC ARTS, INC.: RECENT DEVELOPMENTS
TABLE 95. GOOGLE LLC: FINANCIALS
TABLE 96. GOOGLE LLC: PRODUCTS & SERVICES
TABLE 97. GOOGLE LLC: RECENT DEVELOPMENTS
TABLE 98. INTEL CORPORATION: FINANCIALS
TABLE 99. INTEL CORPORATION: PRODUCTS & SERVICES
TABLE 100. INTEL CORPORATION: RECENT DEVELOPMENTS
TABLE 101. MICROSOFT CORPORATION: FINANCIALS
TABLE 102. MICROSOFT CORPORATION: PRODUCTS & SERVICES
TABLE 103. MICROSOFT CORPORATION: RECENT DEVELOPMENTS
TABLE 104. NVIDIA CORPORATION: FINANCIALS
TABLE 105. NVIDIA CORPORATION: PRODUCTS & SERVICES
TABLE 106. NVIDIA CORPORATION: DEVELOPMENTS
TABLE 107. SONY INTERACTIVE ENTERTAINMENT: FINANCIALS
TABLE 108. SONY INTERACTIVE ENTERTAINMENT: PRODUCTS & SERVICES
TABLE 109. SONY INTERACTIVE ENTERTAINMENT: RECENT DEVELOPMENTS
TABLE 110. UBITUS INC.: FINANCIALS
TABLE 111. UBITUS INC.: PRODUCTS & SERVICES
TABLE 112. UBITUS INC.: RECENT DEVELOPMENTS
TABLE 113. TENCENT HOLDINGS LTD.: FINANCIALS
TABLE 114. TENCENT HOLDINGS LTD.: PRODUCTS & SERVICES
TABLE 115. TENCENT HOLDINGS LTD.: RECENT DEVELOPMENTS

 

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Summary

Over the past ten years, the idea of a "smart factory" has been increasingly significant in the business. Automated factories with sophisticated technology enabling humans, machines, and processes to work together to ensure optimal and efficient production are known as smart factories. A smart factory's distinct features, like computer-aided automation, integrated workflow control, safety, energy optimisation, and operational speed, set it apart from conventional industrial production plants. Utilising a smart factory can result in increased productivity, better efficiency, and lower operating costs, among other benefits. The study's objective is to examine the market's segments in terms of the factors that are driving, limiting, providing opportunities, and posing difficulties for the smart factory industry. The study endeavour is intended to concentrate on offering thorough data about the market and its stakeholders.
Primary research is a crucial part of the study since it gives the researchers detailed, first-hand knowledge about the Cloud Gaming Market. The research focuses on both desk research and primary research based on interviews in order to precisely assess and gather relevant data linked to the Cloud Gaming Market.
Mostly quantitative methods are used in data analysis to get trustworthy results from a variety of datasets. We shall examine regular market research studies to comprehend industry-specific data and growth patterns. In order to simulate the precise market size in terms of value and volume, market forecasting methodologies will also be used.
In order to methodically evaluate the data and information gathered from primary and secondary research, the report's findings are analysed through a thorough market assessment. The research presents the industry insights, driven by different regions and nations, with an emphasis on major market players, production and sales outlooks, and technological development outlooks.
Cloud Gaming Market on Device
• Smartphone
• Consoles
• Laptop/Tablets
• Smart TV
• Personal Computer
Cloud Gaming Market on Streaming type
• Video Streaming
• File Streaming
Cloud Gaming Market on End User
• Casual Gamers
• Avid Gamers
• Hardcore Gamers
Cloud Gaming Market on Geography
• North America
o US
o Canada
• Europe
o Germany
o UK
o France
o Italy
o Spain
o Rest of Europe (RoE)
• Asia Pacific (APAC)
o China
o Japan
o India
o Australia
o South Korea
o Rest of Asia Pacific (RoAPAC)
• Latin America (LATAM)
o Brazil
o Argentina
o Rest of South America
• Middle East and Africa (MEA)
o UAE
o Turkey
o Saudi Arabia
o South Africa
o Rest of Middle East & Africa
The market is divided into four segments based on the type of device: smartphones, tablets, laptops, PCs, smart TVs, and consoles. Over the course of the forecast period, the personal computer and laptop/tablet segments are anticipated to lead the market. The availability of high-end computers and the early adoption of gaming laptops and PCs are promoting the uptake of creative games.
On the other hand, there will probably be more opportunities for gaming on smartphones and smart TVs due to the growing availability of inexpensive internet subscriptions and developments in 5G technology. The potential of cloud-based gaming solutions is anticipated to increase with the increasing use of smartphones. The smartphone and smart TV markets are therefore anticipated to grow quickly throughout the course of the projected period.
The market is divided into two segments based on the type of streaming: file streaming and video streaming. Because it may download a small part of the file, the file streaming segment is anticipated to lead the market. Consequently, players contribute game file patches and help the developer reduce the expense of creating media content.
Since video streaming may be played on any device without the need for technology, it is anticipated to grow at a quick rate throughout the course of the cloud gaming forecast period. Also, it has greatly reduced cloud gamers' latency problems. Moreover, a number of players enable video games, including LiquidSky, Shadow, GeForce Now, and others.
The market is divided into three categories of end-users: casual, enthusiastic, and hardcore gamers. Over the projected period, there will be a sharp increase in the hardcore gamers category due to increased investment in innovative and cutting-edge gaming solutions. Companies in the market are spending a lot of money on rich media content in order to offer top-notch streaming games on gadgets like smartphones, laptops, and smart TVs. The usage of cloud-based gaming solutions is predicted to rise among die-hard gamers, which will further propel the market's expansion in the near future.
Over the anticipated term, the market is predicted to be led by the casual gaming segment. The market for casual gaming is anticipated to grow as a result of cellphones being more widely available and internet services becoming more efficient. In a similar vein, 5G and inexpensive cloud-based technologies will encourage gaming among the group of serious gamers.
This market is divided geographically into five main areas: Europe, Asia Pacific, North America, Middle East & Africa, and Latin America. They are divided into other categories by nation.
It's expected that North America will increase its market share significantly. The anticipated factors driving market expansion in North America are the early adoption of cloud computing, the increase in online gaming demand, and the broad availability of effective internet infrastructure.
It is anticipated that Europe's growing gaming industry will benefit the cloud gaming industry in the area. This growth drives the significant cooperation, funding, and acquisition in the European gaming industry. For example, the European Commission authorised Microsoft Corporation's purchase of ZeniMax Media, a publisher and producer of video games, in March 2021.
• This report illustrates the most vital attributes of the Cloud Gaming Market, which are driving and providing opportunities.
• This research gives an in-depth analysis of the Cloud Gaming Market growth on the basis of several segments in the market.
• This report presents the predictions of the past and present trends of the Cloud Gaming Market.
• This study also presents the competitive analysis, such as key strategies and capabilities of major players of the Cloud Gaming Market.



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Table of Contents

Table of Contents
1. Executive Summary
2. Industry Outlook
2.1. Industry Overview
2.2. Industry Trends
3. Market Snapshot
3.1. Market Definition
3.2. Market Outlook
3.2.1. Porter Five Forces
3.3. Related Markets
4. Market characteristics
4.1. Market Overview
4.2. Market Segmentation
4.3. Market Dynamics
4.3.1. Drivers
4.3.2. Restraints
4.3.3. Opportunities
4.4. DRO - Impact Analysis
5. Device: Market Size & Analysis
5.1. Overview
5.2. Smartphone
5.3. Consoles
5.4. Laptop/Tablets
5.5. Smart TV
5.6. Personal Computer
6. Streaming type: Market Size & Analysis
6.1. Overview
6.2. Video Streaming
6.3. File Streaming
7. End User: Market Size & Analysis
7.1. Overview
7.2. Casual Gamers
7.3. Avid Gamers
7.4. Hardcore Gamers
8. Geography: Market Size & Analysis
8.1. Overview
8.2. North America (U.S., Mexico, Canada)
8.3. Europe (France, Germany, UK, Italy, Netherlands, Spain, Russia, Rest of Europe)
8.4. Asia Pacific (Japan, China, India, Australia, South East Asia, Rest of APAC)
8.5. Latin America (Brazil, Argentina)
8.6. Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East and Africa)
9. Competitive Landscape
9.1. Competitor Comparison Analysis
9.2. Market Developments
9.2.1. Mergers and Acquisitions, Legal, Awards, Partnerships
9.2.2. Product Launches and execution
10. Vendor Profiles
10.1. Amazon.com, Inc.
10.1.1. Overview
10.1.2. Financial Overview
10.1.3. Product Offerings
10.1.4. Developments
10.1.5. Business Strategy
10.2. Apple Inc.
10.2.1. Overview
10.2.2. Financial Overview
10.2.3. Product Offerings
10.2.4. Developments
10.2.5. Business Strategy
10.3. Electronic Arts, Inc.
10.3.1. Overview
10.3.2. Financial Overview
10.3.3. Product Offerings
10.3.4. Developments
10.3.5. Business Strategy
10.4. Google LLC
10.4.1. Overview
10.4.2. Financial Overview
10.4.3. Product Offerings
10.4.4. Developments
10.4.5. Business Strategy
10.5. Intel Corporation
10.5.1. Overview
10.5.2. Financial Overview
10.5.3. Product Offerings
10.5.4. Developments
10.5.5. Business Strategy
10.6. Microsoft Corporation
10.6.1. Overview
10.6.2. Financial Overview
10.6.3. Product Offerings
10.6.4. Developments
10.6.5. Business Strategy
10.7. NVIDIA Corporation
10.7.1. Overview
10.7.2. Financial Overview
10.7.3. Product Offerings
10.7.4. Developments
10.7.5. Business Strategy
10.8. Sony Interactive Entertainment
10.8.1. Overview
10.8.2. Financial Overview
10.8.3. Product Offerings
10.8.4. Developments
10.8.5. Business Strategy
10.9. Ubitus Inc.
10.9.1. Overview
10.9.2. Financial Overview
10.9.3. Product Offerings
10.9.4. Developments
10.9.5. Business Strategy
10.10. Tencent Holdings Ltd.
10.10.1. Overview
10.10.2. Financial Overview
10.10.3. Product Offerings
10.10.4. Developments
10.10.5. Business Strategy

11. Analyst Opinion
12. Annexure
12.1. Report Scope
12.2. Market Definitions
12.3. Research Methodology
12.3.1. Data Collation and In-house Estimation
12.3.2. Market Triangulation
12.3.3. Forecasting
12.4. Report Assumptions
12.5. Declarations
12.6. Stakeholders
12.7. Abbreviations

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List of Tables/Graphs

Tables
TABLE 1. CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 2. CLOUD GAMING MARKET VALUE FOR SMARTPHONE, BY GEOGRAPHY , 2021-2030 (USD BILLION)
TABLE 3. CLOUD GAMING MARKET VALUE FOR CONSOLES, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 4. CLOUD GAMING MARKET VALUE FOR LAPTOP/TABLETS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 5. CLOUD GAMING MARKET VALUE FOR SMART TV, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 6. CLOUD GAMING MARKET VALUE FOR PERSONAL COMPUTER, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 7. CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 8. CLOUD GAMING MARKET VALUE FOR VIDEO STREAMING, 2021-2030 (USD BILLION)
TABLE 9. CLOUD GAMING MARKET VALUE FOR FILE STREAMING, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 10. CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 11. CLOUD GAMING MARKET VALUE FOR CASUAL GAMERS, 2021-2030 (USD BILLION)
TABLE 12. CLOUD GAMING MARKET VALUE FOR AVID GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 13. CLOUD GAMING MARKET VALUE FOR HARDCORE GAMERS, BY GEOGRAPHY, 2021-2030 (USD BILLION)
TABLE 14. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 15. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 16. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 17. NORTH AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 18. U.S CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 19. U.S CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 20. U.S CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 21. CANADA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 22. CANADA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 23. CANADA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 24. MEXICO CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 25. MEXICO CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 26. MEXICO CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 27. EUROPE CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 28. EUROPE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 29. EUROPE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 30. EUROPE CLOUD GAMING MARKET VALUE, BY INDUSTRIES, 2021-2030 (USD BILLION)
TABLE 31. GERMANY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 32. GERMANY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 33. GERMANY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 34. U.K CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 35. U.K CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 36. U.K CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 37. FRANCE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 38. FRANCE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 39. FRANCE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 40. ITALY CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 41. ITALY CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 42. ITALY CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 43. SPAIN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 44. SPAIN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 45. SPAIN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 46. ROE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 47. ROE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 48. ROE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 49. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY COUNTRY, 2021-2030 (USD BILLION)
TABLE 50. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 51. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 52. ASIA PACIFIC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 53. CHINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 54. CHINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 55. CHINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 56. INDIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 57. INDIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 58. INDIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 59. JAPAN CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 60. JAPAN CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 61. JAPAN CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 62. REST OF APAC CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 63. REST OF APAC CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 64. REST OF APAC CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 65. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 66. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 67. LATIN AMERICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 68. BRAZIL CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 69. BRAZIL CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 70. BRAZIL CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 71. ARGENTINA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 72. ARGENTINA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 73. ARGENTINA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 74. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 75. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 76. MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 77. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 78. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 79. SAUDI ARABIA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 80. UAE CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 81. UAE CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 82. UAE CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 83. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY DEVICE, 2021-2030 (USD BILLION)
TABLE 84. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY STREAMING TYPE, 2021-2030 (USD BILLION)
TABLE 85. REST OF MIDDLE EAST AND AFRICA CLOUD GAMING MARKET VALUE, BY END USER, 2021-2030 (USD BILLION)
TABLE 86. AMAZON.COM, INC.: FINANCIALS
TABLE 87. AMAZON.COM, INC.: PRODUCTS & SERVICES
TABLE 88. AMAZON.COM, INC.: RECENT DEVELOPMENTS
TABLE 89. APPLE INC.: FINANCIALS
TABLE 90. APPLE INC.: PRODUCTS & SERVICES
TABLE 91. APPLE INC.: RECENT DEVELOPMENTS
TABLE 92. ELECTRONIC ARTS, INC.: FINANCIALS
TABLE 93. ELECTRONIC ARTS, INC.: PRODUCTS & SERVICES
TABLE 94. ELECTRONIC ARTS, INC.: RECENT DEVELOPMENTS
TABLE 95. GOOGLE LLC: FINANCIALS
TABLE 96. GOOGLE LLC: PRODUCTS & SERVICES
TABLE 97. GOOGLE LLC: RECENT DEVELOPMENTS
TABLE 98. INTEL CORPORATION: FINANCIALS
TABLE 99. INTEL CORPORATION: PRODUCTS & SERVICES
TABLE 100. INTEL CORPORATION: RECENT DEVELOPMENTS
TABLE 101. MICROSOFT CORPORATION: FINANCIALS
TABLE 102. MICROSOFT CORPORATION: PRODUCTS & SERVICES
TABLE 103. MICROSOFT CORPORATION: RECENT DEVELOPMENTS
TABLE 104. NVIDIA CORPORATION: FINANCIALS
TABLE 105. NVIDIA CORPORATION: PRODUCTS & SERVICES
TABLE 106. NVIDIA CORPORATION: DEVELOPMENTS
TABLE 107. SONY INTERACTIVE ENTERTAINMENT: FINANCIALS
TABLE 108. SONY INTERACTIVE ENTERTAINMENT: PRODUCTS & SERVICES
TABLE 109. SONY INTERACTIVE ENTERTAINMENT: RECENT DEVELOPMENTS
TABLE 110. UBITUS INC.: FINANCIALS
TABLE 111. UBITUS INC.: PRODUCTS & SERVICES
TABLE 112. UBITUS INC.: RECENT DEVELOPMENTS
TABLE 113. TENCENT HOLDINGS LTD.: FINANCIALS
TABLE 114. TENCENT HOLDINGS LTD.: PRODUCTS & SERVICES
TABLE 115. TENCENT HOLDINGS LTD.: RECENT DEVELOPMENTS

 

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