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Global Cloud Gaming Market By Type (Video Streaming v/s File Streaming), By Offering (Infrastructure v/s Game Platform Services), By Type of Device (Smartphones, Tablets, Gaming Consoles, PCs & Laptops, Smart TVs, Head Mounted Displays, Others), By Deployment Mode (Public Cloud, Hybrid Cloud, Private Cloud), By Gaming System (G-Cluster, PlayStation, Stream my game, steam in home streaming, Remote Play, Others), By End Users (Casual Gamers, Avid Gamers, Hardcore Gamers), By Region, Forecast & Opportunities, 2025


Global cloud gaming market is expected to grow at a robust rate during the forecast period. The global cloud gaming market is driven by the increasing smartphone proliferation and internet penetr... もっと見る

 

 

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TechSci Research
テックサイリサーチ
2022年7月1日 4,900
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114 英語

 

Summary


Global cloud gaming market is expected to grow at a robust rate during the forecast period. The global cloud gaming market is driven by the increasing smartphone proliferation and internet penetration. Additionally, advancements in cloud computing, GPU as a service, OTT gaming services, among others are further anticipated to propel the market during forecast period. Furthermore, increasing spending by the governments in different countries especially in developing economies for the development of 5G infrastructure is expected to foster the growth of market through 2025.

The global cloud gaming market can be segmented based on type, offering, type of device, deployment mode, gaming system, end users, company and region. Based on type, the market can be bifurcated into video streaming and file streaming. The video streaming segment is expected to dominate the market during forecast years since it allows users to play games anywhere and, on any platform, if they are connected to internet. Based on type of device, the market can be fragmented into smartphones, tablets, gaming consoles, PCs & laptops, smart TVs, head mounted displays and others. The smartphones segment is expected to dominate the market on account of its cost effectiveness.

Regionally, the cloud gaming market has been segmented into Asia-Pacific, North America, South America, Europe, and Middle East & Africa. Among these, North America is expected to dominate the market during forecast period. This can be attributed to the early adoption and advancements in technologies in the region.

Major players operating in the global cloud gaming market include Nvidia Corporation, Intel Corporation, Google LLC, Microsoft Corporation, Amazon, Advanced Micro Devices, Inc., Sony Corporation, IBM Corporation, Tencent Holdings Ltd, Alibaba Group Holding Limited, Jump Gaming, Paperspace, Vortex, Playgiga, Activision Publishing, Inc., Playkey, Loudplay, Electronic Arts Inc., Blacknut, Hatch and others. The companies are developing advanced technologies and launching new services in order to stay competitive in the market. Other competitive strategies include mergers & acquisitions and new service developments.
Years considered for this report:
Historical Years: 2015-2018
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2021–2025
Objective of the Study:
• To analyze and forecast the market size of global cloud gaming market.
• To classify and forecast global cloud gaming market based on type, offering, type of device, deployment mode, gaming system, end users, company and regional distribution.
• To identify drivers and challenges for global cloud gaming market.
• To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global cloud gaming market.
• To identify and analyze the profile of leading players operating in global cloud gaming market.
TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of service providers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research could include the service providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service providers, and presence of all major players across the globe.
TechSci Research calculated the market size of global cloud gaming market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.
Key Target Audience:
• Cloud gaming service provider, vendors and other stakeholders
• Government bodies such as regulating authorities and policy makers
• Organizations, forums and alliances related to cloud gaming
• Market research and consulting firms
The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, channel partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.
Report Scope:
In this report, global cloud gaming market has been segmented into following categories, in addition to the industry trends which have also been detailed below:
• Market, By Type:
o Video Streaming
o File Streaming
• Market, By Offering:
o Infrastructure
 Compute
 Memory
 Storage
o Game Platform Services
 Content Services
 PC Services
• Market, By Type of Device:
o Smartphones
o Tablets
o Gaming Consoles
o PCs & Laptops
o Smart TVs
o Head Mounted Displays
o Others
• Market, By Deployment Mode:
o Public Cloud
o Hybrid Cloud
o Private Cloud
• Market, By Gaming System:
o G-Cluster
o PlayStation
o Stream my game
o Steam in home streaming
o Remote Play
o Others
• Market, By End Users:
o Casual Gamers
o Avid Gamers
o Hardcore Gamers
• Market, By Region:
o North America
 United States
 Canada
 Mexico
o Europe
 Germany
 France
 United Kingdom
 Italy
 Spain
o Asia-Pacific
 China
 Japan
 India
 South Korea
 Australia
o Middle East & Africa
 South Africa
 Saudi Arabia
 UAE
 Kuwait
o South America
 Brazil
 Argentina
 Colombia
Competitive Landscape
Company Profiles: Detailed analysis of the major companies present in global cloud gaming market.
Available Customizations:
With the given market data, TechSci Research offers customizations according to a company’s specific needs. The following customization options are available for the report:
Company Information
• Detailed analysis and profiling of additional market players (up to five).

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Table of Contents

1. Product Overview
2. Research Methodology
3. Impact of COVID-19 on Global Cloud Gaming Market
4. Executive Summary
5. Voice of Customer
5.1. Brand Awareness (Aided/Unaided)
5.2. Vendor Satisfaction Analysis
5.3. Unmet Needs/Challenges
6. Global Cloud Gaming Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Type (Video Streaming v/s File Streaming)
6.2.2. By Offering (Infrastructure (Compute, Memory, Storage) v/s Game Platform Services (Content Services, PC Services))
6.2.3. By Type of Device (Smartphones, Tablets, Gaming Consoles, PCs & Laptops
Smart TVs, Head Mounted Displays, Others)
6.2.4. By Deployment Mode (Public Cloud, Hybrid Cloud, Private Cloud)
6.2.5. By Gaming System (G-Cluster, PlayStation, Stream my game, steam in home streaming, Remote Play, Others)
6.2.6. By End Users (Casual Gamers, Avid Gamers, Hardcore Gamers)
6.2.7. By Company (2019)
6.2.8. By Region
6.3. Product Market Map
7. Asia-Pacific Cloud Gaming Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Type
7.2.2. By Offering
7.2.3. By Type of Device
7.2.4. By Deployment Mode
7.2.5. By End Users
7.2.6. By Country
7.3. Asia-Pacific: Country Analysis
7.3.1. China Cloud Gaming Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Type
7.3.1.2.2. By Type of Device
7.3.1.2.3. By Deployment Mode
7.3.1.2.4. By End Users
7.3.2. India Cloud Gaming Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Type
7.3.2.2.2. By Type of Device
7.3.2.2.3. By Deployment Mode
7.3.2.2.4. By End Users
7.3.3. Australia Cloud Gaming Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Type
7.3.3.2.2. By Type of Device
7.3.3.2.3. By Deployment Mode
7.3.3.2.4. By End Users
7.3.4. Japan Cloud Gaming Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By Type
7.3.4.2.2. By Type of Device
7.3.4.2.3. By Deployment Mode
7.3.4.2.4. By End Users
7.3.5. South Korea Cloud Gaming Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By Type
7.3.5.2.2. By Type of Device
7.3.5.2.3. By Deployment Mode
7.3.5.2.4. By End Users
8. Europe Cloud Gaming Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Type
8.2.2. By Offering
8.2.3. By Type of Device
8.2.4. By Deployment Mode
8.2.5. By End Users
8.2.6. By Country
8.3. Europe: Country Analysis
8.3.1. France Cloud Gaming Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Type
8.3.1.2.2. By Type of Device
8.3.1.2.3. By Deployment Mode
8.3.1.2.4. By End Users
8.3.2. Germany Cloud Gaming Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Type
8.3.2.2.2. By Type of Device
8.3.2.2.3. By Deployment Mode
8.3.2.2.4. By End Users
8.3.3. United Kingdom Cloud Gaming Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Type
8.3.3.2.2. By Type of Device
8.3.3.2.3. By Deployment Mode
8.3.3.2.4. By End Users
8.3.4. Italy Cloud Gaming Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Type
8.3.4.2.2. By Type of Device
8.3.4.2.3. By Deployment Mode
8.3.4.2.4. By End Users
8.3.5. Spain Cloud Gaming Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Type
8.3.5.2.2. By Type of Device
8.3.5.2.3. By Deployment Mode
8.3.5.2.4. By End Users
9. North America Cloud Gaming Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Type
9.2.2. By Offering
9.2.3. By Type of Device
9.2.4. By Deployment Mode
9.2.5. By End Users
9.2.6. By Country
9.3. North America: Country Analysis
9.3.1. United States Cloud Gaming Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Type
9.3.1.2.2. By Type of Device
9.3.1.2.3. By Deployment Mode
9.3.1.2.4. By End Users
9.3.2. Mexico Cloud Gaming Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Type
9.3.2.2.2. By Type of Device
9.3.2.2.3. By Deployment Mode
9.3.2.2.4. By End Users
9.3.3. Canada Cloud Gaming Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Type
9.3.3.2.2. By Type of Device
9.3.3.2.3. By Deployment Mode
9.3.3.2.4. By End Users
10. South America Cloud Gaming Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Type
10.2.2. By Offering
10.2.3. By Type of Device
10.2.4. By Deployment Mode
10.2.5. By End Users
10.2.6. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Cloud Gaming Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Type
10.3.1.2.2. By Type of Device
10.3.1.2.3. By Deployment Mode
10.3.1.2.4. By End Users
10.3.2. Argentina Cloud Gaming Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Type
10.3.2.2.2. By Type of Device
10.3.2.2.3. By Deployment Mode
10.3.2.2.4. By End Users
10.3.3. Colombia Cloud Gaming Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Type
10.3.3.2.2. By Type of Device
10.3.3.2.3. By Deployment Mode
10.3.3.2.4. By End Users
11. Middle East and Africa Cloud Gaming Market Outlook
11.1. Market Size & Forecast
11.1.1. By Value
11.2. Market Share & Forecast
11.2.1. By Type
11.2.2. By Offering
11.2.3. By Type of Device
11.2.4. By Deployment Mode
11.2.5. By End Users
11.2.6. By Country
11.3. MEA: Country Analysis
11.3.1. South Africa Cloud Gaming Market Outlook
11.3.1.1. Market Size & Forecast
11.3.1.1.1. By Value
11.3.1.2. Market Share & Forecast
11.3.1.2.1. By Type
11.3.1.2.2. By Type of Device
11.3.1.2.3. By Deployment Mode
11.3.1.2.4. By End Users
11.3.2. Saudi Arabia Cloud Gaming Market Outlook
11.3.2.1. Market Size & Forecast
11.3.2.1.1. By Value
11.3.2.2. Market Share & Forecast
11.3.2.2.1. By Type
11.3.2.2.2. By Type of Device
11.3.2.2.3. By Deployment Mode
11.3.2.2.4. By End Users
11.3.3. UAE Cloud Gaming Market Outlook
11.3.3.1. Market Size & Forecast
11.3.3.1.1. By Value
11.3.3.2. Market Share & Forecast
11.3.3.2.1. By Type
11.3.3.2.2. By Type of Device
11.3.3.2.3. By Deployment Mode
11.3.3.2.4. By End Users
11.3.4. Kuwait Cloud Gaming Market Outlook
11.3.4.1. Market Size & Forecast
11.3.4.1.1. By Value
11.3.4.2. Market Share & Forecast
11.3.4.2.1. By Type
11.3.4.2.2. By Type of Device
11.3.4.2.3. By Deployment Mode
11.3.4.2.4. By End Users
12. Market Dynamics
12.1. Drivers
12.2. Challenges
13. Market Trends & Developments
14. Competitive Landscape
14.1. Nvidia Corporation
14.2. Intel Corporation
14.3. Google LLC
14.4. Microsoft Corporation
14.5. Amazon
14.6. Advanced Micro Devices, Inc.
14.7. Sony Corporation
14.8. IBM Corporation
14.9. Tencent Holdings Ltd
14.10. Alibaba Group Holding Limited
14.11. Jump Gaming
14.12. Paperspace
14.13. Vortex
14.14. Playgiga
14.15. Activision Publishing, Inc.
14.16. Playkey
14.17. Loudplay
14.18. Electronic Arts Inc.
14.19. Blacknut
14.20. Hatch
15. Strategic Recommendations
16. About Us & Disclaimer

 

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