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
SummaryGlobal 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). Table of Contents1. Product Overview2. 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
ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。本レポートと同分野(無線・モバイル・ワイヤレス)の最新刊レポート
TechSci Research社の情報通信技術分野での最新刊レポート
本レポートと同じKEY WORD(cloud)の最新刊レポート
よくあるご質問TechSci Research社はどのような調査会社ですか?テックサイリサーチ(TechSci Research)は、カナダ、英国、インドに拠点を持ち、化学、IT、環境、消費財と小売、自動車、エネルギーと発電の市場など、多様な産業や地域を対象とした調査・出版活... もっと見る 調査レポートの納品までの日数はどの程度ですか?在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
注文の手続きはどのようになっていますか?1)お客様からの御問い合わせをいただきます。
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。
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。
|
詳細検索
2024/11/22 10:26 155.52 円 163.34 円 198.56 円 |