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Global Cloud Gaming Market 2016-2020

  • May 2016
  • -
  • Infiniti Research Limited
  • -
  • 57 pages

About the Cloud Gaming Market

The introduction and popularity of PCs and electronic devices and the rise of the internet have led to the development and commercialization of gaming across the globe. Individuals are passionate about interactive entertainment in the form of games, which have different genres and offer different user experiences in a broad variety of platforms.
Individuals require platforms such as TVs, consoles, mobile devices, and PCs to play video games. Various types of games are available for various kinds of gaming platforms. They are available in two major formats: physical and digital. Games in the physical format are played through physical discs while those in the digital format are downloaded or are cloud-based.

Technavio’s analysts forecast the global gaming market to grow at a CAGR of 29.33% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global cloud gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the web-based subscription of cloud-based gaming.


The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA

Technavio's report, Global Cloud Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the Key vendorsoperating in this market.

Key vendors
- G-Cluster
- Nvidia
- PlayGiga
- Sony Computer Entertainment
- Ubisoft Entertainment


Other prominent vendors
- Amazon
- CiiNOW
- Crytek
- GamingCloud
- Google
- Happy Cloud
- IBM
- Microsoft
- Nintendo
- Playcast Media Systems
- Samsung Electronics
- TransGaming
- Ubitus
- Valve

Market driver
- Reduced costs and installation time
- For a full, detailed list, view our report

Market challenge
- Concerns related to privacy and security
- For a full, detailed list, view our report

Market trend
- Growth in free-to-play model
- For a full, detailed list, view our report

Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

Table Of Contents

Global Cloud Gaming Market 2016-2020
PART 01: Executive summary
- Highlights
PART 02: Scope of the report
- Market overview
- Customer segments
- Base year
- Vendor segmentation
- Summation errors
- Currency conversion rates
- Top-vendor offerings
PART 03: Market research methodology
- Research methodology
- Economic indicators
PART 04: Introduction
- Key market highlights
PART 05: Market description
- Global gaming market
PART 06: Market landscape
- Market overview
- Product lifecycle
- Market size and forecast
- Market size and forecast
- Five forces analysis
PART 07: Global gaming market
- Global gaming market by type
PART 08: Geographical segmentation
- Segmentation of global cloud gaming market by geography
- Revenue comparison of global cloud gaming market by geography
- Cloud gaming market in Americas
- Cloud gaming market in EMEA
- Cloud gaming market in APAC
PART 09: Buying criteria
PART 10: Market attractiveness
- Market attractiveness of global gaming market by geography
- Market attractiveness of global cloud gaming market by geography
PART 11: Key leading countries
- US
PART 12: Market drivers
PART 13: Impact of drivers
PART 14: Market challenges
PART 15: Impact of drivers and challenges
PART 16: Market trends
PART 17: Vendor landscape
- Summary of figures
PART 18: Appendix
- List of abbreviations
PART 19: Explore Technavio

List of Exhibits
Exhibit 01: Currency conversion rates 2013-2015
Exhibit 02: Product offerings
Exhibit 03: Type of screens used for gaming
Exhibit 04: Global gaming market by type
Exhibit 05: Value chain of the global games market
Exhibit 06: Overview of global cloud gaming market
Exhibit 07: Product lifecycle of cloud gaming 2015
Exhibit 08: Product lifecycle of cloud gaming 2020
Exhibit 09: Global gaming market 2014-2019 ($ billions)
Exhibit 10: Global cloud gaming market 2015-2020 ($ millions)
Exhibit 11: Share of cloud gaming in overall gaming market 2014-2019
Exhibit 12: Five forces analysis
Exhibit 13: Global gaming market by type 2015
Exhibit 14: CAGR comparison of types of gaming platforms 2015-2020
Exhibit 15: Segmentation of global cloud gaming market by geography 2015
Exhibit 16: Global cloud gaming market by geography 2015-2020
Exhibit 17: Revenue comparison of global cloud gaming market by geography 2015-2020 ($ millions)
Exhibit 18: CAGR comparison of global cloud gaming market by geography 2015-2020
Exhibit 19: Cloud gaming market in Americas 2015-2020 ($ millions)
Exhibit 20: Cloud gaming market in EMEA 2015-2020 ($ millions)
Exhibit 21: Cloud gaming market in APAC 2015-2020 ($ millions)
Exhibit 22: Buying criteria for cloud gaming
Exhibit 23: Market attractiveness of global gaming market by geography 2014-2019
Exhibit 24: Market attractiveness of global cloud gaming market by geography 2015-2020
Exhibit 25: Global smartphones and tablets shipments 2011-2015 (millions of units)
Exhibit 26: Impact of drivers
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Summary of figures

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