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Global Cloud Gaming Market 2017-2021

  • December 2016
  • -
  • Infiniti Research Limited
  • -
  • 72 pages

About Cloud Gaming
Cloud gaming is a type of online gaming that allows gamers to access and play games that are stored on a remote server. These games can be accessed using internet-connected devices for free or by paying a subscription fee.

Technavio’s analysts forecast the global cloud gaming market to grow at a CAGR of 28.86% during the period 2017-2021.


Covered in this report
The report covers the present scenario and the growth prospects of the global cloud gaming market for 2017-2021. 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 2017-2021, 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 vendors operating in this market.


Key vendors
- Microsoft
- NVIDIA
- PlayGiga
- Playkey
- Sony

Other prominent vendors
- Amazon Web Services
- CiiNOW
- Crytek
- GamingCloud
- Google
- Happy Cloud
- IBM
- Kalydo
- LiquidSky Software
- Playcast Media Systems
- Samsung Electronics
- Sling Media
- TransGaming
- Ubitus
- Utomik
- Valve

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


Market challenge
- Privacy and security concerns
- For a full, detailed list, view our report


Market trend
- Penetration of cloud gaming in multiplayer scenario
- For a full, detailed list, view our report


Key questions answered in this report
- What will the market size be in 2021 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.






Methodology
Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.

Table Of Contents

Global Cloud Gaming Market 2017-2021
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
- Market overview
- Customer segments
- Base year and forecast period
- Vendor selection criteria
- Summation errors
- Top-vendor offerings
PART 03: Market research methodology
- Research methodology
- Economic indicators
PART 04: Introduction
- Key market highlights
PART 05: Industry overview
- Workflow of cloud gaming
PART 06: Market landscape
- Market overview
- Market size and forecast
- Five forces analysis
PART 07: Market segmentation by type
- Global cloud gaming market by type
- Global cloud gaming market by video streaming
- Global cloud gaming market by file streaming
PART 08: Market segmentation by platform
- Global cloud gaming market by platform
- Global cloud gaming market by mobile devices
- Global cloud gaming market by smart TVs
- Cloud gaming market by gaming consoles
- Cloud gaming market by computing devices
PART 09: Market segmentation by gamers
- Global cloud gaming market by gamers
- Global cloud gaming market by hardcore gamers
- Global cloud gaming market by casual gamers
PART 10: Geographical segmentation
- Global cloud gaming market by region
- Cloud gaming market in APAC
- Cloud gaming market in EMEA
- Cloud gaming market in Americas
PART 11: Key leading countries
- Cloud gaming market in China
- Cloud gaming market in US
PART 12: Buying criteria
PART 13: Market drivers
- Reduction in installation costs and time
- Enhancement of gaming features
- Easy updates for games
PART 14: Impact of drivers
PART 15: Market challenges
- Privacy and security concerns
- Need for high-speed internet connectivity
- Cyber scams
- High game development costs
PART 16: Impact of drivers and challenges
PART 17: Market trends
- Penetration of cloud gaming in multiplayer scenario
- Integration of AR and VR with cloud gaming
- Cross-platform gaming experience
PART 18: Vendor landscape
- Competitive scenario
- Key leading vendors
- Other prominent vendors
PART 19: Appendix
- List of abbreviations
PART 20: Explore Technavio

List of Exhibits
Exhibit 01: Global cloud gaming market by geography
Exhibit 02: Product offerings
Exhibit 03: Workflow of cloud gaming
Exhibit 04: Overview of global cloud gaming market
Exhibit 05: Global cloud gaming market 2016-2021 ($ millions)
Exhibit 06: Five forces analysis
Exhibit 07: Global cloud gaming market by type 2016-2021 (% share)
Exhibit 08: Global cloud gaming market by video streaming 2016-2021 ($ millions)
Exhibit 09: Global cloud gaming market by file streaming 2016-2021 ($ millions)
Exhibit 10: Global cloud gaming market by platform 2016-2021 (% share)
Exhibit 11: Global cloud gaming market by mobile devices 2016-2021 ($ millions)
Exhibit 12: Global cloud gaming market by smart TVs 2016-2021 ($ millions)
Exhibit 13: Cloud gaming market by gaming consoles 2016-2021 ($ millions)
Exhibit 14: Cloud gaming market by computing devices 2016-2021 ($ millions)
Exhibit 15: Global cloud gaming market by gamers 2016-2021 (% share)
Exhibit 16: Global cloud gaming market by hardcore gamers 2016-2021 ($ millions)
Exhibit 17: Global cloud gaming market by casual gamers 2016-2021 ($ millions)
Exhibit 18: Global cloud gaming market by region 2016-2021 (% share)
Exhibit 19: Cloud gaming market in APAC 2016-2021 ($ millions)
Exhibit 20: Cloud gaming market in EMEA 2016-2021 ($ millions)
Exhibit 21: Cloud gaming market in Americas 2016-2021 ($ millions)
Exhibit 22: Key leading countries
Exhibit 23: Cloud gaming market in China 2016-2021 ($ millions)
Exhibit 24: Cloud gaming market in US 2016-2021 ($ millions)
Exhibit 25: Buying criteria for cloud gaming
Exhibit 26: Impact of drivers
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Microsoft: Business segmentation 2016
Exhibit 29: Microsoft: Geographical segmentation by revenue 2016 (% revenue share)
Exhibit 30: Sony: Business segmentation by revenue 2015 and 2016 ($ billions)
Exhibit 31: Sony: Geographical segmentation by revenue 2015 (% share)
Exhibit 32: Other prominent vendors


Companies Mentioned
Amazon Web Services, CiiNOW, Crytek, GamingCloud, Google, Happy Cloud, IBM, Kalydo, LiquidSky Software, Playcast Media Systems, Samsung Electronics, Sling Media, TransGaming, Ubitus, Utomik, Valve.

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