Keywords : gaming industry
This report analyzes the worldwide markets for Cloud Gaming in US$ Million. The report provides separate comprehensive analytics for the US, Europe, and Rest of World. Annual estimates and forecasts are provided for the period 2011 through 2018. The report profiles 22 companies including many key and niche players such as BetStone Limited, Gaikai, Inc., G-cluster Global Corporation, Happy Cloud, OnLive, Inc., Playcast Media Systems Ltd., Spoon.ne...
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- Publication date: July 2012
- Report size: 174 pages
- Report price: $ 3 950
This report analyzes the worldwide markets for Cloud Gaming in US$ Million. The report provides separate comprehensive analytics for the US, Europe, and Rest of World. Annual estimates and forecasts are provided for the period 2011 through 2018. The report profiles 22 companies including many key and niche players such as BetStone Limited, Gaikai, Inc., G-cluster Global Corporation, Happy Cloud, OnLive, Inc., Playcast Media Systems Ltd., Spoon.net, and Ubitus, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.
Global Gambling Industry
I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3
II. EXECUTIVE SUMMARY
1. INDUSTRY OVERVIEW II-1
Video Games: A Rudimentary Overview II-1
Table 1: World Market for Video Games Software (2010):
Percentage Share Breakdown of Revenues by Gaming Platform
(includes corresponding Graph/Chart) II-2
Online Video Games: The New Frontier II-2
Online Games Gather Steam II-3
Table 2: Percentage Breakdown of Cumulative Number of Online
Game Subscribers by Region - 2009 (includes corresponding
Graph/Chart) II-3
Table 3: World Market for Online Video Games Software
(2010): Percentage Share Breakdown of Revenues by Geographic
Region/Country (includes corresponding Graph/Chart) II-3
Cloud Technology: Optimally Positioned to Provide Gaming
Experience II-4
Cloud Gaming: An Emerging Platform for Games Distribution II-4
Economic Benefits Fuel Adoption of Cloud Gaming Services II-5
Free-to-Play Models to Accelerate Adoption of Cloud Gaming
Services II-6
Extreme Scalability II-6
Ubiquity II-6
Data Management Concerns Outsourced II-7
Cloud Insurance Shields from Losses II-7
Proliferation of Internet Provides a Fertile Environment for
Growth of Cloud Gaming Services II-7
Table 4: Rapid Proliferation of Internet: Breakdown of Number
of Internet Users for Years 2000 & 2010 (includes
corresponding Graph/Chart) II-8
Table 5: Internet Penetration Rates (In %) Worldwide by
Select Geographic Region/ Country for the year 2011 (includes
corresponding Graph/Chart) II-8
Remote Access: The Real Flavor of Cloud Gaming II-9
Mobile Cloud-Gaming Services - The New Paradigm II-9
Consumer Mobile Usage Habits Indicate Strong Potential for
Mobile Cloud Gaming Services II-10
Opportunity Indicator II-10
Table 6: Global Mobile Internet Market (2010): Percentage
Share Breakdown of Revenues for MMS/SMS, Entertainment,
Advertisement/Search, Enterprise Services and Other Data
Access (includes corresponding Graph/Chart) II-10
Continued Rise in Mobile Users: A Key Opportunity II-10
Table 7: World Market for Mobile Handsets: Breakdown of
Volume Sales in Million Units for Years 2011, 2013 & 2015
(includes corresponding Graph/Chart) II-11
Table 8: World Market for Mobile Handsets by Technology -
Percentage Breakdown of Annual Sales Volume for 2G, 2.5G, 3G,
3.5G, and 3.9G Enabled Handsets for Years 2008, 2011 & 2014
(includes corresponding Graph/Chart) II-11
Growing Adoption of Smartphones to Boost Market Prospects for
Mobile Cloud Gaming Services II-12
Smartphones Sales Continues to Grow Across the Globe II-12
Table 9: Global Market for Smart phones (2011 & 2015):
Breakdown of Annual Sales Figures in Thousand Units by
Geographic Markets - US, Canada, Japan, Europe, Asia
Pacific, Latin America, and Rest of World Markets -
Independently Analyzed with for Years 2011 and 2015
(includes corresponding Graph/Chart) II-13
Entertainment Applications Lead Smartphone Content:
Indication of Potential in Store for Mobile Cloud Gaming
Services II-13
Latest Mobile Wireless Network Technologies - A Key Enabler II-14
Global Market Outlook II-15
Emerging Markets to Turbo Charge Future Growth in Cloud
Gaming Services II-15
Table 10: World Market for Mobile Internet (2010): Breakdown
of Number of Mobile Internet Users in Million by Geographic
Region (includes corresponding Graph/Chart) II-15
Table 11: Percentage Breakdown of Cumulative Number of
Online Game Subscribers by Region - 2009 (includes
corresponding Graph/Chart) II-16
Table 12: World Market for Online Video Games Software
(2010): Percentage Share Breakdown of Revenues by Geographic
Region/Country (includes corresponding Graph/Chart) II-16
Table 13: Global Percentage Share Breakdown of Number of
Mobile Handsets Sold by Region for the year 2011 (includes
corresponding Graph/Chart) II-16
Table 14: Global Percentage Share Breakdown of Number of
Mobile Subscriptions by Region for the year 2011 (includes
corresponding Graph/Chart) II-17
Gaming Companies to Use Cloud Gaming Services to Crackdown on
Piracy II-17
Latency - A Key Bottleneck for Mass Adoption of Cloud Gaming II-18
Impact of Cloud Gaming on Related Players II-18
Console Makers II-18
Game Publishers II-18
Retailers II-18
2. SERVICE OVERVIEW II-20
Cracking the Mystery Behind the Nebulous Concept of Cloud
Computing II-20
What’s a Cloud? II-20
History II-20
Cloud Computing Architecture II-21
Components of a Cloud Computing Architecture II-21
Client II-21
Services II-21
Characteristics that Set Cloud Computing apart II-22
What are Cloud Computing Services? II-22
“Cloud Services” - How Different is it from Cloud Computing? II-22
Attributes that Define New Generation of “Cloud Services” II-23
Cloud Service Types II-23
Infrastructure Services II-23
Business Process Services II-24
Application Services II-24
Key Attributes of Cloud Application Services: II-24
Cloud Service Segments - Corporate and Consumer II-25
Consumer Cloud Services - Definition II-25
Typical Scenarios of Consumer Cloud Computing II-25
Cloud Gaming - A Review II-26
3. RECENT INDUSTRY ACTIVITY II-27
Walt Disney Takes Over Complete Equity of Indiagames II-27
OnLive to Enter into Partnership with VIZIO II-27
Microsoft to Merge Games for Windows Marketplace with Xbox.com II-28
GameStop to Acquire Spawn Labs and Impulse II-28
UTV Indiagames Enters into Partnership with Sistema Shyam
TeleServices II-28
Happy Cloud to Enter into Partnership with Advanced Micro Devices II-28
BT Group Enters into Partnership with OnLive II-29
HTC Makes Strategic Investment into Saffron Digital and OnLive II-29
Gaikai Introduces Affiliate Network over the Escapist Website II-29
Bigfoot Networks Collaborates with Gaikai II-30
Ubitus Enters into Partnership with Broadcom II-30
Joyent Enters into Strategic Alliance with FirstServer for
Delivering SmartDataCenter 6 Cloud Software in Japan II-31
Juniper Networks Enters into Strategic Partnership with OnLive II-31
Joyent Enters into Strategic Alliance with ClusterTech to
Deliver Professional Service for Public Integration and Cloud
Services II-32
Xenocode Expands Product Range Under Brand Name of Spoon II-32
Ubisoft Entertainment Takes Over Owlient II-33
Intel®-Based Consumer Electronic Devices Support OnLive Cloud
Gaming II-33
OnLive Upgrades Data Centers II-34
OnLive Forays into Remote Desktop Solutions II-34
Playcast Media Systems Selects JWT London to Develop Social
Gaming Portal for TV and PC II-35
OnLive and BT Enter into Collaboration to Introduce Cloud
Gaming Services II-35
Gaikai Selects Eurogamer as Pan-European Media Affiliate II-35
Amino Communications and TransGaming Enter into Collaborative
Partnership II-36
Gaikai Enters into Partnership with Limelight Networks and
Intel Capital II-36
Dell Collaborates with OnLive II-37
OnLive Unveils OnLive Cloud Gaming Streaming Service II-37
Verizon Games Service Partners with Exent II-37
4. PRODUCT/SERVICE LAUNCHES II-38
Ubitus and NHN Japan Unveils GameCloud® Technology II-38
OnLive Rolls Out Universal Wireless Controller II-38
Transgaming and Free Introduces GameTree TV II-38
Spoon Launches Spoon Cloud Gaming II-39
Singapore Telecommunications and Playcast Media Unveils ESC II-39
HTC Introduces HTC Flyer II-40
OnLive Introduces OnLive® Player App for Android and iPad II-40
Gaikai Introduces Cloud Gaming Services II-40
Spoon and SourceForge Roll Out Free Cloud Hosting Service II-41
OnLive Launches Cloud Gaming Service II-42
5. FOCUS ON SELECT PLAYERS II-43
BetStone Limited (Ireland) II-43
Gaikai, Inc. (US) II-43
G-cluster Global Corporation (Japan) II-43
Happy Cloud Inc (US) II-43
OnLive, Inc. (US) II-44
Playcast Media Systems Ltd. (Israel) II-44
Spoon.net (US) II-44
Ubitus, Inc. (Taiwan) II-44
6. GLOBAL MARKET PERSPECTIVE II-46
Table 15: Global Recent Past, Current & Future Analysis for
Cloud Gaming Services by Geographic Region/ Country - US,
Europe and Rest of the World Markets Independently Analyzed
with Annual Revenues (in US$ Million) for Years 2011 through
2018 (includes corresponding Graph/Chart) II-46
Table 16: Global 7-Year Perspective for Cloud Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
Generated for the US, Europe and Rest of the World for Years
2012 & 2018 (includes corresponding Graph/Chart) II-47
III. MARKET
1. UNITED STATES III-1
A.Market Analysis III-1
Current & Future Analysis III-1
Strategic Corporate Developments III-1
Product/Service Launches III-8
Key Players III-11
B.Market Analytics III-12
Table 17: US Recent Past, Current & Future Analysis for
Cloud Gaming Services Independently Analyzed with Annual
Revenues (in US$ Million) for Years 2011 through 2018
(includes corresponding Graph/Chart) III-12
2. EUROPE III-13
A.Market Analysis III-13
Current & Future Analysis III-13
Overview III-13
Strategic Corporate Developments III-13
Product/Service Launches III-15
Betstone Limited - A Key Irish Player III-15
B.Market Analytics III-16
Table 18: Europe Recent Past, Current & Future Analysis for
Cloud Gaming Services Independently Analyzed with Annual
Revenues (in US$ Million) for Years 2011 through 2018
(includes corresponding Graph/Chart) III-16
3. REST OF WORLD III-17
A.Market Analysis III-17
Current & Future Analysis III-17
Strategic Corporate Developments III-17
Product/Service Launches III-18
Key Players III-20
B.Market Analytics III-21
Table 19: Rest of World Recent Past, Current & Future
Analysis for Cloud Gaming Services Independently Analyzed
with Annual Revenues (in US$ Million) for Years 2011 through
2018 (includes corresponding Graph/Chart) III-21
IV. COMPETITIVE LANDSCAPE
Total Companies Profiled: 22
The United States (11)
Canada (2)
Japan (3)
Europe (2)
- Rest of Europe (2)
Asia-Pacific (Excluding Japan) (3)
Middle East (1)
- Publication date: July 2012
- Report size: 174 pages
- Report price: $ 3 950