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2020 Cloud Gaming Market Study - A $3.9 Billion Industry Opportunity by 2027DUBLIN, April 7, 2020 /PRNewswire/ -- The "Cloud Gaming - Global Market Outlook (2018-2027)" report has been added to ResearchAndMarkets.com's offering. The Global Cloud Gaming market accounted for $0.99 billion in 2018 and is expected to reach $3.90 billion by 2027 growing at a CAGR of 16.5% during the forecast period. Some of the key factors influencing market growth include commercialization of 5G, rise in a number of gamers, upsurge of immersive and competitive gaming on mobile and increase in the number of internet users. However, multiplayer cloud gaming server allocation issues are hindering market growth. Amongst type, Video streaming solution relieves clients from computationally intensive graphics rendering and is ideal for clients with resource-constrained devices. Additionally, in this approach, computational load is paid along with network load since transmitting videos is more expensive than transmitting graphics commands. Owing to this, video streaming will hold significant growth. By Geography, The cloud gaming market in APAC is foreseen to augment at a significant rate owing to the increasing number of 5G infrastructure development initiatives in the region. Additionally, the cost-effective nature of the cloud gaming platforms is promoting its usage across various new customer classes that vary in investing in gaming systems due to its cost. Some of the key players in global cloud gaming market are IBM, NVIDIA, Google, Sony, Tencent, Amazon Web Services, Samsung Electronics, Right-To-Win, Microsoft, Intel Corporation, Alibaba, Advanced Micro Devices, Blacknut, Paperspace, Activision, TransGaming, LiquidSky Software, and Playcast Media Systems. What the report offers:
Key Topics Covered 1 Executive Summary 2 Preface 2.1 Abstract 2.2 Stake Holders 2.3 Research Scope 2.4 Research Methodology 2.4.1 Data Mining 2.4.2 Data Analysis 2.4.3 Data alidation 2.4.4 Research Approach 2.5 Research Sources 2.5.1 Primary Research Sources 2.5.2 Secondary Research Sources 2.5.3 Assumptions 3 Market Trend Analysis 3.1 Introduction 3.2 Drivers 3.3 Restraints 3.4 Opportunities 3.5 Threats 3.6 Technology Analysis 3.7 Emerging Markets 3.8 Futuristic Market Scenario 4 Porters Five Force Analysis 4.1 Bargaining power of suppliers 4.2 Bargaining power of buyers 4.3 Threat of substitutes 4.4 Threat of new entrants 4.5 Competitive rivalry 5 Global Cloud Gaming Market, By Device Type 5.1 Introduction 5.2 Tablets 5.3 Smart Televisions 5.4 Gaming Consoles 5.5 Personal Computers & Laptops 5.6 Head-Mounted Displays (HMDs) 5.7 Smartphones 6 Global Cloud Gaming Market, By Business Model 6.1 Introduction 6.2 Business-to-Business (B2B) 6.3 Business-to-Consumer (B2C) 7 Global Cloud Gaming Market, By Deployment 7.1 Introduction 7.2 Private Cloud 7.3 Hybrid Cloud 7.4 Public Cloud 8 Global Cloud Gaming Market, By Offering 8.1 Introduction 8.2 Game Platform Services 8.2.1 PC Services 8.2.2 Content Services 8.3 Infrastructure 8.3.1 Memory 8.3.2 Compute 8.3.3 Storage 9 Global Cloud Gaming Market, By Technology 9.1 Introduction 9.2 Server Technology 9.3 Gaming as a Service 9.4 Data Streaming Technology 10 Global Cloud Gaming Market, By Gamer Type 10.1 Introduction 10.2 Avid Gamers 10.3 Social Gamers 10.4 Hardcore Gamers 10.5 Casual Gamers 10.6 Serious Gamers 11 Global Cloud Gaming Market, By Type 11.1 Introduction 11.2 File Streaming 11.3 Video Streaming 12 Global Cloud Gaming Market, By Gaming System 12.1 Introduction 12.2 Play Station 12.3 Steam In-Home Streaming 12.4 Stream My Game 12.5 G Cluster 12.6 Remote Play 13 Global Cloud Gaming Market, By Genre 13.1 Introduction 13.2 Puzzles 13.3 Simulation 13.4 Adventure/Role Playing Games 13.5 Strategy 13.6 Social Games 14 Global Cloud Gaming Market, By Geography 14.1 Introduction 14.2 North America 14.2.1 US 14.2.2 Canada 14.2.3 Mexico 14.3 Europe 14.3.1 Germany 14.3.2 UK 14.3.3 Italy 14.3.4 France 14.3.5 Spain 14.3.6 Rest of Europe 14.4 Asia Pacific 14.4.1 Japan 14.4.2 China 14.4.3 India 14.4.4 Australia 14.4.5 New Zealand 14.4.6 South Korea 14.4.7 Rest of Asia Pacific 14.5 South America 14.5.1 Argentina 14.5.2 Brazil 14.5.3 Chile 14.5.4 Rest of South America 14.6 Middle East & Africa 14.6.1 Saudi Arabia 14.6.2 UAE 14.6.3 Qatar 14.6.4 South Africa 14.6.5 Rest of Middle East & Africa 15 Key Developments 15.1 Agreements, Partnerships, Collaborations and Joint Ventures 15.2 Acquisitions & Mergers 15.3 New Product Launch 15.4 Expansions 15.5 Other Key Strategies 16 Company Profiling 16.1 IBM 16.2 NVIDIA 16.3 Google 16.4 Sony 16.5 Tencent 16.6 Amazon Web Services 16.7 Samsung Electronics 16.8 Right-To-Win 16.9 Microsoft 16.10 Intel Corporation 16.11 Alibaba 16.12 Advanced Micro Devices 16.13 Blacknut 16.14 Paperspace 16.15 Activision 16.16 TransGaming 16.17 LiquidSky Software 16.18 Playcast Media Systems For more information about this report visit https://www.researchandmarkets.com/r/ht0k34 Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research. Media Contact: Research and Markets View original content:http://www.prnewswire.com/news-releases/2020-cloud-gaming-market-study---a-3-9-billion-industry-opportunity-by-2027--301036785.html SOURCE Research and Markets |