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Worldwide Cloud Gaming Industry to 2026 - Players Include Utomik, Nvidia and Numecent Holdings Among OthersDUBLIN, May 4, 2021 /PRNewswire/ -- The "Cloud Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026" report has been added to ResearchAndMarkets.com's offering. The global cloud gaming market reached a value of US$ 585 Million in 2020. Cloud gaming, also known as gaming on demand, is a form of web gaming that allows direct streaming of games onto the user's personal computer (PC), mobile device or console. This is achieved by establishing a remote connection with a third-party organization that has the software of the game stored in their server. It enables users to play games online without having to download or purchase the actual software. Cloud gaming also provides an integrated gaming experience on smart devices that allows the user to view another user's game through live video streaming. It aims to offer smooth and direct game-playing experience to the end users across various devices. Moreover, cloud gaming also offers a reduction of data storage and ease of accessibility to the users. All these factors have contributed to the overall popularity of cloud gaming. Additionally, improving network connectivity, availability of instant play games, and download- and installation-free gameplays on almost all operating systems and devices such as Android, Linux, Mac, iOS and Chrome OS are also catalyzing the market growth. Looking forward, the publisher expects the global cloud gaming market to exhibit robust growth during the next five years. Competitive Landscape: The report has also analysed the competitive landscape of the market with some of the key players being Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly, CiiNow, Inc., etc.
1 Preface 2 Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 2.5 Forecasting Methodology 3 Executive Summary 4 Introduction 4.1 Overview 4.2 Key Industry Trends 5 Global Cloud Gaming Market 5.1 Market Overview 5.2 Market Performance 5.3 Impact of COVID-19 5.4 Market Breakup by Devices Type 5.5 Market Breakup by Genre 5.6 Market Breakup by Technology 5.7 Market Breakup by Gamers 5.8 Market Breakup by Region 5.9 Market Forecast 6 Market Breakup by Devices Type 6.1 Smartphones 6.1.1 Market Trends 6.1.2 Market Forecast 6.2 Smart TVs 6.2.1 Market Trends 6.2.2 Market Forecast 6.3 Consoles 6.3.1 Market Trends 6.3.2 Market Forecast 6.4 Tablets 6.4.1 Market Trends 6.4.2 Market Forecast 6.5 PCs 6.5.1 Market Trends 6.5.2 Market Forecast 7 Market Breakup by Genre 7.1 Adventure/Role Playing Games 7.1.1 Market Trends 7.1.2 Market Forecast 7.2 Puzzles 7.2.1 Market Trends 7.2.2 Market Forecast 7.3 Social Games 7.3.1 Market Trends 7.3.2 Market Forecast 7.4 Strategy 7.4.1 Market Trends 7.4.2 Market Forecast 7.5 Simulation 7.5.1 Market Trends 7.5.2 Market Forecast 7.6 Others 7.6.1 Market Trends 7.6.2 Market Forecast 8 Market Breakup by Technology 8.1 Video Streaming 8.1.1 Market Trends 8.1.2 Market Forecast 8.2 File Streaming 8.2.1 Market Trends 8.2.2 Market Forecast 9 Market Breakup by Gamers 9.1 Hardcore Gamers 9.1.1 Market Trends 9.1.2 Market Forecast 9.2 Casual Gamers 9.2.1 Market Trends 9.2.2 Market Forecast 10 Market Breakup by Region 10.1 North America 10.1.1 Market Trends 10.1.2 Market Forecast 10.2 Europe 10.2.1 Market Trends 10.2.2 Market Forecast 10.3 Asia Pacific 10.3.1 Market Trends 10.3.2 Market Forecast 10.4 Middle East and Africa 10.4.1 Market Trends 10.4.2 Market Forecast 10.5 Latin America 10.5.1 Market Trends 10.5.2 Market Forecast 11 SWOT Analysis 11.1 Overview 11.2 Strengths 11.3 Weaknesses 11.4 Opportunities 11.5 Threats 12 Value Chain Analysis 13 Porters Five Forces Analysis 13.1 Overview 13.2 Bargaining Power of Buyers 13.3 Bargaining Power of Suppliers 13.4 Degree of Competition 13.5 Threat of New Entrants 13.6 Threat of Substitutes 14 Price Analysis 15 Competitive Landscape 15.1 Market Structure 15.2 Key Players 15.3 Profiles of Key Players 15.3.1 Utomik B.V. 15.3.2 Nvidia Corporation 15.3.3 Numecent Holdings Ltd. 15.3.4 RemoteMyApp SP ZOO (Vortex) 15.3.5 Parsec Cloud Inc. 15.3.6 Paperspace 15.3.7 LiquidSky Software Inc. 15.3.8 Simplay Gaming Ltd. 15.3.9 Ubitus Inc. 15.3.10 Microsoft Corporation 15.3.11 Sony 15.3.12 Amazon web services 15.3.13 Google 15.3.14 IBM Corporation 15.3.15 Samsung electronics 15.3.16 GameFly 15.3.17 CiiNow, Inc. For more information about this report visit https://www.researchandmarkets.com/r/bq1c3k
Research and Markets View original content:http://www.prnewswire.com/news-releases/worldwide-cloud-gaming-industry-to-2026---players-include-utomik-nvidia-and-numecent-holdings-among-others-301283218.html SOURCE Research and Markets |