TechNavio's analysts forecast the Global Cloud-based Gaming market to grow at a CAGR of 15.9 percent over the period 2012–2016. One of the key factors contributing to this market growth is the increasing audience for social media games and mobile games. The Global Cloud-based Gaming market has also been witnessing the increasing adoption of next-generation technologies. However, the requirement of high broadband speed could pose a challenge to the growth of this market.... Research Beam Model: Research Beam Product ID: 16447 2000 USD New
Global Cloud-based Gaming Market 2012-2016
 
 

Global Cloud-based Gaming Market 2012-2016

  • Category : ICT & Media
  • Published On : March   2013
  • Pages : 33
  • Publisher : Technavio
 
 
 

TechNavio's analysts forecast the Global Cloud-based Gaming market to grow at a CAGR of 15.9 percent over the period 2012–2016. One of the key factors contributing to this market growth is the increasing audience for social media games and mobile games. The Global Cloud-based Gaming market has also been witnessing the increasing adoption of next-generation technologies. However, the requirement of high broadband speed could pose a challenge to the growth of this market. 

TechNavio's report, the Global Cloud-based Gaming Market 2012–2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, the EMEA and APAC regions; it also covers the Global Cloud-based Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.  

Key vendors dominating this space include  OnLive Inc., Gaikai Inc., G-cluster Global Corp., and BetStone Ltd.

Other vendors mentioned in the report are: OTOY Inc., Playcast Media Systems Ltd., Agawi, Spoon.net, Ubitus Inc., and Happy Cloud Inc.

Key questions answered in this report: 

What will the market size be in 2016 and at what will be the growth rate?

What are 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 key vendors?

What are the strengths and weaknesses of each of these key vendors?



 


1. Executive Summary

2. Introduction

3. Market Coverage


Market Overview

Product Offerings

4. Market Landscape

4.1. Market Size and Forecast 

4.2. Five Force Analysis

5. Geographical Segmentation

6. Key Leading Countries


       US

       UK

       Japan

7. Vendor Landscape

8. Buying Criteria

9. Market Growth Drivers

10. Drivers and their Impact

11. Market Challenges

12. Impact of Drivers and Challenges

13. Market Trends

14. Key Vendor Analysis


14.1. Onlive Inc.

14.1.1. Business Overview

14.1.2. Key Information

14.1.3. SWOT Analysis

14.2. Gaikai Inc.

14.2.1. Business Overview

14.2.2. Key Information

14.2.3. SWOT Analysis

14.3. G-cluster Global Corp.

14.3.1. Business Overview

14.3.2. Key Information

14.3.3. SWOT Analysis

14.4. BetStone Ltd.

14.4.1. Business Overview

14.4.2. Key Information

14.4.3. SWOT Analysis

15. Other Reports in this Series



List of Exhibits:

Exhibit 1:  Global Cloud-based Gaming Market 2012–2016 (US$ million)

Exhibit 2:  Global Cloud-based Gaming Market by Geographical Segmentation 2012



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