In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Research Beam Model: Research Beam Product ID: 221036 2500 USD New
Global Cloud Gaming Market 2015-2019
 
 

Global Cloud Gaming Market 2015-2019

  • Category : ICT & Media
  • Published On : April   2015
  • Pages : 67
  • Publisher : Technavio
 
 
 

About Cloud Gaming

In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Cloud games offer cross-platform capability, which provide gamers a cost-effective as well as time-effective gaming experience. Further, in cloud games, the need for high-processing computer system is eliminated and only fast strong connectivity is required. In addition to this, cloud gaming authorizes the vendors to upgrade games without worrying much about the gamers' hardware capabilities. Hence, cloud gaming benefits both game publishers as well as individual gamers. 



TechNavio's analysts forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2014-2019.



Covered in this Report

This report covers the present scenario and the growth prospects of the Global Cloud Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the subscription and rental revenue generated from the provision of cloud-based gaming as a web-based subscription service offered to game publishers and gamers.



TechNavio's report, Global Cloud Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.



Key Regions

• America

• APAC

• EMEA



Key Vendors

• G-Cluster

• Nvidia

• OnLive

• Sony Computer Entertainment

• Ubisoft Entertainment



Other Prominent Vendors

 • Agawi

• CiiNOW

• Cloud Games

• Crytek 

• GameTree TV

• GamingCloud

• Happy Cloud

• Joystiq

• Kalydo

• OTOY

• Playcast Media

• Shinra

• Spoon.net

• Ubitus  



Market Driver

• Technological Developments and Product Innovation

• For a full, detailed list, view our report



Market Challenge

• Privacy Concerns over Gamers' Information

• For a full, detailed list, view our report



Market Trend

• Changing Demographics of Gamers

• For a full, detailed list, view our report



Key Questions Answered in this Report

• What will the market size be in 2019 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?


01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

03.1 Market Overview

03.2 End-user Segments

03.2.1 Game Publishers

03.2.2 Individual Gamers

03.3 Base Year

03.4 Product Offerings

04. Market Research Methodology

04.1 Market Research Process

04.2 Research Methodology

05. Introduction

06. Market Landscape

06.1 Market Snapshot

06.2 Market Overview

06.3 Product Lifecycle of Cloud Gaming

06.4 Global Video Game Market

06.4.1 Market Size and Forecast

06.5 Share of Cloud Gaming in Global Video Game Market

06.6 Global Cloud Gaming Market

06.6.1 Market Size and Forecast

06.7 Five Forces Analysis

07. Segmentation of Market by Geography

07.1 Segmentation of Global Cloud Gaming Market by Geography 2014

08. Key Leading Countries

08.1 US

08.2 Japan

09. Buying Criteria

10. Market Growth Drivers

11. Drivers and their Impact

12. Market Challenges

13. Impact of Drivers and Challenges

14. Market Trends

15. Trends and their Impact

16. Vendor Landscape

16.1 Competitive Scenario

16.2 Competitive Analysis

16.3 Other Prominent Vendors

17. Key Vendor Analysis

17.1 G-Cluster

17.1.1 Key Facts

17.1.2 Business Overview

17.1.3 Geographical Presence

17.1.4 Recent Developments

17.1.5 SWOT Analysis

17.2 NVIDIA

17.2.1 Key Facts

17.2.2 Business Overview

17.2.3 Business Segmentation by Revenue 2014

17.2.4 Business Segmentation by Revenue 2013 and 2014

17.2.5 Geographical Segmentation by Revenue 2014

17.2.6 Business Strategy

17.2.7 Recent Developments

17.2.8 SWOT Analysis

17.3 OnLive

17.3.1 Key Facts

17.3.2 Business Overview

17.3.3 Key Offerings

17.3.4 Recent Developments

17.3.5 SWOT Analysis

17.4 Sony Computer Entertainment

17.4.1 Key Facts

17.4.2 Business Overview

17.4.3 Product Segmentation

17.4.4 Geographical Segmentation

17.4.5 Business Strategy

17.4.6 Recent Developments

17.4.7 SWOT Analysis

17.5 Ubisoft Entertainment

17.5.1 Key Facts

17.5.2 Business Overview

17.5.3 Business Segmentation by Revenue 2013

17.5.4 Business Segmentation by Revenue 2013

17.5.5 Geographical Segmentation by Revenue 2013

17.5.6 Business Strategy

17.5.7 Recent Developments

17.5.8 SWOT Analysis

18. Other Reports in this Series



List of Exhibits:

Exhibit 1: Market Research Methodology

Exhibit 2: Global Video Game Market 2014-2019 (US$ billion)

Exhibit 3: Share of Cloud Gaming in Global Video Game Market 2014 and 2019 

Exhibit 4: Global Cloud Gaming Market 2014-2019 (US$ million) 

Exhibit 5: Segmentation of Global Cloud Gaming Market by Geography 2014 

Exhibit 6: G-cluster: Geographical Presence 

Exhibit 7: NVIDIA: Business Segmentation by Revenue 2014 

Exhibit 8: NVIDIA: Business Segmentation by Revenue 2013 and 2014 (US$ billion) 

Exhibit 9: NVIDIA: Geographical Segmentation by Revenue 2014 

Exhibit 10: OnLive: Key Offerings 

Exhibit 11: Sony Computer Entertainment: Product Segmentation 

Exhibit 12: Sony Computer Entertainment: Geographical Segmentation

Exhibit 13: Ubisoft Entertainment: Business Segmentation by Revenue 2013 

Exhibit 14: Ubisoft Entertainment: Business Segmentation by Revenue 2013 (US$ million) 

Exhibit 15: Ubisoft Entertainment: Geographical Segmentation by Revenue 2013



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