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Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] - Trends & Forecast: 2015-2020

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The report covers the global cloud gaming market in terms of the gaming audience, gaming devices, and gaming technologies. According to the statistics available, the total global population in the year 2013 was 6.4 billion out of which 2.4 billion had access to the internet (online users) and 1.2 billion users are active gamers. Thus, these statistics clearly shows how much scope of growth is there for online games market space and now these users are moving towards the cloud gaming as it gives them freedom to instantly play online games without waiting to download the game, automatically updating the latest gaming software, versions and ease of playing the game from any of the game devices such as smartphones, smart TVs, tablets, pcs and game consoles. In coming years, lot many innovations such as virtual gaming will be seen in this space. The reason for the increase in the adaptability of the cloud gaming platform is its low cost, 24 x 7 availability, improved graphics, less video streaming time, and secure and an improved gaming experience. The Global Cloud Gaming market is expected to grow in the future mainly driven by the increase in gaming audience and gaming devices. The gaming audience (core gamers) is expected to drive the cloud gaming market than that of gaming devices (smartphones). The Global Cloud Gaming market is expected to grow at a CAGR of 33.7% during the period from 2015-2020 respectively. The core gamers market is growing at a CAGR of 33.5% followed by the smartphones growing at a CAGR of 29.8 % respectively, during the period 2015-2020.

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Table Of Content

Scope

Table of Contents

1 Industry Overview

1.1 Industry Trends

2 Report Outline

2.1 Report Scope

2.2 Report Summary

2.3 Research Methodology

2.4 Report Assumptions

3 Market Snapshot

3.1 Total Addressable Market (TAM)

3.2 Segmented Addressable Market (SAM)

3.3 Related Markets

4 Market Characteristics

4.1 Evolution of Market

4.2 Ecosystem

4.3 Market Segmentation

4.3.1 Gaming Audience

4.3.2 Devices

4.3.3 Technology

4.3.4 Regions

4.4 Market Dynamics

4.4.1 Drivers

4.4.1.1 Increase in Gaming Audience

4.4.1.2 Increase in Development of New Technologies

4.4.1.3 Decrease in Piracy

4.4.1.4 Low Cost

4.4.2 Restraints

4.4.2.1 Supports High-End Smart Devices

4.4.2.2 Poor Technology Infrastructure and Connectivity

4.4.3 Opportunities

4.4.3.1 For Game Publishers, Developers and Mobile Manufacturers

4.4.3.2 Cloud Virtual Gaming

4.4.3.3 Increase in Usage of Cloud Gamification

4.4.4 DRO-Impact Analysis

4.5 Porter 5 Forces Analysis

5 Trends and Roadmap

5.1 Market Trends & Impact

5.2 Technology Roadmap

6 Gaming Audience: Market Size & Analysis

6.1 Overview

6.2 Social Gamers

6.2.1 Market Size & Analysis

6.3 Serious Gamers

6.3.1 Market Size & Analysis

6.4 Core Gamers

6.4.1 Market Size & Analysis

7 Devices: Market Size & Analysis

7.1 Overview

7.2 Smartphones

7.2.1 Market Size & Analysis

7.3 Smart TVs

7.3.1 Market Size & Analysis

7.4 Console Units

7.4.1 Market Size & Analysis

7.5 Tablets

7.5.1 Market Size & Analysis

7.6 PCs

7.6.1 Market Size & Analysis

7.7 Vendor Profiles

7.7.1 Sony Corporation

7.7.1.1 Overview

7.7.1.2 Financial Health

7.7.1.3 Business Units

7.7.1.3.1 Overall

7.7.1.3.2 Market Specific

7.7.1.4 SWOT Analysis

7.7.1.5 Business Strategy & Views

7.7.2 Microsoft

7.7.2.1 Overview

7.7.2.2 Financial Health

7.7.2.3 Business Units

7.7.2.3.1 Overall

7.7.2.3.2 Market Specific

7.7.2.4 SWOT Analysis

7.7.2.5 Business Strategy & Views

7.7.3 Nintendo.Co.Ltd

7.7.3.1 Overview

7.7.3.2 Financial Health

7.7.3.3 Business Units

7.7.3.3.1 Overall

7.7.3.3.2 Market Specific

7.7.3.4 SWOT Analysis

7.7.3.5 Business Strategy & Views

7.7.4 Samsung Electronics

7.7.4.1 Overview

7.7.4.2 Financial Health

7.7.4.3 Business Units

7.7.4.3.1 Overall

7.7.4.3.2 Market Specific

7.7.4.4 SWOT Analysis

7.7.4.5 Business Strategy & Views

7.7.5 LG

7.7.5.1 Overview

7.7.5.2 Financial Health

7.7.5.3 Business Units

7.7.5.3.1 Overall

7.7.5.3.2 Market Specific

7.7.5.4 SWOT Analysis

7.7.5.5 Business Strategy & Views

8 Technology: Market Size & Analysis

8.1 Overview

8.2 Data Streaming Technology

8.3 Server Technology

8.4 Gaming as a Service

8.5 Vendor Profiles

8.5.1 Ubitus

8.5.1.1 Overview

8.5.1.2 Financial Health

8.5.1.3 Business Units

8.5.1.3.1 Market Specific

8.5.1.4 SWOT Analysis

8.5.1.5 Business Strategy & Views

8.5.2 Gaikai

8.5.2.1 Overview

8.5.2.2 Financial Health

8.5.2.3 Business Units

8.5.2.3.1 Market Specific

8.5.2.4 SWOT Analysis

8.5.2.5 Business Strategy & Views

8.5.3 G-Cluster

8.5.3.1 Overview

8.5.3.2 Financial Health

8.5.3.3 Business Units

8.5.3.3.1 Market Specific

8.5.3.4 SWOT Analysis

8.5.3.5 Business Strategy & Views

8.5.4 Playcast Media

8.5.4.1 Overview

8.5.4.2 Financial Health

8.5.4.3 Business Units

8.5.4.3.1 Market Specific

8.5.4.4 SWOT Analysis

8.5.4.5 Business Strategy & Views

9 Regions: Market Size & Analysis

9.1 Overview

9.2 North America

9.2.1 Market Size & Analysis

9.3 Western Europe

9.3.1 Market Size & Analysis

9.4 Asia-Pacific

9.4.1 Market Size & Analysis

9.5 Central Eastern Europe

9.5.1 Market Size & Analysis

9.6 Middle East & Africa

9.6.1 Market Size & Analysis

9.7 Latin America

9.7.1 Market Size & Analysis

10 Competitive Landscape

10.1 Competitor Comparison Analysis

10.2 Infoholic Research's Neutrino Triangle

10.3 Analysis by Gaming Devices

10.4 Market Landscape

10.4.1 Mergers & Acquisition

10.4.2 Venture Capital (VC) Funding

10.4.3 Joint Ventures & Collaborations

11 End-User Views

11.1 End-User View

11.2 End-User View

12 Global Generalists

12.1 Google Inc.

12.1.1 Overview

12.1.2 Key Offerings

12.1.3 Objectives & Progresses2

12.2 Amazon

12.2.1 Overview

12.2.2 Key Offerings

12.2.3 Objectives & Progresses

12.3 International Business Machines Corp (IBM)

12.3.1 Overview

12.3.2 Key Offerings

12.3.3 Objectives & Progresses

13 Companies To Watch For

13.1 Happy Cloud

13.1.1 Overview

13.1.2 Key Offering

13.1.3 Objectives and Progress

13.2 OnLive

13.2.1 Overview

13.2.2 Key offerings

13.2.3 Objectives and Progress

13.3 TransGaming

13.3.1 Overview

13.3.2 Key Offerings

13.3.3 Objectives and Progress

14 What Our Peers Are Estimating

Annexure

Acronyms


List Of Figure

List of Charts

CHART 1 RESEARCH METHODOLOGY

CHART 2 GLOBAL CLOUD GAMING MARKET REVENUE, 2015-2020

CHART 3 EVOLUTION OF GLOBAL CLOUD GAMING MARKET

CHART 4 ECOSYSTEM OF GLOBAL CLOUD GAMING MARKET

CHART 5 GLOBAL CLOUD GAMING MARKET BY GAMING AUDIENCE

CHART 6 GLOBAL CLOUD GAMING MARKET BY DEVICES

CHART 7 GLOBAL CLOUD GAMING MARKET BY TECHNOLOGY

CHART 8 GLOBAL CLOUD GAMING MARKET BY REGIONS

CHART 9 MARKET DYNAMICS-DRIVERS, RESTRAINTS & OPPORTUNITIES

CHART 10 GLOBAL CLOUD GAMING MARKET: DRO-IMPACT ANALYSIS

CHART 11 GLOBAL CLOUD GAMING MARKET: PORTERS 5 FORCES ANALYSIS

CHART 12 GLOBAL CLOUD GAMING MARKET: TECHNOLOGY ROADMAP

CHART 13 GAMING AUDIENCE BY GENDER AND AGE

CHART 14 GAME PREFERENCE BY GENDER

CHART 15 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 2015-2020 (USD MILLION)

CHART 16 GLOBAL GAME DEVICE MARKET SHARE, 2014

CHART 17 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING DEVICES, 2015-2020 (USD MILLION)

CHART 18 GLOBAL CLOUD GAMING MARKET BY GAMING DEVICES, 2015-2020 (Y-O-Y) %

CHART 19 GLOBAL CLOUD GAMING PREFERRED LOCATIONS BY MOBILE GAMERS, 2015-2020

CHART 20 TYPES OF GAME PREFERENCE BY REGIONS ON ANDROID PHONE, 2015-2020

CHART 21 GLOBAL SMARTPHONE MARKET SHARE BY OPERATING SYSTEM, 2014-2018

CHART 22 GLOBAL SMART TV MARKET SHARE OF TV SHIPMENTS, 2015-2020

CHART 23 GLOBAL SMART TV VENDOR MARKET SHARE, 2012-2013

CHART 24 GLOBAL CONSOLE UNIT SALES, 2014 (MILLION UNITS)

CHART 25 TABLET SHIPMENTS, 2013-2014 (MILLION UNITS)

CHART 26 GLOBAL PC SHIPMENT, 2013-2014 (MILLION)

CHART 27 GLOBAL PC VENDOR SHARE, Q3 2014

CHART 28 SONY: SWOT ANALYSIS

CHART 29 NINTENDO: SWOT ANALYSIS

CHART 30 SAMSUNG: SWOT ANALYSIS

CHART 31 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 2015-2020 (USD MILLION)

CHART 32 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 2015-2020 (Y-O-Y) %

CHART 33 CLOUD GAMING MARKET REVENUE BY DATA STREAMING TECHNOLOGY, 2015-2020 (Y-O-Y) %

CHART 34 NORTH AMERICA VIDEO STREAMING MARKET SHARE, 2014

CHART 35 CLOUD GAMING MARKET REVENUE BY SERVER TECHNOLOGY, 2015-2020 (Y-O-Y) %

CHART 36 CLOUD GAMING MARKET REVENUE BY GAMING AS A SERVICE, 2015-2020 (Y-O-Y) %

CHART 37 UBITUS: SWOT ANALYSIS

CHART 38 GAIKAI: SWOT ANALYSIS

CHART 39 G-CLUSTER: SWOT ANALYSIS

CHART 40 PLAYCAST MEDIA: SWOT ANALYSIS

CHART 41 CLOUD GAMING MARKET REVENUE BY REGIONS, 2015-2020 (USD MILLION)

CHART 42 NEUTRINO TRIANGLE

CHART 43 GLOBAL CLOUD GAMING DEVICE MARKET SHARE, 2014


List Of Table

List of Tables

TABLE 1 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 2015-2020 (USD MILLION)

TABLE 2 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING AUDIENCE, 2015-2020 (Y-O-Y) %

TABLE 3 SOCIAL GAMERS MARKET BY REGIONS, 2015-2020 (USD MILLION)

TABLE 4 SERIOUS GAMERS MARKET BY REGIONS, 2015-2020 (USD MILLION)

TABLE 5 CORE GAMERS MARKET BY REGIONS, 2015-2020 (USD MILLION)

TABLE 6 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING DEVICES, 2015-2020 (USD MILLION)

TABLE 7 GLOBAL CLOUD GAMING MARKET BY GAMING DEVICES, 2015-2020 (Y-O-Y) %

TABLE 8 SONY CORPORATION: REVENUE, 2013-2014 (USD MILLION)

TABLE 9 SONY CORPORATION: REVENUE BY REGIONS, 2013-2014 (USD MILLION)

TABLE 10 SONY CORPORATION: REVENUE BY SEGMENTS, 2013-2014 (USD MILLION)

TABLE 11 MICROSOFT: REVENUE, 2013-2014 (USD MILLION)

TABLE 12 MICROSOFT: REVENUE BY SEGMENTS, 2013-2014 (USD MILLION)

TABLE 13 MICROSOFT: SWOT ANALYSIS

TABLE 14 NINTENDO. CO. LTD: REVENUE, 2013-2014 (USD MILLION)

TABLE 15 NINTENDO. CO. LTD: REVENUE BY REGIONS, 2013-2014 (USD MILLION)

TABLE 16 NINTENDO. CO. LTD: REVENUE BY SEGMENTS, 2013-2014 (USD MILLION)

TABLE 17 SAMSUNG ELECTRONICS: REVENUE, 2012-2013 (USD BILLION)

TABLE 18 SAMSUNG ELECTRONICS: REVENUE BY REGIONS, 2012-2013 (IN USD BILLION)

TABLE 19 LG: SWOT ANALYSIS

TABLE 20 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 2015-2020 (USD MILLION)

TABLE 21 GLOBAL CLOUD GAMING MARKET REVENUE BY GAMING TECHNOLOGY, 2015-2020 (Y-O-Y) %

TABLE 22 CLOUD GAMING MARKET REVENUE BY REGIONS, 2015-2020 (USD MILLION)

TABLE 23 CLOUD GAMING MARKET REVENUE BY REGIONS, 2015-2020 (Y-O-Y) %

TABLE 24 NORTH AMERICA CLOUD GAMING MARKET BY DEVICES, 2015-2020 (USD MILLION)

TABLE 25 WESTERN EUROPE CLOUD GAMING MARKET BY DEVICES, 2015-2020 (USD MILLION)

TABLE 26 ASIA-PACIFIC CLOUD GAMING MARKET BY DEVICES, 2015-2020 (USD MILLION)

TABLE 27 CENTRAL EASTERN EUROPE CLOUD GAMING MARKET BY DEVICES, 2015-2020 (USD MILLION)

TABLE 28 MIDDLE EAST & AFRICA CLOUD GAMING MARKET BY DEVICES, 2015-2020 (USD MILLION)

TABLE 29 LATIN AMERICA CLOUD GAMING MARKET BY DEVICES, 2015-2020 (USD MILLION)

TABLE 30 GAMING CONSOLE UNITS COMPARISON

TABLE 31 MERGER & ACQUISITION, 2012-2015

TABLE 32 VENTURE CAPITAL (VC) FUNDING, 2010-2013

TABLE 33 JOINT VENTURES & COLLABORATIONS, 2013-2015

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Products and Companies

Products

Social Gamers Serious Gamers Core Gamers Data Streaming Technology Server Technology Gaming as a Service


Companies

Sony Corporation

Microsoft

Nintendo.Co.Ltd

Samsung Electronics

LG

Ubitus

Gaikai

G-Cluster

Playcast Media

Google Inc.

Amazon

International Business Machines Corp (IBM)

Happy Cloud

OnLive

TransGaming