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市场调查报告书

云端游戏的全球市场(2019年~2026年)

Global Cloud Gaming Market - 2019-2026

出版商 DataM Intelligence 商品编码 944261
出版日期 内容资讯 英文
商品交期: 约2个工作天内
价格
云端游戏的全球市场(2019年~2026年) Global Cloud Gaming Market - 2019-2026
出版日期: 2020年06月25日内容资讯: 英文
简介

全球云端游戏市场的成长,受到对PC、笔记型电脑、平板电脑、智慧型手机等不同平台提供快速支援和兼容性的云端游戏的需求高涨所带动。作为下一代的无线技术的5G技术的进步,刺激该市场的成长。5G技术,有效提供更快的资料传输速率,由于云端游戏的10Mbps以上快速的传输速度的必要性,及5G基础设施的发展扩大,企业启动云端游戏平台。还有云端游戏服务开发、开始成为推动该市场成长的要素。

本报告提供全球云端游戏市场的相关调查,市场机会,成长及阻碍因素,影响分析,各设备类型、解决方案类型、游戏玩家类型、地区的市场分析,竞争情形,主要企业的简介等资讯。

目录

第1章 市场调查手法和范围

第2章 市场定义和概要

第3章 摘要整理

  • 各提供
  • 各设备类型
  • 各解决方案类型
  • 各游戏玩家类型
  • 各地区

第4章 市场动态

  • 影响市场的要素
    • 成长要素
    • 阻碍因素
    • 影响分析
  • 市场机会

第5章 产业分析

  • 波特的五力分析
  • 供应链分析
  • 法规分析
  • 价格分析

第6章 市场分析:各提供

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 基础设施
    • 电脑
    • 记忆体
    • 储存
  • 游戏平台服务
    • 内容服务
    • PC服务

第7章 市场分析:各设备类型

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 智慧型手机
  • 平板电脑
  • 游戏主机
  • 个人电脑、笔记型电脑
  • 智慧电视
  • 头戴式显示器

第8章 市场分析:各解决方案类型

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 影音串流
  • 文件串流

第9章 市场分析:各游戏玩家类型

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 休闲游戏玩家
  • 重度游戏玩家
  • 硬核心游戏玩家

第10章 市场分析:各地区

  • 简介
    • 市场规模分析及与前一年同期比较成长分析
    • 市场魅力指数
  • 北美
  • 欧洲
  • 南美
  • 亚太地区
  • 中东和非洲

第11章 竞争情形

  • 竞争模式
  • 市场地位/占有率分析
  • 合并和收购分析

第12章 企业简介

  • Nvidia
  • Intel Corporation
  • Google
  • Microsoft
  • Amazon
  • Advanced Micro Devices
  • Sony Corporation
  • IBM
  • Tencent
  • Alibaba

第13章 重要考察

第14章 DataM

  • 附录
  • 关于本公司与服务
  • 咨询方式

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目录

Market Overview:

The cloud gaming provides the high-quality gaming experience to the users anywhere and anytime. The users can access the interactive games remotely in the cloud and streams the video sequence back to the user over the internet. The users can stream high-end games on devices, such as laptops, tablets, and mobiles, with a good internet connection. It allows the lower computational power to run various next-generation and high-quality games. The cloud gaming market valued USD XX million in 2018 and it is expected to grow at a CAGR of XX% to reach USD XX million by 2026.

Market Dynamics:

The market is driven by the rising demand for the cloud gaming as it provides the quick onboarding and combability with the different platforms, including PCs, laptops, tablets, and smartphones. It allows the users to play the high-end games on low-powered devices with limited RAM, graphics processing power, and hard drive space. Thus, the cloud gaming eliminates the need of buying a console or high-end gaming PC for running the games. It is easy for the lower-income consumers to participate in the cloud gaming without the need of using the high-end gaming PC, smartphone, or console. There is also no requirement of physical copies of games in cloud gaming.

The growing advancement of the next-generation wireless technology i.e. 5G technology shall stimulate the market growth. 5G technology is effective in providing the faster data transmission speeds. The cloud gaming requires the high transmission speeds of over 10 Mbps. The growing deployment of the 5G infrastructure has led the companies to launch their cloud gaming platforms.

The increase in the launch of the cloud gaming services shall stimulate the market growth. For instance, In February 2020, Nvidia had launched its cloud gaming service GeForce Now for USD 5 per month. GeForce Now is a Nvidia's cloud-based game streaming service for PC Mac, Shield TV, and Android devices. It provides the silky-smooth gameplay over RTX outfitted servers. It has a small library of just over 400 games. It is a versatile gaming platform that allows the streaming of the own library of games or play the favorite free-to-play games.

In March 2019, Google had launched the Stadia cloud gaming service. Stadia is a cloud gaming service where members can play any of the games available without the need to buy a console or computer to run it. It allows the streaming of the game in real time on any device running Google Chrome internet browser. Games can be paly on any laptop, PC, tablet, smartphone without the need to install a dedicated software.

In April 2020, China Mobile and Ubitus had launched a 5G cloud gaming service. The new service i.e. UGAME would be available to China Mobile customers on mobile and UTV devices.

There is increase in the development of the cloud gaming services. For instance, in April 2019, Tencent had begun the testing a cloud gaming service called Start and is letting a select group of users sign up. The cloud gaming allows users to stream games rather than having to download them on smartphones or consoles, or buy physical copies.

Market Segment Analysis:

The cloud gaming market is segmented based on the offering as the infrastructure, and game platform services. The game platform services accounts for the highest market share due to the growing usage of the content services, and PC services. The cloud gaming provides the easy of playing the games on any devices without the requirement of the expensive hardware. The market is dominated by the availability of the several cloud game platform services. For instance, Shadow is a full-featured cloud PC with dedicated storage that can be access from any device at any time. It provides the seamlessly switch from one device to another. It transforms the laptop or Mac into a high-end PC, run the latest games on your smartphone, or use your smart Android TV as a supercharged console. It doesn't restrict the experience to particular games. It provides the lot of flexibility in playing the games. Blacknut is the personalized cloud gaming service that allows to play a large selection of video games as instantly and conveniently as watching shows on Netflix. It is the streaming games platform for the whole family. It supports the PC, Mac, Amazon Fire TV, Android mobile devices, Android TV, and Linux with more connected devices. It doesn't require the controllers or extra hardware.

Further, the cloud gaming market is also classified based on the solution type as the video streaming, and file streaming. The video streaming segment accounts for the highest market share as several companies are implementing the video streaming to eliminate the need of buying the expensive external gaming consoles or any computer-based tech devices for streaming the game. There is no need to download or update any game. These solutions allow to play the games anywhere and, on any platform with the help of the internet connection.

The file streaming segment is expected to grow at a positive market growth over the forecasted period. The file streaming allows the companies to provide a seamless gaming experience to their users despite lower internet speeds. It also provides the customization of the gaming library, saving the progress and gaining instantaneous access to the profiles. The players such as PlayStation Now and Xbox Game Pass provides the file streaming due to the availability of the compatible gaming consoles.

Geographical Presentation:

By region, the cloud gaming market is segmented into North America, South America, Europe, Asia-Pacific, Middle-East, and Africa. Among all of the regions, Asia Pacific dominated the market due to the increasing initiatives for the development of the 5G infrastructure. Several telecom operators have started testing new cloud gaming formats on their 5G networks. There is growing adoption of the cloud gaming platforms due to its cost-effectiveness. The increasing usage of immersive and competitive gaming on smartphones and gaming consoles shall stimulate the market growth. There is growing government initiatives for the implementation cloud computing. For instance, the Indian government has taken the several cloud computing initiatives such as GI Cloud or MeghRaj. Moreover, the stringent regulations imposed by the government regarding the cloud computing in several countries shall boost the demand for the cloud gaming. For instance, in August 2017, The Ministry of Electronics and IT had issued the guidelines on setting up of IT infrastructure by government departments using cloud computing technology with a clause mandating that all data must be stored within the country. The increasing purchasing power and per capital income of the people shall stimulate the market growth over the forecasted period.

The Europe is expected to have the positive market growth owing to the higher penetration of the gaming consoles such as PlayStation and Xbox. There is presence of the large number of the professional gamers. Several companies are focusing on introducing the cloud gaming in the European Countries such as the United Kingdom, Germany, France, and the Netherlands due to the presence of robust and high-speed connectivity architecture in these countries. There is growing usage of the technological advanced cloud gaming infrastructures and platform services.

Competitive Analysis:

The cloud gaming market is highly competitive with the presence of several international and local market players. The cost-effective services, technological advancement, revenue generation, and opportunities intensify the market competition. Intel Corporation, Google, Microsoft, Amazon, Sony, IBM, Tencent, Alibaba are the leading market players with significant market share.

The companies are entering into the collaborations, mergers, strategic partnerships, and acquisitions to increase the demand for the cloud gaming market and their expansion across the globe. For instance, In March 2020, Microsoft had collaborated with India's 4G only telco, Reliance Jio, to launch its Project xCloud cloud gaming service. Project xCloud is Microsoft's online gaming streaming service which enables the users to stream games anywhere, on their electronic devices. The games are streamed directly from Microsoft's servers. In December 2019, Facebook had acquired Madrid-based cloud gaming start-up PlayGiga.

In March 2020, Tencent had launched a co-innovation lab in collaboration with Huawei to develop the upcoming cloud gaming service. The service, which is currently being called GameMatrix, would utilize Huawei's Kunpeng server processors and the two companies would also be exploring more avenues like artificial intelligence and augmented reality in games.

In January 2020, KT had entered into the collaboration with the cloud gaming specialist Ubitus to 5G cloud gaming service in Korea. Through this collaboration, the company would encourage more users to subscribe to its 5G network.

In December 2019, Tencent Games had entered into the collaboration with NVIDIA to launch the START cloud gaming service. The START gives gamers would provide access to AAA games on underpowered devices anytime.

In May 2019, Sony had collaborated with Microsoft for the new cloud-based solutions for gaming experiences and artificial intelligence solutions. This collaboration would help the company to enhance customer experiences in their direct-to-consumer entertainment platforms and AI solutions. Under the memorandum of understanding signed by the parties, the two companies will explore the joint development of future cloud solutions in Microsoft Azure to support their respective game and content-streaming services.

Why Purchase the Report?

  • Visualize the composition of the cloud gaming market products in terms of offering, device type, solution type, and gamer type highlighting the critical commercial assets and players.
  • Identify commercial opportunities in the cloud gaming market by analyzing trends and co-development deals.
  • Excel data sheet with thousands of data points of global cloud gaming market-level 4/5 segmentation.
  • PDF report with the most relevant analysis cogently put together after exhaustive qualitative interviews and in-depth market study.

*The global cloud gaming market report will provide access to approximately 53 Market data tables, 44 figures, and 178 pages

Target Audience:

  • Industry Investors/Investment Bankers
  • Suppliers/Buyers
  • Education & Research Institutes
  • Manufacturers
  • Research Professionals
  • Emerging Companies
  • Distributors

Table of Contents

1. Global Cloud Gaming Market Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Global Cloud Gaming Market - Market Definition and Overview

3. Global Cloud Gaming Market - Executive Summary

  • 3.1. Market Snippet By Offering
  • 3.2. Market Snippet By Device Type
  • 3.3. Market Snippet By Solution Type
  • 3.4. Market Snippet By Gamer Type
  • 3.5. Market Snippet by Region

4. Global Cloud Gaming Market -Dynamics

  • 4.1. Market Impacting Factors
    • 4.1.1. Drivers
    • 4.1.2. Restraints
    • 4.1.3. Impact Analysis
  • 4.2. Opportunity

5. Global Cloud Gaming Market - Industry Analysis

  • 5.1. Porter's Five Forces Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Regulatory Analysis
  • 5.4. Pricing Analysis

6. Global Cloud Gaming Market - By Offering

  • 6.1. Introduction
    • 6.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Offering
    • 6.1.2. Market Attractiveness Index, By Offering
  • 6.2. Infrastructure*
    • 6.2.1. Introduction
    • 6.2.2. Market Size Analysis, USD Mn, 2016-2025 and Y-o-Y Growth Analysis (%), 2018-2026
    • 6.2.3. Compute
    • 6.2.4. Memory
    • 6.2.5. Storage
  • 6.3. Gaming Platform Services
    • 6.3.1. Content Services
    • 6.3.2. PC Services

7. Global Cloud Gaming Market - By Device Type

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Device Type
    • 7.1.2. Market Attractiveness Index, By Device Type
  • 7.2. Smartphones*
      • 7.2.1.1. Introduction
      • 7.2.1.2. Market Size Analysis, US$ Mn, 2016-2025 and Y-o-Y Growth Analysis (%), 2018-2026
  • 7.3. Tablets
  • 7.4. Gaming Consoles
  • 7.5. Personal Computers & Laptops
  • 7.6. Smart Televisions
  • 7.7. Head-Mounted Displays

8. Global Cloud Gaming Market - By Solution Type

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type
    • 8.1.2. Market Attractiveness Index, By Solution Type
  • 8.2. Video Streaming*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis, US$ Mn, 2016-2025 and Y-o-Y Growth Analysis (%), 2018-2026
  • 8.3. File Streaming

9. Global Cloud Gaming Market - By Gamer Type

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type
    • 9.1.2. Market Attractiveness Index, By Gamer Type
  • 9.2. Casual Gamers*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis, USD Mn, 2016-2025 and Y-o-Y Growth Analysis (%), 2018-2026
  • 9.3. Avid Gamers
  • 9.4. Hardcore Gamers

10. Global Cloud Gaming Market - By Region

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Region
    • 10.1.2. Market Attractiveness Index, By Region
  • 10.2. North America
    • 10.2.1. Introduction
    • 10.2.2. Key Region-Specific Dynamics
    • 10.2.3. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Offering
    • 10.2.4. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Device Type
    • 10.2.5. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type
    • 10.2.6. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type
    • 10.2.7. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Country
      • 10.2.7.1. U.S.
      • 10.2.7.2. Canada
      • 10.2.7.3. Mexico
  • 10.3. Europe
    • 10.3.1. Introduction
    • 10.3.2. Key Region-Specific Dynamics
    • 10.3.3. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Offering
    • 10.3.4. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Device Type
    • 10.3.5. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type
    • 10.3.6. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type
    • 10.3.7. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Country
      • 10.3.7.1. Germany
      • 10.3.7.2. U.K.
      • 10.3.7.3. France
      • 10.3.7.4. Rest of Europe
  • 10.4. South America
    • 10.4.1. Introduction
    • 10.4.2. Key Region-Specific Dynamics
    • 10.4.3. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Offering
    • 10.4.4. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Device Type
    • 10.4.5. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type
    • 10.4.6. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type
    • 10.4.7. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Country
      • 10.4.7.1. Brazil
      • 10.4.7.2. Argentina
      • 10.4.7.3. Rest of South America
  • 10.5. Asia Pacific
    • 10.5.1. Introduction
    • 10.5.2. Key Region-Specific Dynamics
    • 10.5.3. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Offering
    • 10.5.4. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Device Type
    • 10.5.5. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type
    • 10.5.6. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type
    • 10.5.7. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Country
      • 10.5.7.1. China
      • 10.5.7.2. India
      • 10.5.7.3. Japan
      • 10.5.7.4. Australia
      • 10.5.7.5. Rest of Asia Pacific
  • 10.6. Middle East and Africa
    • 10.6.1. Introduction
    • 10.6.2. Key Region-Specific Dynamics
    • 10.6.3. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Offering
    • 10.6.4. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Device Type
    • 10.6.5. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Solution Type
    • 10.6.6. Market Size Analysis, and Y-o-Y Growth Analysis (%), By Gamer Type

11. Global Cloud Gaming Market Competitive Landscape

  • 11.1. Competitive Scenario
  • 11.2. Market Positioning/Share Analysis
  • 11.3. Mergers and Acquisitions Analysis

12. Global Cloud Gaming Market Company Profiles

  • 12.1. Nvidia*
    • 12.1.1. Company Overview
    • 12.1.2. Form Portfolio and Description
    • 12.1.3. Key Highlights
    • 12.1.4. Financial Overview
  • 12.2. Intel Corporation
  • 12.3. Google
  • 12.4. Microsoft
  • 12.5. Amazon
  • 12.6. Advanced Micro Devices
  • 12.7. Sony
  • 12.8. IBM
  • 12.9. Tencent
  • 12.10. Alibaba
  • List is not exhaustive

13. Global Cloud Gaming Market - Premium Insights

14. Global Cloud Gaming Market - DataM

  • 14.1. Appendix
  • 14.2. About Us and Services
  • 14.3. Contact Us