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市场调查报告书

云端游戏的全球市场 - 2017~2021年

Global Cloud Gaming Market 2018-2022

出版商 TechNavio (Infiniti Research Ltd.) 商品编码 328058
出版日期 内容信息 英文 107 Pages
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云端游戏的全球市场 - 2017~2021年 Global Cloud Gaming Market 2018-2022
出版日期: 2018年10月01日 内容信息: 英文 107 Pages
简介

云端游戏的全球市场预计从2017年到2021年期间以28.86%的年复合成长率急速持续成长。

本报告以云端游戏的全球市场为研究主题,提供推动市场成长要素和市场课题,透过市场趋势,以及市场竞争情形的详细调查,进行市场现状分析以及从2017年到2021年的未来预测。

第1章 摘要整理

第2章 本报告涵盖范围

  • 市场概要
  • 客户分类
  • 基准年及市场预测期间
  • 选择供应商标准
  • 累计误差
  • 主要供应商产品

第3章 市场调查手法

  • 调查手法
  • 经济指标

第4章 序论

  • 市场相关数据的重要事项

第5章 产业概要

  • 云端游戏的工作流程

第6章 市场概况

  • 市场概要
  • 市场规模及未来预测
  • 波特的五力分析

第7章 各类型市场分类

  • 各类型的云端游戏的全球市场
  • 影音串流型云端游戏的全球市场
  • 文件串流型云端游戏的全球市场

第8章 各平台市场分类

  • 各平台的云端游戏的全球市场
  • 行动装置用云端游戏的全球市场
  • 智能型电视用云端游戏的全球市场
  • 游戏主机用云端游戏的全球市场
  • 计算机设备用云端游戏的全球市场

第9章 按游戏玩家市场分类

  • 各游戏玩家的云端游戏的全球市场
  • 硬核游戏玩家对象云端游戏的全球市场
  • 休闲游戏玩家对象云端游戏的全球市场

第10章 各地区市场分类

  • 各地区的云端游戏的全球市场
  • 亚太地区的云端游戏市场
  • 欧洲、中东、非洲地区的云端游戏市场
  • 南北美洲地区的云端游戏市场

第11章 主要国家

  • 中国的云端游戏市场
  • 美国的云端游戏市场

第12章 购买标准

第13章 推动市场成长要素

  • 安装成本及时间的削减
  • 游戏功能的强化
  • 游戏的更新容易

第14章 推动市场成长要素带来的影响

第15章 市场课题

  • 隐私和安全性相关的疑虑
  • 高速网际网路连接的必要性
  • 计算机网路诈骗
  • 游戏开发成本高

第16章 推动市场成长要素和市场课题带来的影响

第17章 市场趋势

  • 多数播放器方案的云端游戏的渗透
  • 云端游戏和AR (扩增实境) 及VR (虚拟实境) 的融合
  • 跨平台的游戏体验

第18章 业者情势

  • 市场竞争方案
  • 主要供应商
  • 其他有力供应商

第19章 附录

第20章 关于Technavio

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目录
Product Code: IRTNTR22241

About Cloud Gaming

Cloud gaming is a form of online gaming in which the gamers can play a game via internet-connected devices for free or by paying a subscription fee. The game is stored, executed, and rendered on the remote servers or game company's servers.

Technavio's analysts forecast the Global Cloud Gaming Market to grow at a CAGR of 30.48% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the global cloud gaming market. To calculate the market size, the report considers the revenue generated based on the type of cloud gaming, which includes video and file streaming.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Cloud Gaming Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • LiquidSky
  • NVIDIA
  • Sony
  • Valve

Market driver

  • Easy availability of updated gaming versions
  • For a full, detailed list, view our report

Market challenge

  • Privacy and security concerns in the gaming industry
  • For a full, detailed list, view our report

Market trend

  • Cross-platform gaming experience
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2022 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?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 05: MARKET SIZING

  • Market definition
  • Market sizing 2017
  • Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 07: MARKET SEGMENTATION BY TYPE

  • Segmentation by type
  • Comparison by type
  • Video streaming - Market size and forecast 2017-2022
  • File streaming - Market size and forecast 2017-2022
  • Market opportunity by type

PART 08: MARKET SEGMENTATION BY PLATFORM

  • Segmentation by platform
  • Comparison by platform
  • Gaming consoles - Market size and forecast 2017-2022
  • Computing devices - Market size and forecast 2017-2022
  • Smart TVs - Market size and forecast 2017-2022
  • Mobile devices - Market size and forecast 2017-2022
  • Market opportunity by platform

PART 09: CUSTOMER LANDSCAPE

PART 10: REGIONAL LANDSCAPE

  • Geographical segmentation
  • Regional comparison
  • Americas - Market size and forecast 2017-2022
  • APAC - Market size and forecast 2017-2022
  • EMEA - Market size and forecast 2017-2022
  • Market opportunity

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 13: MARKET TRENDS

  • Penetration of cloud gaming in a multiplayer scenario
  • Increasing use of cloud gamification
  • Cross-platform gaming experience

PART 14: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 15: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • LiquidSky
  • NVIDIA
  • Sony
  • Valve

PART 16: APPENDIX

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Parent market
  • Exhibit 02: Global gaming market: Segmentation
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2017
  • Exhibit 07: Validation techniques employed for market sizing 2017
  • Exhibit 08: Global cloud gaming market - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 09: Global cloud gaming market - Year-over-year growth 2018-2022 (%)
  • Exhibit 10: Five forces analysis 2017
  • Exhibit 11: Five forces analysis 2022
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2017
  • Exhibit 18: Type - Market share 2017-2022 (%)
  • Exhibit 19: Comparison by type
  • Exhibit 20: Video streaming - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 21: Video streaming - Year-over-year growth 2018-2022 (%)
  • Exhibit 22: File streaming - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 23: File streaming - Year-over-year growth 2018-2022 (%)
  • Exhibit 24: Market opportunity by type
  • Exhibit 25: Platform - Market share 2017-2022 (%)
  • Exhibit 26: Comparison by platform
  • Exhibit 27: Gaming consoles - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 28: Gaming consoles - Year-over-year growth 2018-2022 (%)
  • Exhibit 29: Computing devices - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 30: Computing devices - Year-over-year growth 2018-2022 (%)
  • Exhibit 31: Smart TVs - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 32: Smart TVs - Year-over-year growth 2018-2022 (%)
  • Exhibit 33: Mobile devices - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 34: Mobile devices - Year-over-year growth 2018-2022 (%)
  • Exhibit 35: Market opportunity by platform
  • Exhibit 36: Customer landscape
  • Exhibit 37: Global cloud gaming market - Market share by geography 2017-2022 (%)
  • Exhibit 38: Regional comparison
  • Exhibit 39: Americas - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 40: Americas - Year-over-year growth 2018-2022 (%)
  • Exhibit 41: Top 3 countries in Americas
  • Exhibit 42: APAC - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 43: APAC - Year-over-year growth 2018-2022 (%)
  • Exhibit 44: Top 3 countries in APAC
  • Exhibit 45: EMEA - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 46: EMEA - Year-over-year growth 2018-2022 (%)
  • Exhibit 47: Top 3 countries in EMEA
  • Exhibit 48: Market opportunity
  • Exhibit 49: Vendor landscape
  • Exhibit 50: Landscape disruption
  • Exhibit 51: Vendors covered
  • Exhibit 52: Vendor classification
  • Exhibit 53: Market positioning of vendors
  • Exhibit 54: LiquidSky - Vendor overview
  • Exhibit 55: LiquidSky - Organizational developments
  • Exhibit 56: LiquidSky - Key offerings
  • Exhibit 57: NVIDIA - Vendor overview
  • Exhibit 58: NVIDIA - Business segments
  • Exhibit 59: NVIDIA - Organizational developments
  • Exhibit 60: NVIDIA - Geographical focus
  • Exhibit 61: NVIDIA - Segment focus
  • Exhibit 62: NVIDIA - Key offerings
  • Exhibit 63: Sony: Vendor overview
  • Exhibit 64: Sony - Business segments
  • Exhibit 65: Sony - Organizational developments
  • Exhibit 66: Sony - Geographical focus
  • Exhibit 67: Sony - Segment focus
  • Exhibit 68: Sony - Key offerings
  • Exhibit 69: Valve - Vendor overview
  • Exhibit 70: Valve - Organizational developments
  • Exhibit 71: Valve - Key offerings
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