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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 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品编码 328058
出版日期 内容信息 英文 72 Pages
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云端游戏的全球市场 - 2017~2021年 Global Cloud Gaming Market 2017-2021
出版日期: 2016年12月19日 内容信息: 英文 72 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: IRTNTR11187

About Cloud Gaming

Cloud gaming is a type of online gaming that allows gamers to access and play games that are stored on a remote server. These games can be accessed using internet-connected devices for free or by paying a subscription fee.

Technavio's analysts forecast the global cloud gaming market to grow at a CAGR of 28.86% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global cloud gaming market for 2017-2021. To calculate the market size, the report considers the revenue generated from the web-based subscription of cloud-based gaming.

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

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Cloud Gaming Market 2017-2021, 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

  • Microsoft
  • NVIDIA
  • PlayGiga
  • Playkey
  • Sony

Other Prominent Vendors

  • Amazon Web Services
  • CiiNOW
  • Crytek
  • GamingCloud
  • Google
  • Happy Cloud
  • IBM
  • Kalydo
  • LiquidSky Software
  • Playcast Media Systems
  • Samsung Electronics
  • Sling Media
  • TransGaming
  • Ubitus
  • Utomik
  • Valve

Market driver

  • Reduction in installation costs and time
  • For a full, detailed list, view our report

Market challenge

  • Privacy and security concerns
  • For a full, detailed list, view our report

Market trend

  • Penetration of cloud gaming in multiplayer scenario
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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 procurement specialist'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

  • Market overview
  • Customer segments
  • Base year and forecast period
  • Vendor selection criteria
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Industry overview

  • Workflow of cloud gaming

PART 06: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 07: Market segmentation by type

  • Global cloud gaming market by type
  • Global cloud gaming market by video streaming
  • Global cloud gaming market by file streaming

PART 08: Market segmentation by platform

  • Global cloud gaming market by platform
  • Global cloud gaming market by mobile devices
  • Global cloud gaming market by smart TVs
  • Cloud gaming market by gaming consoles
  • Cloud gaming market by computing devices

PART 09: Market segmentation by gamers

  • Global cloud gaming market by gamers
  • Global cloud gaming market by hardcore gamers
  • Global cloud gaming market by casual gamers

PART 10: Geographical segmentation

  • Global cloud gaming market by region
  • Cloud gaming market in APAC
  • Cloud gaming market in EMEA
  • Cloud gaming market in Americas

PART 11: Key leading countries

  • Cloud gaming market in China
  • Cloud gaming market in US

PART 12: Buying criteria

PART 13: Market drivers

  • Reduction in installation costs and time
  • Enhancement of gaming features
  • Easy updates for games

PART 14: Impact of drivers

PART 15: Market challenges

  • Privacy and security concerns
  • Need for high-speed internet connectivity
  • Cyber scams
  • High game development costs

PART 16: Impact of drivers and challenges

PART 17: Market trends

  • Penetration of cloud gaming in multiplayer scenario
  • Integration of AR and VR with cloud gaming
  • Cross-platform gaming experience

PART 18: Vendor landscape

  • Competitive scenario
  • Key leading vendors
  • Other prominent vendors

PART 19: Appendix

  • List of abbreviations

PART 20: Explore Technavio

List of Exhibits

  • Exhibit 01: Global cloud gaming market by geography
  • Exhibit 02: Product offerings
  • Exhibit 03: Workflow of cloud gaming
  • Exhibit 04: Overview of global cloud gaming market
  • Exhibit 05: Global cloud gaming market 2016-2021 ($ millions)
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global cloud gaming market by type 2016-2021 (% share)
  • Exhibit 08: Global cloud gaming market by video streaming 2016-2021 ($ millions)
  • Exhibit 09: Global cloud gaming market by file streaming 2016-2021 ($ millions)
  • Exhibit 10: Global cloud gaming market by platform 2016-2021 (% share)
  • Exhibit 11: Global cloud gaming market by mobile devices 2016-2021 ($ millions)
  • Exhibit 12: Global cloud gaming market by smart TVs 2016-2021 ($ millions)
  • Exhibit 13: Cloud gaming market by gaming consoles 2016-2021 ($ millions)
  • Exhibit 14: Cloud gaming market by computing devices 2016-2021 ($ millions)
  • Exhibit 15: Global cloud gaming market by gamers 2016-2021 (% share)
  • Exhibit 16: Global cloud gaming market by hardcore gamers 2016-2021 ($ millions)
  • Exhibit 17: Global cloud gaming market by casual gamers 2016-2021 ($ millions)
  • Exhibit 18: Global cloud gaming market by region 2016-2021 (% share)
  • Exhibit 19: Cloud gaming market in APAC 2016-2021 ($ millions)
  • Exhibit 20: Cloud gaming market in EMEA 2016-2021 ($ millions)
  • Exhibit 21: Cloud gaming market in Americas 2016-2021 ($ millions)
  • Exhibit 22: Key leading countries
  • Exhibit 23: Cloud gaming market in China 2016-2021 ($ millions)
  • Exhibit 24: Cloud gaming market in US 2016-2021 ($ millions)
  • Exhibit 25: Buying criteria for cloud gaming
  • Exhibit 26: Impact of drivers
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Microsoft: Business segmentation 2016
  • Exhibit 29: Microsoft: Geographical segmentation by revenue 2016 (% revenue share)
  • Exhibit 30: Sony: Business segmentation by revenue 2015 and 2016 ($ billions)
  • Exhibit 31: Sony: Geographical segmentation by revenue 2015 (% share)
  • Exhibit 32: Other prominent vendors
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