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市場調查報告書

雲端遊戲的全球市場:2016年∼2020年

Global Cloud Gaming Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 328058
出版日期 內容資訊 英文 57 Pages
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雲端遊戲的全球市場:2016年∼2020年 Global Cloud Gaming Market 2016-2020
出版日期: 2016年05月27日 內容資訊: 英文 57 Pages
簡介

全球雲端遊戲的市場預計從2016年到2020年以29.33%的年複合成長率成長。

本報告提供全球雲端遊戲的市場相關調查,市場及產品概要,電玩遊戲整體市場趨勢與電玩遊戲市場上雲端遊戲的佔有率,市場規模的變化與預測,各地區及主要國家趨勢,市場成長的各種影響因素分析,競爭環境,以及主要企業的簡介等彙整。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 客戶的區分
  • 調查的基準年
  • 供應商的區分
  • 資料的零數截斷
  • 貨幣換算率
  • 主要的產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 市場主要亮點

第5章 市場概要

  • 全球遊戲市場

第6章 市場環境

  • 市場概要
  • 產品生命週期
  • 市場規模、預測:全球電玩遊戲市場
  • 市場規模、預測:全球雲端遊戲市場
  • 波特的五力分析

第7章 全球遊戲市場

  • 全球遊戲市場:各類型

第8章 各地區市場區分

  • 全球雲端遊戲市場:各地區
  • 收益比較:各地區
  • 南北美洲市場
  • 歐洲、中東、非洲地區市場
  • 亞太地區市場

第9章 購買標準

第10章 市場魅力

  • 全球電玩遊戲市場魅力:各地區
  • 全球雲端遊戲市場魅力:各地區

第11章 主要國家

  • 美國

第12章 市場成長因素

第13章 成長因素的影響

第14章 市場課題

第15章 成長因素與課題的影響

第16章 市場趨勢

第17章 業者情勢

  • 圖表概要

第18章 附錄

  • 簡稱清單

第19章 關於Technavio

圖表

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目錄
Product Code: IRTNTR8675

About the Cloud Gaming Market

The introduction and popularity of PCs and electronic devices and the rise of the internet have led to the development and commercialization of gaming across the globe. Individuals are passionate about interactive entertainment in the form of games, which have different genres and offer different user experiences in a broad variety of platforms.

Individuals require platforms such as TVs, consoles, mobile devices, and PCs to play video games. Various types of games are available for various kinds of gaming platforms. They are available in two major formats: physical and digital. Games in the physical format are played through physical discs while those in the digital format are downloaded or are cloud-based.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 29.33% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global cloud gaming market for 2016-2020. 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 2016-2020, 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

  • G-Cluster
  • Nvidia
  • PlayGiga
  • Sony Computer Entertainment
  • Ubisoft Entertainment

Other Prominent Vendors

  • Amazon
  • CiiNOW
  • Crytek
  • GamingCloud
  • Google
  • Happy Cloud
  • IBM
  • Microsoft
  • Nintendo
  • Playcast Media Systems
  • Samsung Electronics
  • TransGaming
  • Ubitus
  • Valve

Market driver

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

Market challenge

  • Concerns related to privacy and security
  • For a full, detailed list, view our report

Market trend

  • Growth in free-to-play model
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 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

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Customer segments
  • Base year
  • Vendor segmentation
  • Summation errors
  • Currency conversion rates
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market description

  • Global gaming market

PART 06: Market landscape

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

PART 07: Global gaming market

  • Global gaming market by type

PART 08: Geographical segmentation

  • Segmentation of global cloud gaming market by geography
  • Revenue comparison of global cloud gaming market by geography
  • Cloud gaming market in Americas
  • Cloud gaming market in EMEA
  • Cloud gaming market in APAC

PART 09: Buying criteria

PART 10: Market attractiveness

  • Market attractiveness of global gaming market by geography
  • Market attractiveness of global cloud gaming market by geography

PART 11: Key leading countries

  • US

PART 12: Market drivers

PART 13: Impact of drivers

PART 14: Market challenges

PART 15: Impact of drivers and challenges

PART 16: Market trends

PART 17: Vendor landscape

  • Summary of figures

PART 18: Appendix

  • List of abbreviations

PART 19: Explore Technavio

List of Exhibits

  • Exhibit 01: Currency conversion rates 2013-2015
  • Exhibit 02: Product offerings
  • Exhibit 03: Type of screens used for gaming
  • Exhibit 04: Global gaming market by type
  • Exhibit 05: Value chain of the global games market
  • Exhibit 06: Overview of global cloud gaming market
  • Exhibit 07: Product lifecycle of cloud gaming 2015
  • Exhibit 08: Product lifecycle of cloud gaming 2020
  • Exhibit 09: Global gaming market 2014-2019 ($ billions)
  • Exhibit 10: Global cloud gaming market 2015-2020 ($ millions)
  • Exhibit 11: Share of cloud gaming in overall gaming market 2014-2019
  • Exhibit 12: Five forces analysis
  • Exhibit 13: Global gaming market by type 2015
  • Exhibit 14: CAGR comparison of types of gaming platforms 2015-2020
  • Exhibit 15: Segmentation of global cloud gaming market by geography 2015
  • Exhibit 16: Global cloud gaming market by geography 2015-2020
  • Exhibit 17: Revenue comparison of global cloud gaming market by geography 2015-2020 ($ millions)
  • Exhibit 18: CAGR comparison of global cloud gaming market by geography 2015-2020
  • Exhibit 19: Cloud gaming market in Americas 2015-2020 ($ millions)
  • Exhibit 20: Cloud gaming market in EMEA 2015-2020 ($ millions)
  • Exhibit 21: Cloud gaming market in APAC 2015-2020 ($ millions)
  • Exhibit 22: Buying criteria for cloud gaming
  • Exhibit 23: Market attractiveness of global gaming market by geography 2014-2019
  • Exhibit 24: Market attractiveness of global cloud gaming market by geography 2015-2020
  • Exhibit 25: Global smartphones and tablets shipments 2011-2015 (millions of units)
  • Exhibit 26: Impact of drivers
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Summary of figures
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