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市場調查報告書

雲端遊戲的全球市場 - 2017∼2021年

Global Cloud Gaming Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 328058
出版日期 內容資訊 英文 72 Pages
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雲端遊戲的全球市場 - 2017∼2021年 Global Cloud Gaming Market 2017-2021
出版日期: 2016年12月19日 內容資訊: 英文 72 Pages
簡介

雲端遊戲的全球市場預計從2017年到2021年期間以28.86%的年複合成長率急速持續成長。

本報告以雲端遊戲的全球市場為研究主題,提供推動市場成長要素和市場課題,透過市場趨勢,以及市場競爭情形的詳細調查,進行市場現狀分析以及從2017年到2021年的未來預測。

第1章 摘要整理

第2章 本報告涵蓋範圍

  • 市場概要
  • 客戶分類
  • 基準年及市場預測期間
  • 選擇供應商標準
  • 累計誤差
  • 主要供應商產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 序論

  • 市場相關資料的重要事項

第5章 產業概要

  • 雲端遊戲的工作流程

第6章 市場概況

  • 市場概要
  • 市場規模及未來預測
  • 波特的五力分析

第7章 各類型市場分類

  • 各類型的雲端遊戲的全球市場
  • 影音串流型雲端遊戲的全球市場
  • 文件串流型雲端遊戲的全球市場

第8章 各平台市場分類

  • 各平台的雲端遊戲的全球市場
  • 行動裝置用雲端遊戲的全球市場
  • 智慧型電視用雲端遊戲的全球市場
  • 遊戲主機用雲端遊戲的全球市場
  • 電腦設備用雲端遊戲的全球市場

第9章 按遊戲玩家市場分類

  • 各遊戲玩家的雲端遊戲的全球市場
  • 硬核遊戲玩家對象雲端遊戲的全球市場
  • 休閒遊戲玩家對象雲端遊戲的全球市場

第10章 各地區市場分類

  • 各地區的雲端遊戲的全球市場
  • 亞太地區的雲端遊戲市場
  • 歐洲、中東、非洲地區的雲端遊戲市場
  • 南北美洲地區的雲端遊戲市場

第11章 主要國家

  • 中國的雲端遊戲市場
  • 美國的雲端遊戲市場

第12章 購買標準

第13章 推動市場成長要素

  • 安裝成本及時間的削減
  • 遊戲功能的強化
  • 遊戲的更新容易

第14章 推動市場成長要素帶來的影響

第15章 市場課題

  • 隱私和安全性相關的疑慮
  • 高速網際網路連接的必要性
  • 電腦網路詐騙
  • 遊戲開發成本高

第16章 推動市場成長要素和市場課題帶來的影響

第17章 市場趨勢

  • 多數播放器方案的雲端遊戲的滲透
  • 雲端遊戲和AR (擴增實境) 及VR (虛擬實境) 的融合
  • 跨平台的遊戲體驗

第18章 業者情勢

  • 市場競爭方案
  • 主要供應商
  • 其他有力供應商

第19章 附錄

第20章 關於Technavio

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目錄
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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