表紙
市場調查報告書

雲端遊戲的全球市場

Cloud Gaming

出版商 Global Industry Analysts, Inc. 商品編碼 248913
出版日期 內容資訊 英文 94 Pages
商品交期: 最快1-2個工作天內
價格
雲端遊戲的全球市場 Cloud Gaming
出版日期: 2020年07月01日內容資訊: 英文 94 Pages
簡介

本報告提供全球雲端遊戲的市場調查,彙整產業背景,主要市場趨勢,市場的影響因素分析,技術概要及趨勢,企業及企業間的配合措施,主要企業簡介,各區各國的市場成長預測等資料。

第1章 簡介·調查手法·產品定義

第2章 摘要整理

  • 產業概要
    • 娛樂平台的雲端
    • 雲端遊戲:娛樂產業的改變遊戲規則者
    • 隨選GaaS (Gaming as a Service)的崛起
    • 高速網際網路的普及·頻寬擴張
    • 4G/LTE & 5G的投資擴大
    • 智慧型手機利用模式
    • 雲端遊戲架構的開發
    • 雲端行動應用程式生態系統的開發
    • 成本上的優點
    • 雲端遊戲服務和隱私
    • 雲端遊戲 & VR 組合式:不久實現
    • 女性:成為主要顧客區隔興起
    • 高雲端的應對力
    • 雲端遊戲的技術課題
    • 延遲
    • 資料安全
    • 包損失
    • 市場展望等
  • 服務概要
    • 雲端運算:定義
    • 雲端是什麼?
    • 雲端遊戲:評估
    • 雲端遊戲架構
    • 雲端遊戲服務的各種類型
    • 影音串流
    • 文件串流
    • 雲端遊戲的優點
    • 設備·OS的支援
    • 即時playng
    • 與TV·其他設備的無間斷整合
    • 不需要額外的硬件或升級
    • DRM
    • 無障礙(可存取性)的擴大
    • 高安全·低成本性
    • 即時後端響應和支援
    • 同時存取(點閱)複數遊戲
    • 改善遊戲功能
    • 雲端遊戲的限制
    • 高頻寬的必要性
    • 視訊壓縮
    • DRM
    • 最近的革新
    • Nvidia:雲端遊戲平台的投入
    • 目前SONY的PlayStation
    • Parsec:新的雲端遊戲服務
    • 開放原始碼雲端遊戲系統等
  • 企業·企業間的配合措施
    • NVIDIA:推出全新的GeForce NOW(tm)服務
    • Utomik Inks:與Plug In Digital協定
    • Square Enix
    • Twitch·Curse
    • Gaming Innovation Group Inks·BetIt Betit
    • Corona:引進新的雲端遊戲用Plugin&服務等
  • 主要企業
    • Amazon Web Services, Inc. (美國)
    • Cirrascale Corporation (美國)
    • GameFly, Inc. (美國)
    • Google, Inc. (美國)
    • Hatch Entertainment Ltd. (芬蘭)
    • International Business Machines Corporation (美國)
    • Leap Computing, Inc.
    • LiquidSky Software, Inc.
    • Microsoft Corporation (美國)
    • NVIDIA Corporation (美國)
    • PlayGiga (西班牙)
    • Playkey (美國)
    • Sony Interactive Entertainment (美國)
    • TransGaming Interactive UK Ltd. (英國)
    • Ubitus Inc. (台灣)
    • Utomik, Inc. (荷蘭)
    • Valve Corporation (美國)
    • Zynga, Inc. (美國)
  • 全球市場的展望

第3章 地區市場分析

  • 美國
  • 日本
  • 歐洲
  • 亞太地區
  • 其他地區

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

目錄
Product Code: MCP-7658

Global Cloud Gaming Market to Reach $6.9 Billion by 2027

Amid the COVID-19 crisis, the global market for Cloud Gaming estimated at US$1.3 Billion in the year 2020, is projected to reach a revised size of US$6.9 Billion by 2027, growing at aCAGR of 27.4% over the period 2020-2027. Video Streaming, one of the segments analyzed in the report, is projected to record 30.5% CAGR and reach US$4.8 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the File Streaming segment is readjusted to a revised 22.1% CAGR for the next 7-year period.

The U.S. Market is Estimated at $378.1 Million, While China is Forecast to Grow at 26.4% CAGR

The Cloud Gaming market in the U.S. is estimated at US$378.1 Million in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$1.2 Billion by the year 2027 trailing a CAGR of 26.4% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 25% and 23% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 18.8% CAGR.We bring years of research experience to this 17th edition of our report. The 94-page report presents concise insights into how the pandemic has impacted production and the buy side for 2020 and 2021. A short-term phased recovery by key geography is also addressed.

Competitors identified in this market include, among others,

  • Amazon Web Services, Inc.
  • Cirrascale Corporation
  • GameFly Inc.
  • Google Inc.
  • IBM Corp.
  • Leap Computing Inc.
  • LiquidSky Software Inc.
  • Microsoft Corp.
  • NVIDIA Corporation
  • PlayGiga
  • Playkey
  • Sony Interactive Entertainment LLC
  • TransGaming Interactive UK Ltd.
  • Ubitus Inc.
  • Utomik Inc.
  • Valve Corporation
  • Zynga Inc.

TABLE OF CONTENTS

I. INTRODUCTION, METHODOLOGY & REPORT SCOPE

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW

  • Cloud as a Platform for Entertainment: A Peek into the Many Faces of the Cloud
  • Lights, Camera & Cloud
  • Recent Market Activity
  • Cloud Gaming: A Lucrative Game Changer in the Entertainment Industry
  • Breaking the Chains of Fixed Devices: With Cloud Gaming, the World Becomes the New Omnipresent Playing Field
  • Monetizing Gamers in a Free-to-Play World Requires the Agility & Cost Benefits of the Cloud
  • The Rise of On-Demand Gaming as a Service (GaaS)
  • High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Cloud Gaming
  • Since Cloud Gaming Experiences are only as good as the Network, Developments in Internet Architecture are Crucial for Future Growth & Proliferation
  • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Cloud Gaming
  • Favorable Smartphone Usage Patterns for Entertainment Supports Growth in the Market
  • Developments in Cloud Gaming Architecture to Spur Growth in the Market
  • Developing Cloud Mobile App Ecosystem Lends Traction to Growth
  • The Rise of Gaming as a Spectator Sport, & the Ensuing Trend Towards Broadcasting Gameplay Drives Interest in Cloud Gaming
  • Cost Benefits Lead to Rapid Conversion of Online Gamers into Cloud Gamers
  • Cloud Gaming Services Enable Piracy Reduction
  • Cloud Gaming & VR Combo Soon to be a Reality
  • Women Emerge as a Key Consumer Cluster for Cloud Games
  • High Cloud Readiness Index Brings Developing Countries as Focal Points for Future Growth
  • Technical Challenges in Cloud Gaming
  • Latency Issues
  • Data Security
  • Packet Loss
  • Market Outlook
  • Global Competitor Market Shares
  • Cloud Gaming Competitor Market Share Scenario Worldwide (in %): 2020 & 2029
  • Impact of Covid-19 and a Looming Global Recession

2. FOCUS ON SELECT PLAYERS

  • Amazon Web Services, Inc. (USA)
  • Cirrascale Corporation (USA)
  • GameFly, Inc. (USA)
  • Google, Inc. (USA)
  • Hatch Entertainment Ltd. (Finland)
  • International Business Machines Corporation (USA)
  • Leap Computing, Inc.
  • LiquidSky Software, Inc
  • Microsoft Corporation (USA)
  • NVIDIA Corporation (USA)
  • PlayGiga (Spain)
  • Playkey (USA)
  • Sony Interactive Entertainment LLC (USA)
  • TransGaming Interactive UK Ltd. (UK)
  • Ubitus Inc. (Taiwan)
  • Utomik, Inc. (Netherlands)
  • Valve Corporation (USA)
  • Zynga, Inc. (USA)

3. MARKET TRENDS & DRIVERS

4. GLOBAL MARKET PERSPECTIVE

  • TABLE 1: Cloud Gaming Global Market Estimates and Forecasts in US$ Thousand by Region/Country: 2020-2027
  • TABLE 2: Cloud Gaming Market Share Shift across Key Geographies Worldwide: 2020 VS 2027
  • TABLE 3: Video Streaming (Type) World Market by Region/Country in US$ Thousand: 2020 to 2027
  • TABLE 4: Video Streaming (Type) Market Share Breakdown of Worldwide Sales by Region/Country: 2020 VS 2027
  • TABLE 5: File Streaming (Type) Potential Growth Markets Worldwide in US$ Thousand: 2020 to 2027
  • TABLE 6: File Streaming (Type) Market Sales Breakdown by Region/Country in Percentage: 2020 VS 2027

III. MARKET ANALYSIS

  • GEOGRAPHIC MARKET ANALYSIS
  • UNITED STATES
    • Market Facts & Figures
    • US Cloud Gaming Market Share (in %) by Company: 2020 & 2025
    • Market Analytics
    • TABLE 7: United States Cloud Gaming Market Estimates and Projections in US$ Thousand by Type: 2020 to 2027
    • TABLE 8: United States Cloud Gaming Market Share Breakdown by Type: 2020 VS 2027
  • CANADA
    • TABLE 9: Canadian Cloud Gaming Market Estimates and Forecasts in US$ Thousand by Type: 2020 to 2027
    • TABLE 10: Cloud Gaming Market in Canada: Percentage Share Breakdown of Sales by Type for 2020 and 2027
  • JAPAN
    • TABLE 11: Japanese Market for Cloud Gaming: Annual Sales Estimates and Projections in US$ Thousand by Type for the Period 2020-2027
    • TABLE 12: Japanese Cloud Gaming Market Share Analysis by Type: 2020 VS 2027
  • CHINA
    • TABLE 13: Chinese Cloud Gaming Market Growth Prospects in US$ Thousand by Type for the Period 2020-2027
    • TABLE 14: Chinese Cloud Gaming Market by Type: Percentage Breakdown of Sales for 2020 and 2027
  • EUROPE
    • Market Facts & Figures
    • European Cloud Gaming Market: Competitor Market Share Scenario (in %) for 2020 & 2025
    • Market Analytics
    • TABLE 15: European Cloud Gaming Market Demand Scenario in US$ Thousand by Region/Country: 2018-2025
    • TABLE 16: European Cloud Gaming Market Share Shift by Region/Country: 2020 VS 2027
    • TABLE 17: European Cloud Gaming Market Estimates and Forecasts in US$ Thousand by Type: 2020-2027
    • TABLE 18: European Cloud Gaming Market Share Breakdown by Type: 2020 VS 2027
  • FRANCE
    • TABLE 19: Cloud Gaming Market in France by Type: Estimates and Projections in US$ Thousand for the Period 2020-2027
    • TABLE 20: French Cloud Gaming Market Share Analysis by Type: 2020 VS 2027
  • GERMANY
    • TABLE 21: Cloud Gaming Market in Germany: Recent Past, Current and Future Analysis in US$ Thousand by Type for the Period 2020-2027
    • TABLE 22: German Cloud Gaming Market Share Breakdown by Type: 2020 VS 2027
  • ITALY
    • TABLE 23: Italian Cloud Gaming Market Growth Prospects in US$ Thousand by Type for the Period 2020-2027
    • TABLE 24: Italian Cloud Gaming Market by Type: Percentage Breakdown of Sales for 2020 and 2027
  • UNITED KINGDOM
    • TABLE 25: United Kingdom Market for Cloud Gaming: Annual Sales Estimates and Projections in US$ Thousand by Type for the Period 2020-2027
    • TABLE 26: United Kingdom Cloud Gaming Market Share Analysis by Type: 2020 VS 2027
  • REST OF EUROPE
    • TABLE 27: Rest of Europe Cloud Gaming Market Estimates and Forecasts in US$ Thousand by Type: 2020-2027
    • TABLE 28: Rest of Europe Cloud Gaming Market Share Breakdown by Type: 2020 VS 2027
  • ASIA-PACIFIC
    • TABLE 29: Cloud Gaming Market in Asia-Pacific by Type: Estimates and Projections in US$ Thousand for the Period 2020-2027
    • TABLE 30: Asia-Pacific Cloud Gaming Market Share Analysis by Type: 2020 VS 2027
  • REST OF WORLD
    • TABLE 31: Rest of World Cloud Gaming Market Estimates and Forecasts in US$ Thousand by Type: 2020 to 2027
    • TABLE 32: Cloud Gaming Market in Rest of World: Percentage Share Breakdown of Sales by Type for 2020 and 2027

IV. COMPETITION

  • Total Companies Profiled: 28