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雲端遊戲的全球市場:2025年前的各類型,產品,各設備類型,配置模式別,各遊戲系統,不同地區的預測和機會

Global Cloud Gaming Market By Type, By Offering, By Type of Device, By Deployment Mode, By Gaming System, By End Users, By Region, Forecast & Opportunities, 2025

出版商 TechSci Research 商品編碼 935727
出版日期 內容資訊 英文 114 Pages
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雲端遊戲的全球市場:2025年前的各類型,產品,各設備類型,配置模式別,各遊戲系統,不同地區的預測和機會 Global Cloud Gaming Market By Type, By Offering, By Type of Device, By Deployment Mode, By Gaming System, By End Users, By Region, Forecast & Opportunities, 2025
出版日期: 2020年05月01日內容資訊: 英文 114 Pages
簡介

本報告提供全球雲端遊戲市場調查,提供各地區市場展望,市場力學,主要的趨勢,競爭情形等資訊,並提供策略性建議。

目錄

第1章 產品概要

第2章 調查手法

第3章 COVID-19對全球雲端遊戲市場帶來的影響

第4章 摘要整理

第5章 客戶的迴響

  • 品牌認知度
  • 供應商滿意度分析
  • 未支援的需求/課題

第6章 全球雲端遊戲市場展望

  • 市場規模與預測
  • 市場佔有率與預測
    • 各類型(影音串流,文件串流)
    • 各產品(基礎設施(電腦,記憶體,儲存),遊戲平台服務(內容服務,PC服務))
    • 各設備類型(智慧型手機,平板電腦,遊戲主機,PC,筆記型電腦,智慧型電視,頭戴式顯示器,其他)
    • 配置模式別(公共雲端,混合雲端,私有雲端)
    • 各遊戲系統(G-Cluster,PlayStation,Steam my game,Steam家庭串流,遠程播放,其他)
    • 終端用戶(休閒遊戲玩家,熱衷型遊戲玩家,硬核遊戲玩家)
    • 各公司(2019)
    • 各地區
  • 產品市場地圖

第7章 亞太地區的雲端遊戲市場展望

  • 市場規模與預測
  • 市場佔有率與預測
    • 各類型
    • 各產品
    • 各設備類型
    • 配置模式別
    • 各終端用戶
    • 各國
  • 亞太地區:各國分析
    • 中國的雲端遊戲市場展望
    • 印度的雲端遊戲市場展望
    • 澳洲的雲端遊戲市場展望
    • 日本的雲端遊戲市場展望
    • 韓國的雲端遊戲市場展望

第8章 歐洲的雲端遊戲市場展望

  • 市場規模與預測
  • 市場佔有率與預測
    • 各類型
    • 各產品
    • 各設備類型
    • 配置模式別
    • 各終端用戶
    • 各國
  • 歐洲:各國分析
    • 法國的雲端遊戲市場展望
    • 德國的雲端遊戲市場展望
    • 英國的雲端遊戲市場展望
    • 義大利的雲端遊戲市場展望
    • 西班牙的雲端遊戲市場展望

第9章 北美的雲端遊戲市場展望

  • 市場規模與預測
  • 市場佔有率與預測
    • 各類型
    • 各產品
    • 各設備類型
    • 配置模式別
    • 各終端用戶
    • 各國
  • 北美:各國分析
    • 美國的雲端遊戲市場展望
    • 墨西哥的雲端遊戲市場展望
    • 加拿大的雲端遊戲市場展望

第10章 南美的雲端遊戲市場展望

  • 市場規模與預測
  • 市場佔有率與預測
    • 各類型
    • 各產品
    • 各設備類型
    • 配置模式別
    • 各終端用戶
    • 各國
  • 南美:各國分析
    • 巴西的雲端遊戲市場展望
    • 阿根廷的雲端遊戲市場展望
    • 哥倫比亞的雲端遊戲市場展望

第11章 中東·非洲的雲端遊戲市場展望

  • 市場規模與預測
  • 市場佔有率與預測
    • 各類型
    • 各產品
    • 各設備類型
    • 配置模式別
    • 各終端用戶
    • 各國
  • 中東·非洲地區:各國分析
    • 南非的雲端遊戲市場展望
    • 沙烏地阿拉伯的雲端遊戲市場展望
    • UAE雲端遊戲市場展望
    • 科威特雲端遊戲市場展望

第12章 市場動態

  • 促進因素
  • 課題

第13章 市場趨勢

第14章 競爭情形

  • Nvidia Corporation
  • Intel Corporation
  • Google LLC
  • Microsoft Corporation
  • Amazon
  • Advanced Micro Devices, Inc.
  • Sony Corporation
  • IBM Corporation
  • Tencent Holdings Ltd
  • Alibaba Group Holding Limited
  • Jump Gaming
  • Paperspace
  • Vortex
  • Playgiga
  • Activision Publishing, Inc.
  • Playkey
  • Loudplay
  • Electronic Arts Inc.
  • Blacknut
  • Hatch

第15章 策略性建議

第16章 免責聲明

目錄
Product Code: 4647

Global cloud gaming market is expected to grow at a robust rate during the forecast period. The global cloud gaming market is driven by the increasing smartphone proliferation and internet penetration. Additionally, advancements in cloud computing, GPU as a service, OTT gaming services, among others are further anticipated to propel the market during forecast period. Furthermore, increasing spending by the governments in different countries especially in developing economies for the development of 5G infrastructure is expected to foster the growth of market through 2025.

The global cloud gaming market can be segmented based on type, offering, type of device, deployment mode, gaming system, end users, company and region. Based on type, the market can be bifurcated into video streaming and file streaming. The video streaming segment is expected to dominate the market during forecast years since it allows users to play games anywhere and, on any platform, if they are connected to internet. Based on type of device, the market can be fragmented into smartphones, tablets, gaming consoles, PCs & laptops, smart TVs, head mounted displays and others. The smartphones segment is expected to dominate the market on account of its cost effectiveness.

Regionally, the cloud gaming market has been segmented into Asia-Pacific, North America, South America, Europe, and Middle East & Africa. Among these, North America is expected to dominate the market during forecast period. This can be attributed to the early adoption and advancements in technologies in the region.

Major players operating in the global cloud gaming market include Nvidia Corporation, Intel Corporation, Google LLC, Microsoft Corporation, Amazon, Advanced Micro Devices, Inc., Sony Corporation, IBM Corporation, Tencent Holdings Ltd, Alibaba Group Holding Limited, Jump Gaming, Paperspace, Vortex, Playgiga, Activision Publishing, Inc., Playkey, Loudplay, Electronic Arts Inc., Blacknut, Hatch and others. The companies are developing advanced technologies and launching new services in order to stay competitive in the market. Other competitive strategies include mergers & acquisitions and new service developments.

Years considered for this report:

Historical Years: 2015-2018

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2021-2025

Objective of the Study:

  • To analyze and forecast the market size of global cloud gaming market.
  • To classify and forecast global cloud gaming market based on type, offering, type of device, deployment mode, gaming system, end users, company and regional distribution.
  • To identify drivers and challenges for global cloud gaming market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global cloud gaming market.
  • To identify and analyze the profile of leading players operating in global cloud gaming market.

TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of service providers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research could include the service providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service providers, and presence of all major players across the globe.

TechSci Research calculated the market size of global cloud gaming market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience:

  • Cloud gaming service provider, vendors and other stakeholders
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to cloud gaming
  • Market research and consulting firms

The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, channel partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Report Scope:

In this report, global cloud gaming market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

  • Market, By Type:

Video Streaming

File Streaming

  • Market, By Offering:

Infrastructure

  • Compute
  • Memory
  • Storage

Game Platform Services

  • Content Services
  • PC Services
  • Market, By Type of Device:

Smartphones

Tablets

Gaming Consoles

PCs & Laptops

Smart TVs

Head Mounted Displays

Others

  • Market, By Deployment Mode:

Public Cloud

Hybrid Cloud

Private Cloud

  • Market, By Gaming System:

G-Cluster

PlayStation

Stream my game

Steam in home streaming

Remote Play

Others

  • Market, By End Users:

Casual Gamers

Avid Gamers

Hardcore Gamers

  • Market, By Region:

North America

  • United States
  • Canada
  • Mexico

Europe

  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain

Asia-Pacific

  • China
  • Japan
  • India
  • South Korea
  • Australia

Middle East & Africa

  • South Africa
  • Saudi Arabia
  • UAE
  • Kuwait

South America

  • Brazil
  • Argentina
  • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in global cloud gaming market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

2. Research Methodology

3. Impact of COVID-19 on Global Cloud Gaming Market

4. Executive Summary

5. Voice of Customer

  • 5.1. Brand Awareness (Aided/Unaided)
  • 5.2. Vendor Satisfaction Analysis
  • 5.3. Unmet Needs/Challenges

6. Global Cloud Gaming Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type (Video Streaming v/s File Streaming)
    • 6.2.2. By Offering (Infrastructure (Compute, Memory, Storage) v/s Game Platform Services (Content Services, PC Services))
    • 6.2.3. By Type of Device (Smartphones, Tablets, Gaming Consoles, PCs & Laptops

Smart TVs, Head Mounted Displays, Others)

    • 6.2.4. By Deployment Mode (Public Cloud, Hybrid Cloud, Private Cloud)
    • 6.2.5. By Gaming System (G-Cluster, PlayStation, Stream my game, steam in home streaming, Remote Play, Others)
    • 6.2.6. By End Users (Casual Gamers, Avid Gamers, Hardcore Gamers)
    • 6.2.7. By Company (2019)
    • 6.2.8. By Region
  • 6.3. Product Market Map

7. Asia-Pacific Cloud Gaming Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Offering
    • 7.2.3. By Type of Device
    • 7.2.4. By Deployment Mode
    • 7.2.5. By End Users
    • 7.2.6. By Country
  • 7.3. Asia-Pacific: Country Analysis
    • 7.3.1. China Cloud Gaming Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type
        • 7.3.1.2.2. By Type of Device
        • 7.3.1.2.3. By Deployment Mode
        • 7.3.1.2.4. By End Users
    • 7.3.2. India Cloud Gaming Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type
        • 7.3.2.2.2. By Type of Device
        • 7.3.2.2.3. By Deployment Mode
        • 7.3.2.2.4. By End Users
    • 7.3.3. Australia Cloud Gaming Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type
        • 7.3.3.2.2. By Type of Device
        • 7.3.3.2.3. By Deployment Mode
        • 7.3.3.2.4. By End Users
    • 7.3.4. Japan Cloud Gaming Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type
        • 7.3.4.2.2. By Type of Device
        • 7.3.4.2.3. By Deployment Mode
        • 7.3.4.2.4. By End Users
    • 7.3.5. South Korea Cloud Gaming Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type
        • 7.3.5.2.2. By Type of Device
        • 7.3.5.2.3. By Deployment Mode
        • 7.3.5.2.4. By End Users

8. Europe Cloud Gaming Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Offering
    • 8.2.3. By Type of Device
    • 8.2.4. By Deployment Mode
    • 8.2.5. By End Users
    • 8.2.6. By Country
  • 8.3. Europe: Country Analysis
    • 8.3.1. France Cloud Gaming Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Type of Device
        • 8.3.1.2.3. By Deployment Mode
        • 8.3.1.2.4. By End Users
    • 8.3.2. Germany Cloud Gaming Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Type of Device
        • 8.3.2.2.3. By Deployment Mode
        • 8.3.2.2.4. By End Users
    • 8.3.3. United Kingdom Cloud Gaming Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Type of Device
        • 8.3.3.2.3. By Deployment Mode
        • 8.3.3.2.4. By End Users
    • 8.3.4. Italy Cloud Gaming Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type
        • 8.3.4.2.2. By Type of Device
        • 8.3.4.2.3. By Deployment Mode
        • 8.3.4.2.4. By End Users
    • 8.3.5. Spain Cloud Gaming Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type
        • 8.3.5.2.2. By Type of Device
        • 8.3.5.2.3. By Deployment Mode
        • 8.3.5.2.4. By End Users

9. North America Cloud Gaming Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Offering
    • 9.2.3. By Type of Device
    • 9.2.4. By Deployment Mode
    • 9.2.5. By End Users
    • 9.2.6. By Country
  • 9.3. North America: Country Analysis
    • 9.3.1. United States Cloud Gaming Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Type of Device
        • 9.3.1.2.3. By Deployment Mode
        • 9.3.1.2.4. By End Users
    • 9.3.2. Mexico Cloud Gaming Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Type of Device
        • 9.3.2.2.3. By Deployment Mode
        • 9.3.2.2.4. By End Users
    • 9.3.3. Canada Cloud Gaming Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Type of Device
        • 9.3.3.2.3. By Deployment Mode
        • 9.3.3.2.4. By End Users

10. South America Cloud Gaming Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Offering
    • 10.2.3. By Type of Device
    • 10.2.4. By Deployment Mode
    • 10.2.5. By End Users
    • 10.2.6. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Cloud Gaming Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Type of Device
        • 10.3.1.2.3. By Deployment Mode
        • 10.3.1.2.4. By End Users
    • 10.3.2. Argentina Cloud Gaming Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Type of Device
        • 10.3.2.2.3. By Deployment Mode
        • 10.3.2.2.4. By End Users
    • 10.3.3. Colombia Cloud Gaming Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Type of Device
        • 10.3.3.2.3. By Deployment Mode
        • 10.3.3.2.4. By End Users

11. Middle East and Africa Cloud Gaming Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Type
    • 11.2.2. By Offering
    • 11.2.3. By Type of Device
    • 11.2.4. By Deployment Mode
    • 11.2.5. By End Users
    • 11.2.6. By Country
  • 11.3. MEA: Country Analysis
    • 11.3.1. South Africa Cloud Gaming Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Type
        • 11.3.1.2.2. By Type of Device
        • 11.3.1.2.3. By Deployment Mode
        • 11.3.1.2.4. By End Users
    • 11.3.2. Saudi Arabia Cloud Gaming Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Type
        • 11.3.2.2.2. By Type of Device
        • 11.3.2.2.3. By Deployment Mode
        • 11.3.2.2.4. By End Users
    • 11.3.3. UAE Cloud Gaming Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Type
        • 11.3.3.2.2. By Type of Device
        • 11.3.3.2.3. By Deployment Mode
        • 11.3.3.2.4. By End Users
    • 11.3.4. Kuwait Cloud Gaming Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Type
        • 11.3.4.2.2. By Type of Device
        • 11.3.4.2.3. By Deployment Mode
        • 11.3.4.2.4. By End Users

12. Market Dynamics

  • 12.1. Drivers
  • 12.2. Challenges

13. Market Trends & Developments

14. Competitive Landscape

  • 14.1. Nvidia Corporation
  • 14.2. Intel Corporation
  • 14.3. Google LLC
  • 14.4. Microsoft Corporation
  • 14.5. Amazon
  • 14.6. Advanced Micro Devices, Inc.
  • 14.7. Sony Corporation
  • 14.8. IBM Corporation
  • 14.9. Tencent Holdings Ltd
  • 14.10. Alibaba Group Holding Limited
  • 14.11. Jump Gaming
  • 14.12. Paperspace
  • 14.13. Vortex
  • 14.14. Playgiga
  • 14.15. Activision Publishing, Inc.
  • 14.16. Playkey
  • 14.17. Loudplay
  • 14.18. Electronic Arts Inc.
  • 14.19. Blacknut
  • 14.20. Hatch

15. Strategic Recommendations

16. About Us & Disclaimer