Report Detail

Service & Software Global Cloud Gaming Market 2019 by Company, Regions, Type and Application, Forecast to 2024

  • RnM2982411
  • |
  • 19 February, 2019
  • |
  • Global
  • |
  • 138 Pages
  • |
  • GIR (Global Info Research)
  • |
  • Service & Software

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming.

Scope of the Report:
In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients.
While the rapid growth of cloud gaming, challenges especially security risk, latency and bandwidth as well as packet loss are gradually arisen to impede technology developments. Benefits and impacts follow the appearance of cloud gaming and change the way players experience games traditionally. No heavy deployment on hardware or further downloading or updating is required and therefore less production such as disc will be made by vendors.
Because of gamers might expect higher standard experience is met, quality of experience (QoS) is proposed to deal with explosively increased requirements to enhance the performance of gaming. Two research covered on different topics are given to analyse the factors that influence the QoS.
The global Cloud Gaming market is valued at 45 million USD in 2018 and is expected to reach 450 million USD by the end of 2024, growing at a CAGR of 46.7% between 2019 and 2024.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Cloud Gaming.
Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
This report studies the Cloud Gaming market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Cloud Gaming market by product type and applications/end industries.

Market Segment by Companies, this report covers
Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias.com (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
BlacknutSAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
Video Streaming
File Streaming

Market Segment by Applications, can be divided into
PC
Connected TV
Tablet
Smartphone


Table of Contents

    1 Cloud Gaming Market Overview

    • 1.1 Product Overview and Scope of Cloud Gaming
    • 1.2 Classification of Cloud Gaming by Types
      • 1.2.1 Global Cloud Gaming Revenue Comparison by Types (2019-2024)
      • 1.2.2 Global Cloud Gaming Revenue Market Share by Types in 2018
      • 1.2.3 Video Streaming
      • 1.2.4 File Streaming
    • 1.3 Global Cloud Gaming Market by Application
      • 1.3.1 Global Cloud Gaming Market Size and Market Share Comparison by Applications (2014-2024)
      • 1.3.2 PC
      • 1.3.3 Connected TV
      • 1.3.4 Tablet
      • 1.3.5 Smartphone
    • 1.4 Global Cloud Gaming Market by Regions
      • 1.4.1 Global Cloud Gaming Market Size (Million USD) Comparison by Regions (2014-2024)
      • 1.4.1 North America (USA, Canada and Mexico) Cloud Gaming Status and Prospect (2014-2024)
      • 1.4.2 Europe (Germany, France, UK, Russia and Italy) Cloud Gaming Status and Prospect (2014-2024)
      • 1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Cloud Gaming Status and Prospect (2014-2024)
      • 1.4.4 South America (Brazil, Argentina, Colombia) Cloud Gaming Status and Prospect (2014-2024)
      • 1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Cloud Gaming Status and Prospect (2014-2024)
    • 1.5 Global Market Size of Cloud Gaming (2014-2024)

    2 Manufacturers Profiles

    • 2.1 Sony
      • 2.1.1 Business Overview
      • 2.1.2 Cloud Gaming Type and Applications
        • 2.1.2.1 Product A
        • 2.1.2.2 Product B
      • 2.1.3 Sony Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.2 GameFly (PlayCast)
      • 2.2.1 Business Overview
      • 2.2.2 Cloud Gaming Type and Applications
        • 2.2.2.1 Product A
        • 2.2.2.2 Product B
      • 2.2.3 GameFly (PlayCast) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.3 Nvidia
      • 2.3.1 Business Overview
      • 2.3.2 Cloud Gaming Type and Applications
        • 2.3.2.1 Product A
        • 2.3.2.2 Product B
      • 2.3.3 Nvidia Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.4 Ubitus
      • 2.4.1 Business Overview
      • 2.4.2 Cloud Gaming Type and Applications
        • 2.4.2.1 Product A
        • 2.4.2.2 Product B
      • 2.4.3 Ubitus Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.5 PlayGiga
      • 2.5.1 Business Overview
      • 2.5.2 Cloud Gaming Type and Applications
        • 2.5.2.1 Product A
        • 2.5.2.2 Product B
      • 2.5.3 PlayGiga Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.6 Crytek GmbH
      • 2.6.1 Business Overview
      • 2.6.2 Cloud Gaming Type and Applications
        • 2.6.2.1 Product A
        • 2.6.2.2 Product B
      • 2.6.3 Crytek GmbH Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.7 PlayKey
      • 2.7.1 Business Overview
      • 2.7.2 Cloud Gaming Type and Applications
        • 2.7.2.1 Product A
        • 2.7.2.2 Product B
      • 2.7.3 PlayKey Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.8 Utomik (Kalydo)
      • 2.8.1 Business Overview
      • 2.8.2 Cloud Gaming Type and Applications
        • 2.8.2.1 Product A
        • 2.8.2.2 Product B
      • 2.8.3 Utomik (Kalydo) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.9 51ias.com (Gloud)
      • 2.9.1 Business Overview
      • 2.9.2 Cloud Gaming Type and Applications
        • 2.9.2.1 Product A
        • 2.9.2.2 Product B
      • 2.9.3 51ias.com (Gloud) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.10 Cyber Cloud
      • 2.10.1 Business Overview
      • 2.10.2 Cloud Gaming Type and Applications
        • 2.10.2.1 Product A
        • 2.10.2.2 Product B
      • 2.10.3 Cyber Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.11 Yunlian Technology
      • 2.11.1 Business Overview
      • 2.11.2 Cloud Gaming Type and Applications
        • 2.11.2.1 Product A
        • 2.11.2.2 Product B
      • 2.11.3 Yunlian Technology Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.12 Liquidsky
      • 2.12.1 Business Overview
      • 2.12.2 Cloud Gaming Type and Applications
        • 2.12.2.1 Product A
        • 2.12.2.2 Product B
      • 2.12.3 Liquidsky Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.13 BlacknutSAS
      • 2.13.1 Business Overview
      • 2.13.2 Cloud Gaming Type and Applications
        • 2.13.2.1 Product A
        • 2.13.2.2 Product B
      • 2.13.3 BlacknutSAS Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.14 Alibaba Cloud
      • 2.14.1 Business Overview
      • 2.14.2 Cloud Gaming Type and Applications
        • 2.14.2.1 Product A
        • 2.14.2.2 Product B
      • 2.14.3 Alibaba Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.15 Baidu
      • 2.15.1 Business Overview
      • 2.15.2 Cloud Gaming Type and Applications
        • 2.15.2.1 Product A
        • 2.15.2.2 Product B
      • 2.15.3 Baidu Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.16 Tencent Cloud
      • 2.16.1 Business Overview
      • 2.16.2 Cloud Gaming Type and Applications
        • 2.16.2.1 Product A
        • 2.16.2.2 Product B
      • 2.16.3 Tencent Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.17 Ksyun (Kingsoft)
      • 2.17.1 Business Overview
      • 2.17.2 Cloud Gaming Type and Applications
        • 2.17.2.1 Product A
        • 2.17.2.2 Product B
      • 2.17.3 Ksyun (Kingsoft) Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)
    • 2.18 LeCloud
      • 2.18.1 Business Overview
      • 2.18.2 Cloud Gaming Type and Applications
        • 2.18.2.1 Product A
        • 2.18.2.2 Product B
      • 2.18.3 LeCloud Cloud Gaming Revenue, Gross Margin and Market Share (2017-2018)

    3 Global Cloud Gaming Market Competition, by Players

    • 3.1 Global Cloud Gaming Revenue and Share by Players (2014-2019)
    • 3.2 Market Concentration Rate
      • 3.2.1 Top 5 Cloud Gaming Players Market Share
      • 3.2.2 Top 10 Cloud Gaming Players Market Share
    • 3.3 Market Competition Trend

    4 Global Cloud Gaming Market Size by Regions

    • 4.1 Global Cloud Gaming Revenue and Market Share by Regions
    • 4.2 North America Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 4.3 Europe Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 4.4 Asia-Pacific Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 4.5 South America Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 4.6 Middle East and Africa Cloud Gaming Revenue and Growth Rate (2014-2019)

    5 North America Cloud Gaming Revenue by Countries

    • 5.1 North America Cloud Gaming Revenue by Countries (2014-2019)
    • 5.2 USA Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 5.3 Canada Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 5.4 Mexico Cloud Gaming Revenue and Growth Rate (2014-2019)

    6 Europe Cloud Gaming Revenue by Countries

    • 6.1 Europe Cloud Gaming Revenue by Countries (2014-2019)
    • 6.2 Germany Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 6.3 UK Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 6.4 France Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 6.5 Russia Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 6.6 Italy Cloud Gaming Revenue and Growth Rate (2014-2019)

    7 Asia-Pacific Cloud Gaming Revenue by Countries

    • 7.1 Asia-Pacific Cloud Gaming Revenue by Countries (2014-2019)
    • 7.2 China Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 7.3 Japan Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 7.4 Korea Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 7.5 India Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 7.6 Southeast Asia Cloud Gaming Revenue and Growth Rate (2014-2019)

    8 South America Cloud Gaming Revenue by Countries

    • 8.1 South America Cloud Gaming Revenue by Countries (2014-2019)
    • 8.2 Brazil Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 8.3 Argentina Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 8.4 Colombia Cloud Gaming Revenue and Growth Rate (2014-2019)

    9 Middle East and Africa Revenue Cloud Gaming by Countries

    • 9.1 Middle East and Africa Cloud Gaming Revenue by Countries (2014-2019)
    • 9.2 Saudi Arabia Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 9.3 UAE Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 9.4 Egypt Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 9.5 Nigeria Cloud Gaming Revenue and Growth Rate (2014-2019)
    • 9.6 South Africa Cloud Gaming Revenue and Growth Rate (2014-2019)

    10 Global Cloud Gaming Market Segment by Type

    • 10.1 Global Cloud Gaming Revenue and Market Share by Type (2014-2019)
    • 10.2 Global Cloud Gaming Market Forecast by Type (2019-2024)
    • 10.3 Video Streaming Revenue Growth Rate (2014-2024)
    • 10.4 File Streaming Revenue Growth Rate (2014-2024)

    11 Global Cloud Gaming Market Segment by Application

    • 11.1 Global Cloud Gaming Revenue Market Share by Application (2014-2019)
    • 11.2 Cloud Gaming Market Forecast by Application (2019-2024)
    • 11.3 PC Revenue Growth (2014-2019)
    • 11.4 Connected TV Revenue Growth (2014-2019)
    • 11.5 Tablet Revenue Growth (2014-2019)
    • 11.6 Smartphone Revenue Growth (2014-2019)

    12 Global Cloud Gaming Market Size Forecast (2019-2024)

    • 12.1 Global Cloud Gaming Market Size Forecast (2019-2024)
    • 12.2 Global Cloud Gaming Market Forecast by Regions (2019-2024)
    • 12.3 North America Cloud Gaming Revenue Market Forecast (2019-2024)
    • 12.4 Europe Cloud Gaming Revenue Market Forecast (2019-2024)
    • 12.5 Asia-Pacific Cloud Gaming Revenue Market Forecast (2019-2024)
    • 12.6 South America Cloud Gaming Revenue Market Forecast (2019-2024)
    • 12.7 Middle East and Africa Cloud Gaming Revenue Market Forecast (2019-2024)

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Methodology

      Summary:
      Get latest Market Research Reports on Cloud Gaming . Industry analysis & Market Report on Cloud Gaming is a syndicated market report, published as Global Cloud Gaming Market 2019 by Company, Regions, Type and Application, Forecast to 2024. It is complete Research Study and Industry Analysis of Cloud Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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