Report Detail

Service & Software Global Cloud Gaming Market Size, Status and Forecast 2019-2025

  • RnM3367337
  • |
  • 30 April, 2019
  • |
  • Global
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  • 101 Pages
  • |
  • QYResearch
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  • 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.
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.
In 2018, the global Cloud Gaming market size was 45 million US$ and it is expected to reach 740 million US$ by the end of 2025, with a CAGR of 41.9% during 2019-2025.

This report focuses on the global Cloud Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Cloud Gaming development in United States, Europe and China.

The key players covered in this study
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 Type, the product can be split into
Video Streaming
File Streaming

Market segment by Application, split into
PC
Connected TV
Tablet
Smartphone

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Cloud Gaming status, future forecast, growth opportunity, key market and key players.
To present the Cloud Gaming development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Cloud Gaming are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Cloud Gaming Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Video Streaming
      • 1.4.3 File Streaming
    • 1.5 Market by Application
      • 1.5.1 Global Cloud Gaming Market Share by Application (2014-2025)
      • 1.5.2 PC
      • 1.5.3 Connected TV
      • 1.5.4 Tablet
      • 1.5.5 Smartphone
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Cloud Gaming Market Size
    • 2.2 Cloud Gaming Growth Trends by Regions
      • 2.2.1 Cloud Gaming Market Size by Regions (2014-2025)
      • 2.2.2 Cloud Gaming Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Cloud Gaming Market Size by Manufacturers
      • 3.1.1 Global Cloud Gaming Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Cloud Gaming Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Cloud Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.2 Cloud Gaming Key Players Head office and Area Served
    • 3.3 Key Players Cloud Gaming Product/Solution/Service
    • 3.4 Date of Enter into Cloud Gaming Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Cloud Gaming Market Size by Type (2014-2019)
    • 4.2 Global Cloud Gaming Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Cloud Gaming Market Size (2014-2019)
    • 5.2 Cloud Gaming Key Players in United States
    • 5.3 United States Cloud Gaming Market Size by Type
    • 5.4 United States Cloud Gaming Market Size by Application

    6 Europe

    • 6.1 Europe Cloud Gaming Market Size (2014-2019)
    • 6.2 Cloud Gaming Key Players in Europe
    • 6.3 Europe Cloud Gaming Market Size by Type
    • 6.4 Europe Cloud Gaming Market Size by Application

    7 China

    • 7.1 China Cloud Gaming Market Size (2014-2019)
    • 7.2 Cloud Gaming Key Players in China
    • 7.3 China Cloud Gaming Market Size by Type
    • 7.4 China Cloud Gaming Market Size by Application

    8 Japan

    • 8.1 Japan Cloud Gaming Market Size (2014-2019)
    • 8.2 Cloud Gaming Key Players in Japan
    • 8.3 Japan Cloud Gaming Market Size by Type
    • 8.4 Japan Cloud Gaming Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Cloud Gaming Market Size (2014-2019)
    • 9.2 Cloud Gaming Key Players in Southeast Asia
    • 9.3 Southeast Asia Cloud Gaming Market Size by Type
    • 9.4 Southeast Asia Cloud Gaming Market Size by Application

    10 India

    • 10.1 India Cloud Gaming Market Size (2014-2019)
    • 10.2 Cloud Gaming Key Players in India
    • 10.3 India Cloud Gaming Market Size by Type
    • 10.4 India Cloud Gaming Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Cloud Gaming Market Size (2014-2019)
    • 11.2 Cloud Gaming Key Players in Central & South America
    • 11.3 Central & South America Cloud Gaming Market Size by Type
    • 11.4 Central & South America Cloud Gaming Market Size by Application

    12 International Players Profiles

    • 12.1 Sony
      • 12.1.1 Sony Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Cloud Gaming Introduction
      • 12.1.4 Sony Revenue in Cloud Gaming Business (2014-2019)
      • 12.1.5 Sony Recent Development
    • 12.2 GameFly (PlayCast)
      • 12.2.1 GameFly (PlayCast) Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Cloud Gaming Introduction
      • 12.2.4 GameFly (PlayCast) Revenue in Cloud Gaming Business (2014-2019)
      • 12.2.5 GameFly (PlayCast) Recent Development
    • 12.3 Nvidia
      • 12.3.1 Nvidia Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Cloud Gaming Introduction
      • 12.3.4 Nvidia Revenue in Cloud Gaming Business (2014-2019)
      • 12.3.5 Nvidia Recent Development
    • 12.4 Ubitus
      • 12.4.1 Ubitus Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Cloud Gaming Introduction
      • 12.4.4 Ubitus Revenue in Cloud Gaming Business (2014-2019)
      • 12.4.5 Ubitus Recent Development
    • 12.5 PlayGiga
      • 12.5.1 PlayGiga Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Cloud Gaming Introduction
      • 12.5.4 PlayGiga Revenue in Cloud Gaming Business (2014-2019)
      • 12.5.5 PlayGiga Recent Development
    • 12.6 Crytek GmbH
      • 12.6.1 Crytek GmbH Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Cloud Gaming Introduction
      • 12.6.4 Crytek GmbH Revenue in Cloud Gaming Business (2014-2019)
      • 12.6.5 Crytek GmbH Recent Development
    • 12.7 PlayKey
      • 12.7.1 PlayKey Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Cloud Gaming Introduction
      • 12.7.4 PlayKey Revenue in Cloud Gaming Business (2014-2019)
      • 12.7.5 PlayKey Recent Development
    • 12.8 Utomik (Kalydo)
      • 12.8.1 Utomik (Kalydo) Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Cloud Gaming Introduction
      • 12.8.4 Utomik (Kalydo) Revenue in Cloud Gaming Business (2014-2019)
      • 12.8.5 Utomik (Kalydo) Recent Development
    • 12.9 51ias.com (Gloud)
      • 12.9.1 51ias.com (Gloud) Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Cloud Gaming Introduction
      • 12.9.4 51ias.com (Gloud) Revenue in Cloud Gaming Business (2014-2019)
      • 12.9.5 51ias.com (Gloud) Recent Development
    • 12.10 Cyber Cloud
      • 12.10.1 Cyber Cloud Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Cloud Gaming Introduction
      • 12.10.4 Cyber Cloud Revenue in Cloud Gaming Business (2014-2019)
      • 12.10.5 Cyber Cloud Recent Development
    • 12.11 Yunlian Technology
    • 12.12 Liquidsky
    • 12.13 BlacknutSAS
    • 12.14 Alibaba Cloud
    • 12.15 Baidu
    • 12.16 Tencent Cloud
    • 12.17 Ksyun (Kingsoft)
    • 12.18 LeCloud

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      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 Size, Status and Forecast 2019-2025. 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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