<産業資料/調査レポートの題名> 2022年7月17日

世界のクラウドゲーム市場:提供別(インフラストラクチャ、ゲームプラットフォームサービス)、デバイス種類別(スマートフォン、タブレット、ゲームコンソール、PCとラップトップ、スマートテレビ、HMD)、ソリューション別(ビデオストリーミング、ファイルストリーミング)、ゲーマータイプ別、地域別


◆英文タイトル:Cloud Gaming Market by Offering (Infrastructure, Gaming Platform Services), Device Type (Smartphones, Tablets, Gaming Consoles, PCs & Laptops, Smart TVs, HMDs), Solution (Video Streaming, File Streaming), Gamer Type, Region - Global Forecast to 2024

1 Introduction (Page No. – 18)
1.1 Study Objectives
1.2 Market Definition & Scope
1.3 Inclusions and Exclusions
1.4 Study Scope
1.4.1 Markets Covered
1.4.2 Years Considered
1.5 Currency
1.6 Limitations
1.7 Stakeholders
2 Research Methodology (Page No. – 21)
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Major Secondary Sources
2.1.1.2 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Breakdown of Primaries
2.1.3 Secondary and Primary Research
2.1.3.1 Key Industry Insights
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions
3 Executive Summary (Page No. – 29)
4 Premium Insights (Page No. – 33)
4.1 Attractive Opportunities in Cloud Gaming Market
4.2 Market, By Offering
4.3 Market, By Device Type
4.4 Market, By Solution Type
4.5 Market, By Gamer Type
4.6 Market, By Geography
5 Market Overview (Page No. – 36)
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Commercialization of 5G Technology
5.2.1.2 Rise in Number of Gamers
5.2.1.3 Upsurge in Immersive and Competitive Gaming on Mobile Devices
5.2.1.4 Increase in Number of Internet Users
5.2.2 Restraints
5.2.2.1 Multiplayer Cloud Gaming Server Allocation Issues
5.2.3 Opportunities
5.2.3.1 Increased Popularity of Cloud Gaming in Multiplayer Scenarios
5.2.3.2 Greater Utilization of Cloud Gamification
5.2.3.3 Improved Cross-Platform Gaming Experience
5.2.4 Challenges
5.2.4.1 Limited Awareness Regarding Cloud Gaming Platforms
5.2.4.2 Fluctuating Internet Speed in Developing Countries
5.3 Cloud Gaming Use Cases
5.3.1 5G
5.3.2 AR/VR
5.4 Value Chain Analysis
6 Cloud Gaming Market, By Offering (Page No. – 44)
6.1 Introduction
6.2 Infrastructure
6.2.1 Compute
6.2.1.1 Gpus are Essential for Ultra Low-Latency and Streaming of Most Demanding Games
6.2.2 Memory
6.2.2.1 Advantages Such as High Density With Simplistic Architecture, Low Latency, and High Performance have Made DRAM core Memory Technology
6.2.3 Storage
6.2.3.1 Low Power Consumption Makes Ssds Ideal for Data Center Storage
6.3 Gaming Platform Services
6.3.1 Content Services
6.3.1.1 Content Services are Cloud Streaming Services That Connect Users to Powerful Gaming Servers
6.3.2 Pc Services
6.3.2.1 Pc Services Enable Streaming of Fully-Featured Virtual Gaming Pc to Users’ Device
7 Cloud Gaming Market, By Device Type (Page No. – 55)
7.1 Introduction
7.2 Smartphones
7.2.1 With Rapid Rise in Mobile Gaming, Cloud Gaming is Expected to Attain Significant Market Traction in Coming Years
7.3 Tablets
7.3.1 Owing to Better Computing Power Capabilities, Tablets Offer Enhanced Gaming Experience Than Other Devices
7.4 Gaming Consoles
7.4.1 Gaming Console Renders Favourable Opportunities to Cloud Gaming Providers By Enhancing Their Product Capabilities
7.5 Personal Computers & Laptops
7.5.1 Gamers Prefer Personal Computers Or Laptops to Explore Cloud Gaming as They Offer Immersive Gaming
7.6 Smart Televisions
7.6.1 Smart Television Manufacturers are Constantly Upgrading to Improve Product Features for Cloud Gaming
7.7 Head-Mounted Displays
7.7.1 AR & VR Devices are Rapidly Being Adopted in Gaming Landscape to Experience Immersive Gaming Experiences
8 Cloud Gaming Market, By Solution Type (Page No. – 67)
8.1 Introduction
8.2 Video Streaming
8.2.1 Video Streaming Eliminates Requirement for Any Additional Hardware Devices
8.3 File Streaming
8.3.1 File Streaming Enables Downloading of Game Content in Form of Bits
9 Cloud Gaming Market, By Gamer Type (Page No. – 77)
9.1 Introduction
9.2 Casual Gamers
9.2.1 Casual Gamers Actively Seek Free of Charge Games
9.3 Avid Gamers
9.3.1 Avid Gamers are Regular Players, But Not Professionals
9.4 Hardcore Gamers
9.4.1 Hardcore Gamers Tend to Invest Lot of Time and Money in Gaming
10 Geographic Analysis (Page No. – 82)
10.1 Introduction
10.2 North America
10.2.1 US
10.2.1.1 Video game companies based in US are making efforts to ensure uninterrupted video game streaming to users
10.2.2 Canada
10.2.2.1 Growth of Gaming Market is Expected to Boost Market Growth Cloud Gaming in Canada
10.2.3 Mexico
10.2.3.1 Mexico is Expected to Witness Highest Growth Rate in Market in North America
10.3 Europe
10.3.1 Germany
10.3.1.1 France is highly competitive market as it is coming up with varied start-ups for cloud gaming
10.3.2 UK
10.3.2.1 UK is Internationally Prominent Start-Up Hub for Innovative Games and Entrepreneurial Developers
10.3.3 France
10.3.3.1 France is Highly Competitive Market as It is Coming Up With Varied Start-Ups for Cloud Gaming
10.3.4 Italy
10.3.4.1 Italian Market is Excepted Be Propelled By Heavy Investments in Establishing High-Speed and Robust Networks
10.3.5 Rest of Europe
10.3.5.1 Spain and Sweden have Captured Huge Market Share and Created Immersive Gaming Experiences for Players Worldwide
10.4 APAC
10.4.1 China
10.4.1.1 China is Expected to Witness Highest CAGR in Coming Years
10.4.2 Japan
10.4.2.1 Japan Held Largest Market Size of Cloud Gaming in 2019
10.4.3 South Korea
10.4.3.1 Commercialization of 5G is Expected to Boost Market
10.4.4 Australia
10.4.4.1 Australia is an Early Adopter of Cloud Gaming
10.4.5 Rest of APAC
10.4.5.1 Gaming Market is Propelled By Rising Younger Population, Higher Disposable Incomes, and Increasing Number of Smartphone Users
10.5 RoW
10.5.1 Middle East & Africa
10.5.1.1 Middle East & Africa have high potential of adopting cloud gaming
10.5.2 South America
10.5.2.1 Rise in Number of Smartphones is Expected to Fuel Growth of Market
11 Competitive Landscape (Page No. – 111)
11.1 Overview
11.2 Market Ranking Analysis, 2019
11.3 Competitive Leadership Mapping
11.3.1 Visionary Leaders
11.3.2 Innovators
11.3.3 Dynamic Differentiators
11.3.4 Emerging Companies
11.4 Strength of Product Portfolio (25 Companies)
11.5 Business Strategy Excellence (25 Companies)
11.6 Competitive Situation and Trends
11.6.1 Partnerships, Collaborations, and Agreements
11.6.2 Product Launches
11.6.3 Expansions
11.6.4 Acquisitions
12 Company Profiles (Page No. – 122)
12.1 Key Players
(Business Overview, Products/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View)*
12.1.1 NVIDIA
12.1.2 Intel Corporation
12.1.3 Google
12.1.4 Microsoft
12.1.5 Amazon
12.1.6 Advanced Micro Devices
12.1.7 Sony
12.1.8 IBM
12.1.9 Tencent
12.1.10 Alibaba
* Business Overview, Products/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View Might Not Be Captured in Case of Unlisted Companies.
12.2 Right-To-Win
12.3 Other Key Players
12.3.1 Blade
12.3.2 Blacknut
12.3.3 Paperspace
12.3.4 Vortex
12.3.5 Playgiga
12.3.6 Activision
12.3.7 Ubitus
12.3.8 Playkey
12.3.9 Loudplay
12.3.10 Electronic Arts
12.3.11 Hatch Entertainment
12.3.12 Jump Gaming
13 Appendix (Page No. – 160)
13.1 Discussion Guide
13.2 Knowledge Store: Marketsandmarkets’ Subscription Portal
13.3 Available Customizations
13.4 Related Report
13.5 Author Details


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