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Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast: 2015–2020

Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast: 2015–2020

Cloud gaming or gaming on demand is online gaming that offers users’ frictionless and direct play-ability. Basically, there are two types of cloud gaming: file streaming and video streaming cloud gaming. The cloud gaming has a positive growth mainly driven by new entrants in the market and improved network performances. The market is witnessing increasing adoption of next generation technologies. The social media games and mobile games are contributing major share to the overall market as these two channels consists of huge customer base.

The cloud gaming market is expected to grow in the future mainly driven by the increase in gaming audience and gaming devices. The gaming audience (core gamers) is expected to drive the cloud gaming market than that of gaming devices (smartphones). The cloud gaming market is expected to grow at a CAGR of 33.7% during the period 2015-2020. The core gamers market is growing at a faster rate in comparison to smartphone gaming applications. However, the use of poor technology infrastructure and connectivity will hamper the market.

One of the emerging trend in the market is the increase in the use of cloud gamification. The gamification process helps the companies in understanding the productivity and knowledge of the employees. This process will help the gaming vendors in understanding the gamer’s state of mind and make other games.

Some of the key vendors in cloud gaming market are Amazon, G-cluster, and gaikai. The report also talks about the companies watch list such as OnLive, TransGaming, and Happy Cloud.

This study covers and analyses “Cloud Gaming market” globally. Bringing out the complete key insights of this industry, this report aims to provide opportunity for players to understand the latest trends, current market scenario, government initiative, and technologies related to market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.


1 Industry Overview
1.1 Industry Trends
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.3 Related Markets
4 Market Characteristics
4.1 Evolution of Market
4.2 Ecosystem
4.3 Market Segmentation
4.3.1 Gaming Audience
4.3.2 Devices
4.3.3 Technology
4.3.4 Regions
4.4 Market Dynamics
4.4.1 Drivers
4.4.1.1 Increase in Gaming Audience
4.4.1.2 Increase in Development of New Technologies
4.4.1.3 Decrease in Piracy
4.4.1.4 Low Cost
4.4.2 Restraints
4.4.2.1 Supports High-End Smart Devices
4.4.2.2 Poor Technology Infrastructure and Connectivity
4.4.3 Opportunities
4.4.3.1 For Game Publishers, Developers and Mobile Manufacturers
4.4.3.2 Cloud Virtual Gaming
4.4.3.3 Increase in Usage of Cloud Gamification
4.4.4 DRO – Impact Analysis
4.5 Porter 5 Forces Analysis
5 Trends and Roadmap
5.1 Market Trends & Impact
5.2 Technology Roadmap
6 Gaming Audience: Market Size & Analysis
6.1 Overview
6.2 Social Gamers
6.2.1 Market Size & Analysis
6.3 Serious Gamers
6.3.1 Market Size & Analysis
6.4 Core Gamers
6.4.1 Market Size & Analysis
7 Devices: Market Size & Analysis
7.1 Overview
7.2 Smartphones
7.2.1 Market Size & Analysis
7.3 Smart TVs
7.3.1 Market Size & Analysis
7.4 Console Units
7.4.1 Market Size & Analysis
7.5 Tablets
7.5.1 Market Size & Analysis
7.6 PCs
7.6.1 Market Size & Analysis
7.7 Vendor Profiles
7.7.1 Sony Corporation
7.7.1.1 Overview
7.7.1.2 Financial Health
7.7.1.3 Business Units
7.7.1.3.1 Overall
7.7.1.3.2 Market Specific
7.7.1.4 SWOT Analysis
7.7.1.5 Business Strategy & Views
7.7.2 Microsoft
7.7.2.1 Overview
7.7.2.2 Financial Health
7.7.2.3 Business Units
7.7.2.3.1 Overall
7.7.2.3.2 Market Specific
7.7.2.4 SWOT Analysis
7.7.2.5 Business Strategy & Views
7.7.3 Nintendo.Co.Ltd
7.7.3.1 Overview
7.7.3.2 Financial Health
7.7.3.3 Business Units
7.7.3.3.1 Overall
7.7.3.3.2 Market Specific
7.7.3.4 SWOT Analysis
7.7.3.5 Business Strategy & Views
7.7.4 Samsung Electronics
7.7.4.1 Overview
7.7.4.2 Financial Health
7.7.4.3 Business Units
7.7.4.3.1 Overall
7.7.4.3.2 Market Specific
7.7.4.4 SWOT Analysis
7.7.4.5 Business Strategy & Views
7.7.5 LG
7.7.5.1 Overview
7.7.5.2 Financial Health
7.7.5.3 Business Units
7.7.5.3.1 Overall
7.7.5.3.2 Market Specific
7.7.5.4 SWOT Analysis
7.7.5.5 Business Strategy & Views
8 Technology: Market Size & Analysis
8.1 Overview
8.2 Data Streaming Technology
8.3 Server Technology
8.4 Gaming as a Service
8.5 Vendor Profiles
8.5.1 Ubitus Inc.
8.5.1.1 Overview
8.5.1.2 Financial Health
8.5.1.3 Business Units
8.5.1.3.1 Market Specific
8.5.1.4 SWOT Analysis
8.5.1.5 Business Strategy & Views
8.5.2 Gaikai
8.5.2.1 Overview
8.5.2.2 Financial Health
8.5.2.3 Business Units
8.5.2.3.1 Market Specific
8.5.2.4 SWOT Analysis
8.5.2.5 Business Strategy & Views
8.5.3 G-Cluster
8.5.3.1 Overview
8.5.3.2 Financial Health
8.5.3.3 Business Units
8.5.3.3.1 Market Specific
8.5.3.4 SWOT Analysis
8.5.3.5 Business Strategy & Views
8.5.4 Playcast Media
8.5.4.1 Overview
8.5.4.2 Financial Health
8.5.4.3 Business Units
8.5.4.3.1 Market Specific
8.5.4.4 SWOT Analysis
8.5.4.5 Business Strategy & Views
9 Regions: Market Size & Analysis
9.1 Overview
9.2 North America
9.2.1 Market Size & Analysis
9.3 Western Europe
9.3.1 Market Size & Analysis
9.4 Asia-Pacific
9.4.1 Market Size & Analysis
9.5 Central Eastern Europe
9.5.1 Market Size & Analysis
9.6 Middle East & Africa
9.6.1 Market Size & Analysis
9.7 Latin America
9.7.1 Market Size & Analysis  
10 Competitive Landscape
10.1 Competitor Comparison Analysis
10.2 Infoholic Research‘s Neutrino Triangle
10.3 Analysis by Gaming Devices
10.4 Market Landscape
10.4.1 Mergers & Acquisition
10.4.2 Venture Capital (VC) Funding
10.4.3 Joint Ventures & Collaborations
11 End-User Views
11.1 End-User View
11.2 End-User View
12 Global Generalists
12.1 Google Inc.
12.1.1 Overview
12.1.2 Key Offerings
12.1.3 Objectives & Progresses
12.2 Amazon
12.2.1 Overview
12.2.2 Key Offerings
12.2.3 Objectives &Progresses
12.3 International Business Machines Corp (IBM)
12.3.1 Overview
12.3.2 Key Offerings
12.3.3 Objectives &Progresses
13 Companies To Watch For
13.1 Happy Cloud
13.1.1 Overview
13.1.2 Key Offering
13.1.3 Objectives and Progress
13.2 OnLive
13.2.1 Overview
13.2.2 Key offerings
13.2.3 Objectives and Progress
13.3 TransGaming
13.3.1 Overview
13.3.2 Key Offerings
13.3.3 Objectives and Progress
14 What Our Peers Are Estimating
Annexure
Acronyms

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