HTF MI recently broadcasted a new study in its database that highlights the in-depth market analysis with future prospects of Cloud Gaming market. The study covers significant data which makes the research document a handy resource for managers, industry executives and other key people get ready-to-access and self analyzed study along with graphs and tables to help understand market trends, drivers and market challenges. Some of the key players mentioned in this research are 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.
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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 2017, 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 2018-2025.
The research covers the current market size of the Global Cloud Gaming market and its growth rates based on 5 year history data. It also covers various types of segmentation such as by geography [United States, Europe, China, Japan, Southeast Asia & India], by product /end user type [Video Streaming & File Streaming], by applications [PC, Connected TV, Tablet & Smartphone] in overall market. The in-depth information by segments of Cloud Gaming market helps monitor performance & make critical decisions for growth and profitability. It provides information on trends and developments, focuses on markets and materials, capacities, technologies, CAPEX cycle and the changing structure of the Global Cloud Gaming Market.
This study also contains company profiling, product picture and specifications, sales, market share and contact information of various international, regional, and local vendors of Global Cloud Gaming Market, some of them are 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. The market competition is constantly growing higher with the rise in technological innovation and M&A activities in the industry. Moreover, many local and regional vendors are offering specific application products for varied end-users. The new vendor entrants in the market are finding it hard to compete with the international vendors based on quality, reliability, and innovations in technology.
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Global Cloud Gaming (Thousands Units) and Revenue (Million USD) Market Split by Product Type such as Video Streaming & File Streaming
Market Segment by Type |
2016 |
2017 |
2018 |
2019 |
2020 |
2021 |
2022 |
Video Streaming |
xx |
xx |
xx |
xx |
xx |
Xx |
xx |
-Change (%) |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
File Streaming |
xx |
xx |
xx |
xx |
xx |
Xx |
xx |
-Change (%) |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
The research study is segmented by Application such as PC, Connected TV, Tablet & Smartphone with historical and projected market share and compounded annual growth rate.
Global Cloud Gaming (Thousands Units) by Application (2017-2022)
Market Segment by Application |
2012 |
2017 |
2022 |
Market Share (%)2022 |
CAGR (%) (2017-2022) |
PC |
xx |
xx |
xx |
xx% |
xx% |
Connected TV |
xx |
xx |
xx |
xx% |
xx% |
Tablet |
xx |
xx |
xx |
xx% |
xx% |
Smartphone |
xx |
xx |
xx |
xx% |
xx% |
Total |
xx |
xx |
xx |
100% |
xx% |
Geographically, this report is segmented into several key Regions, with production, consumption, revenue (million USD), and market share and growth rate of Cloud Gaming in these regions, from 2012 to 2022 (forecast), covering
Market Segment by Regions |
2012 |
2017 |
2022 |
Share (%) |
CAGR (2017-2022) |
United States |
xx |
xx |
xx |
xx% |
xx% |
Europe |
xx |
xx |
xx |
xx% |
xx% |
China |
xx |
xx |
xx |
xx% |
xx% |
Japan |
xx |
xx |
xx |
xx% |
xx% |
Southeast Asia |
xx |
xx |
xx |
xx% |
xx% |
India |
xx |
xx |
xx |
xx% |
xx% |
Total |
xx |
xx |
xx |
xx% |
xx% |
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Additionally the export and import policies that can make an immediate impact on the Global Cloud Gaming market. This study contains a EXIM* related chapter on the Cloud Gaming market and all its associated companies with their profiles, which gives valuable data pertaining to their outlook in terms of finances, product portfolios, investment plans, and marketing and business strategies. The report on the Global Cloud Gaming market is an important document for every market enthusiast, policymaker, investor, and player.
Key questions answered in this report – Global Cloud Gaming Market Size, Status and Forecast 2025
What will the market size be in 2022 and what will the growth rate be
What are the key market trends
What is driving Global Cloud Gaming market
What are the challenges to market growth
Who are the key vendors in Global Cloud Gaming market space?
What are the key market trends impacting the growth of the Global Cloud Gaming market?
What are the key outcomes of the five forces analysis of the Global Cloud Gaming market?
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There are 15 Chapters to display the Global Cloud Gaming market.
Chapter 1, to describe Definition, Specifications and Classification of Cloud Gaming, Applications of Cloud Gaming, Market Segment by Regions;
Chapter 2, to analyze the Manufacturing Cost Structure, Raw Material and Suppliers, Manufacturing Process, Industry Chain Structure;
Chapter 3, to display the Technical Data and Manufacturing Plants Analysis of Cloud Gaming, Capacity and Commercial Production Date, Manufacturing Plants Distribution, R&D Status and Technology Source, Raw Materials Sources Analysis;
Chapter 4, to show the Overall Market Analysis, Capacity Analysis (Company Segment), Sales Analysis (Company Segment), Sales Price Analysis (Company Segment);
Chapter 5 and 6, to show the Regional Market Analysis that includes United States, Europe, China, Japan, Southeast Asia & India, Cloud Gaming Segment Market Analysis (by Type);
Chapter 7 and 8, to analyze the Cloud Gaming Segment Market Analysis (by Application) Major Manufacturers Analysis of Cloud Gaming;
Chapter 9, Market Trend Analysis, Regional Market Trend, Market Trend by Product Type [Video Streaming & File Streaming], Market Trend by Application [PC, Connected TV, Tablet & Smartphone];
Chapter 10, Regional Marketing Type Analysis, International Trade Type Analysis, Supply Chain Analysis;
Chapter 11, to analyze the Consumers Analysis of Cloud Gaming;
Chapter 12, to describe Cloud Gaming Research Findings and Conclusion, Appendix, methodology and data source;
Chapter 13, 14 and 15, to describe Cloud Gaming sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.
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