Global Cloud Gaming Market
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.
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.
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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
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.
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.
Table of Contents-Key Points Covered
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 (2013-2025)
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 (2013-2025)
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
………
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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 (2013-2018)
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
Continued…
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