Cloud Gaming Market 2017
In cloud gaming, the games reside in a vendor’s server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Cloud games offer cross-platform capability, which provide gamers a cost-effective as well as time-effective gaming experience. Further, in cloud games, the need for high-processing computer system is eliminated and only fast strong connectivity is required. In addition to this, cloud gaming authorizes the vendors to upgrade games without worrying much about the gamers’ hardware capabilities. Hence, cloud gaming benefits both game publishers as well as individual gamers.
The analysts forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2015-2019.
Covered in this Report
This report covers the present scenario and the growth prospects of the Global Cloud Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the subscription and rental revenue generated from the provision of cloud-based gaming as a web-based subscription service offered to game publishers and gamers.
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The report, Global Cloud Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Regions
• America
• APAC
• EMEA
Key Vendors
• G-Cluster
• Nvidia
• OnLive
• Sony Computer Entertainment
• Ubisoft Entertainment
Other Prominent Vendors
• Agawi
• CiiNOW
• Cloud Games
• Crytek
• GameTree TV
• GamingCloud
• Happy Cloud
• Joystiq
• Kalydo
• OTOY
• Playcast Media
• Shinra
• Spoon.net
• Ubitus
Key Questions Answered in this Report
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
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Table of Contents –Analysis of Key Points
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 End-user Segments
03.2.1 Game Publishers
03.2.2 Individual Gamers
03.3 Base Year
03.4 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Snapshot
06.2 Market Overview
06.3 Product Lifecycle of Cloud Gaming
06.4 Global Video Game Market
06.4.1 Market Size and Forecast
06.5 Share of Cloud Gaming in Global Video Game Market
06.6 Global Cloud Gaming Market
06.6.1 Market Size and Forecast
06.7 Five Forces Analysis
07. Segmentation of Market by Geography
07.1 Segmentation of Global Cloud Gaming Market by Geography 2014
08. Key Leading Countries
08.1 US
08.2 Japan
09. Buying Criteria
10. Market Growth Drivers
11. Drivers and their Impact
12. Market Challenges
13. Impact of Drivers and Challenges
14. Market Trends
15. Trends and their Impact
16. Vendor Landscape
16.1 Competitive Scenario
16.2 Competitive Analysis
17. Key Vendor Analysis
17.1 G-Cluster
17.1.1 Key Facts
17.1.2 Business Overview
17.1.3 Geographical Presence
17.1.4 Recent Developments
17.1.5 SWOT Analysis
..…..Continued
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