Cloud Gaming Market 2017 Global Significant Growth,Technological Advancement & Opportunities to 2020

WiseGuyReports.Com Publish a New Market Research Report On - “Cloud Gaming Market 2017 Global Significant Growth,Technological Advancement & Opportunities to 2020”.

Pune, India - December 7, 2017 /MarketersMedia/ —

The Cloud Gaming Market set for a potential growth mainly driven by new entrants in the market and improved network performances. The global cloud gaming 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. Some of the key vendors in cloud gaming market are G-cluster Global Corp, gaikai, Inc, Amazon and others. The report provides unique insights into and in-depth analysis of global cloud gaming market, drivers and restraints as well as growth opportunities. It also contains analysis and forecasted revenues, competitive landscape, company profiles and industry trends.

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The report covers the global cloud gaming market in terms of the gaming audience, gaming devices, and gaming technologies. According to the statistics available, the total global population in the year 2013 was XX billion out of which XX billion had access to the internet (online users) and XX billion users are active gamers. Thus, these statistics clearly shows how much scope of growth is there for online games market space and now these users are moving towards the cloud gaming as it gives them freedom to instantly play online games without waiting to download the game, automatically updating the latest gaming software, versions and ease of playing the game from any of the game devices such as smartphones, smart TVs, tablets, pcs and game consoles.

This cloud gaming industry is confined not only to the entertainment purposes, but now it is also opened to;
• Serious gaming (simulation based gaming) mainly used in defense, aerospace, healthcare verticals.
• Gamification (learning by gaming) mainly utilized by the educational institutions (K12) and corporates. Corporates have started to move towards learning by gaming to increase the productivity of their employees.
Report Scope

The report covers a brief about the global cloud gaming industry for 2015–2020. It also covers the
brief about the gaming ecosystem, gaming devices, gaming technology and gaming audience.
It analyzes the market according to the gaming audience, gaming devices, technology and
regions.

It also analyzes the competitive landscape, vendor profiles, global generalist, companies to watch
for and business strategies and overview.

The report also forecasts the future growth of this industry in term of revenue, opportunities, restrains
in next five years i.e., from 2015–2020.

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Table Of Contents – Major Key Points

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

Continue…….

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