Cloud Gaming Market by Cloud Type (Public, Private and Hybrid), by Streaming Type (Video and File); by Device (Smart Phones, Tablet, Gaming Console and PC); by Regional Outlook (U.S., Rest of North America, France, UK, Germany, Spain, Italy, Rest of Europe, China, Japan, India, Southeast Asia, Rest of Asia Pacific, GCC Countries, Southern Africa, Rest of MEA, Brazil, Rest of Latin America) – Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2018 - 2026
Industry Trends
Cloud Gaming is gaining popularity as it is able to deliver high-quality gaming experience without the restriction of place and time. Various software used for cloud gaming run on powerful remote servers. The gamers utilize devices and simple light-weight software in order to interact with the game. The cloud gaming platforms can be classified into three types namely black box, in-game context, and new programming paradigm. The cloud gaming basically runs on game programs. These broadly comprises the scene renderer and the logic. The scene renderer primarily takes care of the scene generation part while logic converts the commands to in-game interactions. The command interpreter provides the commands, a video capturer captures the scenes and a video encoder compresses the videos. These three elements are the parts of a cloud gaming platform. All these components are received as inputs by a thin client that comprises two components – command receiver and video decoder.
In terms of revenue, the global cloud gaming market was estimated to be US$ 802.40 Mn in 2017 and is expected to reach US$ 2,610.08 Mn by 2022.
Global Cloud Gaming Market, By Streaming Type, 2017 & 2022 (US$ Million)
The commercial cloud gaming services are either offered as OTT (Over-the-Top) services or integrated with networks. Both these offerings have their advantages and disadvantages. Integration with networks assures a better quality of service whereas OTT has cost-related benefits.
With the growing availability of high-speed internet and sale of smartphones, cloud gaming is undergoing a series of changes. For example, the pricing models are getting innovative. One such model is dynamic spot pricing, based on the heavy workload on the cloud server at peak hours. Furthermore, diverse internet services are being integrated with the games, multiplayer cloud gaming is gaining popularity and the interactions among gamers and observers are getting richer.
Cloud Gaming Market, By Cloud Type
Among the cloud types, public clouds are most well-suited to meet the collaborative needs of cloud gaming users distributed across different geographies and time zones. The segment is expected to generate the highest revenue during the forecast period, growing at a CAGR of 29.3%. Public cloud is being immensely used in cloud gaming as it offers elasticity and supposedly infinite scalability with the ability to consume resources on a pay-per-use basis. Although public cloud services require a certain set of security considerations in order to mitigate any potential risks, by incorporating high quality security solutions, such as encryption in cloud environments and self-defending virtual machines, data can be safely deployed into the public cloud.
Cloud Gaming Market, By Region
In terms of growth, North America is anticipated to be the most attractive market during the forecast period. The region attracts capital inflow from biggest players in the market that in turn increases the offering and adoption of commercial cloud gaming. Additionally, several global companies roll out the beta versions of their cloud gaming services in North America. For instance, French startup Blade has rolled out the Shadow service in the United States and plans to build four to five server hubs in the U.S. by the end of 2018. Similarly, UK based NVIDIA has launched the beta version of GeForce NOW for macOS and Windows PC, for free in North America. Given the high demand for cloud gaming and availability of the same, the cloud gaming market is growing in North America.
Competitive Landscape
The report provides both, qualitative and quantitative research of the market, as well as integrates worthy insights into the rational scenario and favored development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and detailed insights on the competitiveness of these players. The key business strategies such as mergers & acquisitions (M&A), affiliations, collaborations, and contracts adopted by the major players are also recognized and analyzed in the report. For each company, the report recognizes their corporate headquarter, competitors, product/service type, application and specification, pricing, and gross margin.
Some of the primary market participants are IBM, NVIDIA, Ubitus Inc., Simplay, LiquidSky Software, Inc, RemoteMyApp Sp. z o. o., GameFly, Inc., Hatch Entertainment Ltd., Cloudzen, Google Inc., Sony Corporation, Parsec Cloud, Inc., Microsoft, Crytek GmbH, Amazon Web Services, Inc., Blade, and Samsung Electronics, amongst others.
Global Cloud Gaming Industry Background
1. Introduction
1.1. Market
Scope
1.2. Market
Segmentation
1.3. Methodology
1.4. Assumptions
2. Cloud Gaming Market Snapshot
3. Executive Summary: Cloud Gaming Market
4. Qualitative Analysis: Cloud Gaming Market
4.1. Introduction
4.1.1. Product
Definition
4.1.2. Industry
Development
4.2. Market
Dynamics
4.2.1. Drivers
4.2.2. Restraints
4.2.3. Opportunities
4.3. Trends in
Cloud Gaming Market
5. Global Cloud Gaming Market Analysis and Forecasts, 2018 –
2026
5.1. Overview
5.1.1. Global
Cloud Gaming Market Revenue (US$ Mn) and Forecasts
5.2. Global
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
5.2.1. Public
5.2.1.1. Definition
5.2.1.2. Market
Penetration
5.2.1.3. Market
Revenue Expected to Increase by 2026
5.2.1.4. Compound
Annual Growth Rate (CAGR)
5.2.2. Private
5.2.2.1. Definition
5.2.2.2. Market
Penetration
5.2.2.3. Market
Revenue Expected to Increase by 2026
5.2.2.4. Compound
Annual Growth Rate (CAGR)
5.2.3. Hybrid
5.2.3.1. Definition
5.2.3.2. Market
Penetration
5.2.3.3. Market
Revenue Expected to Increase by 2026
5.2.3.4. Compound
Annual Growth Rate (CAGR)
5.3. Key
Segment for Channeling Investments
5.3.1. By Cloud
Type
6. Global Cloud Gaming Market Analysis and Forecasts, 2018 –
2026
6.1. Overview
6.2. Global
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
6.2.1. Video
6.2.1.1. Definition
6.2.1.2. Market
Penetration
6.2.1.3. Market
Revenue Expected to Increase by 2026
6.2.1.4. Compound
Annual Growth Rate (CAGR)
6.2.2. File
6.2.2.1. Definition
6.2.2.2. Market
Penetration
6.2.2.3. Market
Revenue Expected to Increase by 2026
6.2.2.4. Compound
Annual Growth Rate (CAGR)
6.3. Key
Segment for Channeling Investments
6.3.1. By
Streaming Type
7. Global Cloud Gaming Market Analysis and Forecasts, 2018 –
2026
7.1. Overview
7.2. Global
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
7.2.1. Smart
Phones
7.2.1.1. Definition
7.2.1.2. Market
Penetration
7.2.1.3. Market
Revenue Expected to Increase by 2026
7.2.1.4. Compound
Annual Growth Rate (CAGR)
7.2.2. Tablet
7.2.2.1. Definition
7.2.2.2. Market
Penetration
7.2.2.3. Market
Revenue Expected to Increase by 2026
7.2.2.4. Compound
Annual Growth Rate (CAGR)
7.2.3. Gaming
Console
7.2.3.1. Definition
7.2.3.2. Market
Penetration
7.2.3.3. Market
Revenue Expected to Increase by 2026
7.2.3.4. Compound
Annual Growth Rate (CAGR)
7.2.4. PC
7.2.4.1. Definition
7.2.4.2. Market
Penetration
7.2.4.3. Market
Revenue Expected to Increase by 2026
7.2.4.4. Compound
Annual Growth Rate (CAGR)
7.3. Key
Segment for Channeling Investments
7.3.1. By
Device
8. North America Cloud Gaming Market Analysis and Forecasts,
2018 – 2026
8.1. Overview
8.1.1. North
America Cloud Gaming Market Revenue (US$ Mn)
8.2. North
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
8.2.1. Public
8.2.2. Private
8.2.3. Hybrid
8.3. North
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
8.3.1. Video
8.3.2. File
8.4. North
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
8.4.1. Smart
Phones
8.4.2. Tablet
8.4.3. Gaming
Console
8.4.4. PC
8.5. North
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Country
8.5.1. U.S.
8.5.1.1. U.S.
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
8.5.1.1.1. Public
8.5.1.1.2. Private
8.5.1.1.3. Hybrid
8.5.1.2. U.S.
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
8.5.1.2.1. Video
8.5.1.2.2. File
8.5.1.3. U.S.
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
8.5.1.3.1. Smart
Phones
8.5.1.3.2. Tablet
8.5.1.3.3. Gaming
Console
8.5.1.3.4. PC
8.5.2. Rest of
North America
8.5.2.1. Rest
of North America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud
Type
8.5.2.1.1. Public
8.5.2.1.2. Private
8.5.2.1.3. Hybrid
8.5.2.2. Rest
of North America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By
Streaming Type
8.5.2.2.1. Video
8.5.2.2.2. File
8.5.2.3. Rest
of North America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
8.5.2.3.1. Smart
Phones
8.5.2.3.2. Tablet
8.5.2.3.3. Gaming
Console
8.5.2.3.4. PC
8.6. Key
Segment for Channeling Investments
8.6.1. By
Country
8.6.2. By Cloud
Type
8.6.3. By
Streaming Type
8.6.4. By
Device
9. Europe Cloud Gaming Market Analysis and Forecasts, 2018 –
2026
9.1. Overview
9.1.1. Europe
Cloud Gaming Market Revenue (US$ Mn)
9.2. Europe
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.2.1. Public
9.2.2. Private
9.2.3. Hybrid
9.3. Europe
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.3.1. Video
9.3.2. File
9.4. Europe
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.4.1. Smart
Phones
9.4.2. Tablet
9.4.3. Gaming
Console
9.4.4. PC
9.5. Europe
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Country
9.5.1. France
9.5.1.1. France
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.5.1.1.1. Public
9.5.1.1.2. Private
9.5.1.1.3. Hybrid
9.5.1.2. France
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.5.1.2.1. Video
9.5.1.2.2. File
9.5.1.3. France
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.5.1.3.1. Smart
Phones
9.5.1.3.2. Tablet
9.5.1.3.3. Gaming
Console
9.5.1.3.4. PC
9.5.2. The UK
9.5.2.1. The UK
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.5.2.1.1. Public
9.5.2.1.2. Private
9.5.2.1.3. Hybrid
9.5.2.2. The UK
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.5.2.2.1. Video
9.5.2.2.2. File
9.5.2.3. The UK
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.5.2.3.1. Smart
Phones
9.5.2.3.2. Tablet
9.5.2.3.3. Gaming
Console
9.5.2.3.4. PC
9.5.3. Spain
9.5.3.1. Spain
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.5.3.1.1. Public
9.5.3.1.2. Private
9.5.3.1.3. Hybrid
9.5.3.2. Spain
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.5.3.2.1. Video
9.5.3.2.2. File
9.5.3.3. Spain
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.5.3.3.1. Smart
Phones
9.5.3.3.2. Tablet
9.5.3.3.3. Gaming
Console
9.5.3.3.4. PC
9.5.4. Germany
9.5.4.1. Germany
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.5.4.1.1. Public
9.5.4.1.2. Private
9.5.4.1.3. Hybrid
9.5.4.2. Germany
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.5.4.2.1. Video
9.5.4.2.2. File
9.5.4.3. Germany
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.5.4.3.1. Smart
Phones
9.5.4.3.2. Tablet
9.5.4.3.3. Gaming
Console
9.5.4.3.4. PC
9.5.5. Italy
9.5.5.1. Italy
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.5.5.1.1. Public
9.5.5.1.2. Private
9.5.5.1.3. Hybrid
9.5.5.2. Italy
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.5.5.2.1. Video
9.5.5.2.2. File
9.5.5.3. Italy
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.5.5.3.1. Smart
Phones
9.5.5.3.2. Tablet
9.5.5.3.3. Gaming
Console
9.5.5.3.4. PC
9.5.6. Rest of
Europe
9.5.6.1. Rest of
Europe Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
9.5.6.1.1. Public
9.5.6.1.2. Private
9.5.6.1.3. Hybrid
9.5.6.2. Rest
of Europe Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
9.5.6.2.1. Video
9.5.6.2.2. File
9.5.6.3. Rest
of Europe Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
9.5.6.3.1. Smart
Phones
9.5.6.3.2. Tablet
9.5.6.3.3. Gaming
Console
9.5.6.3.4. PC
9.6. Key
Segment for Channeling Investments
9.6.1. By
Country
9.6.2. By Cloud
Type
9.6.3. By
Streaming Type
9.6.4. By
Device
10. Asia Pacific Cloud
Gaming Market Analysis and Forecasts, 2018 – 2026
10.1. Overview
10.1.1. Asia
Pacific Cloud Gaming Market Revenue (US$ Mn)
10.2. Asia
Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
10.2.1. Public
10.2.2. Private
10.2.3. Hybrid
10.3. Asia
Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
10.3.1. Video
10.3.2. File
10.4. Asia
Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
10.4.1. Smart
Phones
10.4.2. Tablet
10.4.3. Gaming
Console
10.4.4. PC
10.5. Asia
Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Country
10.5.1. China
10.5.1.1. China
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
10.5.1.1.1. Public
10.5.1.1.2. Private
10.5.1.1.3. Hybrid
10.5.1.2. China
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
10.5.1.2.1. Video
10.5.1.2.2. File
10.5.1.3. China
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
10.5.1.3.1. Smart
Phones
10.5.1.3.2. Tablet
10.5.1.3.3. Gaming
Console
10.5.1.3.4. PC
10.5.2. Japan
10.5.2.1. Japan
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
10.5.2.1.1. Public
10.5.2.1.2. Private
10.5.2.1.3. Hybrid
10.5.2.2. Japan
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
10.5.2.2.1. Video
10.5.2.2.2. File
10.5.2.3. Japan
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
10.5.2.3.1. Smart
Phones
10.5.2.3.2. Tablet
10.5.2.3.3. Gaming
Console
10.5.2.3.4. PC
10.5.3. India
10.5.3.1. India
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
10.5.3.1.1. Public
10.5.3.1.2. Private
10.5.3.1.3. Hybrid
10.5.3.2. India
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
10.5.3.2.1. Video
10.5.3.2.2. File
10.5.3.3. India
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
10.5.3.3.1. Smart
Phones
10.5.3.3.2. Tablet
10.5.3.3.3. Gaming
Console
10.5.3.3.4. PC
10.5.4. Southeast
Asia
10.5.4.1. Southeast
Asia Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
10.5.4.1.1. Public
10.5.4.1.2. Private
10.5.4.1.3. Hybrid
10.5.4.2. Southeast
Asia Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
10.5.4.2.1. Video
10.5.4.2.2. File
10.5.4.3. Southeast
Asia Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
10.5.4.3.1. Smart
Phones
10.5.4.3.2. Tablet
10.5.4.3.3. Gaming
Console
10.5.4.3.4. PC
10.5.5. Rest of
Asia Pacific
10.5.5.1. Rest
of Asia Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud
Type
10.5.5.1.1. Public
10.5.5.1.2. Private
10.5.5.1.3. Hybrid
10.5.5.2. Rest
of Asia Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By
Streaming Type
10.5.5.2.1. Video
10.5.5.2.2. File
10.5.5.3. Rest
of Asia Pacific Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
10.5.5.3.1. Smart
Phones
10.5.5.3.2. Tablet
10.5.5.3.3. Gaming
Console
10.5.5.3.4. PC
10.6. Key
Segment for Channeling Investments
10.6.1. By
Country
10.6.2. By
Cloud Type
10.6.3. By Streaming
Type
10.6.4. By
Device
11. Middle East & Africa
Cloud Gaming Market Analysis and Forecasts, 2018 – 2026
11.1. Overview
11.1.1. Middle
East & Africa Cloud Gaming Market Revenue (US$ Mn)
11.2. Middle
East & Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud
Type
11.2.1. Public
11.2.2. Private
11.2.3. Hybrid
11.3. Middle
East & Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By
Streaming Type
11.3.1. Video
11.3.2. File
11.4. Middle
East & Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
11.4.1. Smart
Phones
11.4.2. Tablet
11.4.3. Gaming
Console
11.4.4. PC
11.5. Middle East
& Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Country
11.5.1. GCC
Countries
11.5.1.1. GCC
Countries Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
11.5.1.1.1. Public
11.5.1.1.2. Private
11.5.1.1.3. Hybrid
11.5.1.2. GCC
Countries Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
11.5.1.2.1. Video
11.5.1.2.2. File
11.5.1.3. GCC
Countries Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
11.5.1.3.1. Smart
Phones
11.5.1.3.2. Tablet
11.5.1.3.3. Gaming
Console
11.5.1.3.4. PC
11.5.2. Southern
Africa
11.5.2.1. Southern
Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
11.5.2.1.1. Public
11.5.2.1.2. Private
11.5.2.1.3. Hybrid
11.5.2.2. Southern
Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
11.5.2.2.1. Video
11.5.2.2.2. File
11.5.2.3. Southern
Africa Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
11.5.2.3.1. Smart
Phones
11.5.2.3.2. Tablet
11.5.2.3.3. Gaming
Console
11.5.2.3.4. PC
11.5.3. Rest of
MEA
11.5.3.1. Rest
of MEA Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
11.5.3.1.1. Public
11.5.3.1.2. Private
11.5.3.1.3. Hybrid
11.5.3.2. Rest
of MEA Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
11.5.3.2.1. Video
11.5.3.2.2. File
11.5.3.3. Rest
of MEA Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
11.5.3.3.1. Smart
Phones
11.5.3.3.2. Tablet
11.5.3.3.3. Gaming
Console
11.5.3.3.4. PC
11.6. Key
Segment for Channeling Investments
11.6.1. By
Country
11.6.2. By
Cloud Type
11.6.3. By
Streaming Type
11.6.4. By
Device
12. Latin America Cloud Gaming Market Analysis and Forecasts,
2018 – 2026
12.1. Overview
12.1.1. Latin
America Cloud Gaming Market Revenue (US$ Mn)
12.2. Latin
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
12.2.1. Public
12.2.2. Private
12.2.3. Hybrid
12.3. Latin
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.3.1. Video
12.3.2. File
12.4. Latin
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
12.4.1. Smart
Phones
12.4.2. Tablet
12.4.3. Gaming
Console
12.4.4. PC
12.5. Latin
America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Country
12.5.1. Brazil
12.5.1.1. Brazil
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud Type
12.5.1.1.1. Public
12.5.1.1.2. Private
12.5.1.1.3. Hybrid
12.5.1.2. Brazil
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.5.1.2.1. Video
12.5.1.2.2. File
12.5.1.3. Brazil
Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
12.5.1.3.1. Smart
Phones
12.5.1.3.2. Tablet
12.5.1.3.3. Gaming
Console
12.5.1.3.4. PC
12.5.2. Rest of
Latin America
12.5.2.1. Rest
of Latin America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Cloud
Type
12.5.2.1.1. Public
12.5.2.1.2. Private
12.5.2.1.3. Hybrid
12.5.2.2. Rest
of Latin America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By
Streaming Type
12.5.2.2.1. Video
12.5.2.2.2. File
12.5.2.3. Rest
of Latin America Cloud Gaming Market Revenue (US$ Mn) and Forecasts, By Device
12.5.2.3.1. Smart
Phones
12.5.2.3.2. Tablet
12.5.2.3.3. Gaming
Console
12.5.2.3.4. PC
12.6. Key
Segment for Channeling Investments
12.6.1. By
Country
12.6.2. By
Cloud Type
12.6.3. By
Streaming Type
12.6.4. By
Device
13. Competitive Benchmarking
13.1. Player
Positioning Analysis
13.2. Global
Presence and Growth Strategies
14. Player Profiles
14.1. IBM
14.1.1. Company
Details
14.1.2. Company
Overview
14.1.3. Product
Offerings
14.1.4. Key
Developments
14.1.5. Financial
Analysis
14.1.6. SWOT
Analysis
14.1.7. Business
Strategies
14.2. NVIDIA
14.2.1. Company
Details
14.2.2. Company
Overview
14.2.3. Product
Offerings
14.2.4. Key
Developments
14.2.5. Financial
Analysis
14.2.6. SWOT
Analysis
14.2.7. Business
Strategies
14.3. Ubitus
Inc.
14.3.1. Company
Details
14.3.2. Company
Overview
14.3.3. Product
Offerings
14.3.4. Key
Developments
14.3.5. Financial
Analysis
14.3.6. SWOT
Analysis
14.3.7. Business
Strategies
14.4. Simplay
14.4.1. Company
Details
14.4.2. Company
Overview
14.4.3. Product
Offerings
14.4.4. Key
Developments
14.4.5. Financial
Analysis
14.4.6. SWOT
Analysis
14.4.7. Business
Strategies
14.5. LiquidSky Software, Inc.
14.5.1. Company
Details
14.5.2. Company
Overview
14.5.3. Product
Offerings
14.5.4. Key
Developments
14.5.5. Financial
Analysis
14.5.6. SWOT
Analysis
14.5.7. Business
Strategies
14.6. RemoteMyApp
Sp. z o. o.
14.6.1. Company
Details
14.6.2. Company
Overview
14.6.3. Product
Offerings
14.6.4. Key
Developments
14.6.5. Financial
Analysis
14.6.6. SWOT
Analysis
14.6.7. Business
Strategies
14.7. GameFly,
Inc.
14.7.1. Company
Details
14.7.2. Company
Overview
14.7.3. Product
Offerings
14.7.4. Key
Developments
14.7.5. Financial
Analysis
14.7.6. SWOT
Analysis
14.7.7. Business
Strategies
14.8. Hatch
Entertainment Ltd.
14.8.1. Company
Details
14.8.2. Company
Overview
14.8.3. Product
Offerings
14.8.4. Key Developments
14.8.5. Financial
Analysis
14.8.6. SWOT
Analysis
14.8.7. Business
Strategies
14.9. Cloudzen
14.9.1. Company
Details
14.9.2. Company
Overview
14.9.3. Product
Offerings
14.9.4. Key
Developments
14.9.5. Financial
Analysis
14.9.6. SWOT
Analysis
14.9.7. Business
Strategies
14.10. Google
Inc.
14.10.1. Company
Details
14.10.2. Company
Overview
14.10.3. Product
Offerings
14.10.4. Key
Developments
14.10.5. Financial
Analysis
14.10.6. SWOT
Analysis
14.10.7. Business
Strategies
14.11. Sony
Corporation
14.11.1. Company
Details
14.11.2. Company
Overview
14.11.3. Product
Offerings
14.11.4. Key
Developments
14.11.5. Financial
Analysis
14.11.6. SWOT
Analysis
14.11.7. Business
Strategies
14.12. Parsec
Cloud, Inc.
14.12.1. Company
Details
14.12.2. Company
Overview
14.12.3. Product
Offerings
14.12.4. Key
Developments
14.12.5. Financial
Analysis
14.12.6. SWOT
Analysis
14.12.7. Business
Strategies
14.13. Microsoft
14.13.1. Company
Details
14.13.2. Company
Overview
14.13.3. Product
Offerings
14.13.4. Key
Developments
14.13.5. Financial
Analysis
14.13.6. SWOT
Analysis
14.13.7. Business
Strategies
14.14. Crytek
GmbH
14.14.1. Company
Details
14.14.2. Company
Overview
14.14.3. Product
Offerings
14.14.4. Key
Developments
14.14.5. Financial
Analysis
14.14.6. SWOT
Analysis
14.14.7. Business
Strategies
14.15. Amazon
Web Services, Inc.
14.15.1. Company
Details
14.15.2. Company
Overview
14.15.3. Product
Offerings
14.15.4. Key
Developments
14.15.5. Financial
Analysis
14.15.6. SWOT
Analysis
14.15.7. Business
Strategies
14.16. Blade
14.16.1. Company
Details
14.16.2. Company
Overview
14.16.3. Product
Offerings
14.16.4. Key
Developments
14.16.5. Financial
Analysis
14.16.6. SWOT
Analysis
14.16.7. Business
Strategies
14.17. Samsung
Electronics
14.17.1. Company
Details
14.17.2. Company
Overview
14.17.3. Product
Offerings
14.17.4. Key
Developments
14.17.5. Financial
Analysis
14.17.6. SWOT
Analysis
14.17.7. Business
Strategies
Note: This ToC is tentative and can
be changed according to the research study conducted during the course of
report completion.
At Absolute Markets Insights, we are engaged in building both global as well as country specific reports. As a result, the approach taken for deriving the estimation and forecast for a specific country is a bit unique and different in comparison to the global research studies. In this case, we not only study the concerned market factors & trends prevailing in a particular country (from secondary research) but we also tend to calculate the actual market size & forecast from the revenue generated from the market participants involved in manufacturing or distributing the any concerned product. These companies can also be service providers. For analyzing any country specifically, we do consider the growth factors prevailing under the states/cities/county for the same. For instance, if we are analyzing an industry specific to United States, we primarily need to study about the states present under the same(where the product/service has the highest growth). Similar analysis will be followed by other countries. Our scope of the report changes with different markets.
Our research study is mainly implement through a mix of both secondary and primary research. Various sources such as industry magazines, trade journals, and government websites and trade associations are reviewed for gathering precise data. Primary interviews are conducted to validate the market size derived from secondary research. Industry experts, major manufacturers and distributors are contacted for further validation purpose on the current market penetration and growth trends.
Prominent participants in our primary research process include:
- Key Opinion Leaders namely the CEOs, CSOs, VPs, purchasing managers, amongst others
- Research and development participants, distributors/suppliers and subject matter experts
Secondary Research includes data extracted from paid data sources:
- Reuters
- Factiva
- Bloomberg
- One Source
- Hoovers
Research Methodology
Key Inclusions
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