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

Report ID :AMI-135 | Category : Information And Communication Technology | Published Date :November, 2018 | Pages : 245 | Format :PDF
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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)

cloud gaming market

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

cloud gaming marketcloud gaming market

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

Methodology

Key Inclusions

Methodology

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