Abstract, Snapshot, Market Analysis & Market Definition: World Cloud Gaming Market
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.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.
In 2018, the global Cloud Gaming market size was 63 million US$ and it is expected to reach 736.7 million US$ by the end of 2025, with a CAGR of 41.9% during 2019-2025.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
Market Segmentation, Outlook & Viewpoint: World Cloud Gaming Market
Segmentation by Product Type: Breakdown of data from the year 2014 to 2019 and forecast until 2025: Video Streaming
File Streaming
Segmentation by Application: Breakdown of data from the year 2014 to 2019 and forecast until 2025:
PC
Connected TV
Tablet
Smartphone
Top Companies & Key Players: World Cloud Gaming Market
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
Key Insights Covered: World Cloud Gaming Market
1. North America, Europe, Asia Pacific, Middle East & Africa, Latin America market size (sales, revenue, and growth rate) of Cloud Gaming industry.
2. Global major manufacturers' operating situation (sales, revenue, growth rate, and gross margin) of Cloud Gaming industry.
3. Global major countries (United States, Canada, Germany, France, UK, Italy, Russia, Spain, China, Japan, Korea, India, Australia, New Zealand, Southeast Asia, Middle East, Africa, Mexico, Brazil, C. America, Chile, Peru, Colombia) market size (sales, revenue, and growth rate) of Cloud Gaming industry.
4. SWOT analysis, New Project Investment Feasibility Analysis, Upstream raw materials and manufacturing equipment & Industry chain analysis of Cloud Gaming industry.
5. Global market size (sales, revenue) forecast by regions and countries from 2019 to 2024 of Cloud Gaming industry.
Research Methodology: Global Cloud Gaming Market
- Data collection and base year analysis is done using data collection modules with large sample sizes. The market data is analyzed and forecasted using market statistical and coherent models. Also market share analysis and key trend analysis are the major success factors in the market report. To know more please Request a Sample Report.
- Demand Side Primary Contributors: OEMs, Industrial Professionals, Researches, Suppliers and Distributors, Group Purchasing Organizations, Associations, Insurers, Universities, Technological Writers, Scientists, Promoters, Investors among others.
- Supply Side Primary Contributors: Product Managers, Marketing Managers, C-Level Executives, Distributors, Market Intelligence, Regulatory Affairs Managers among others.