Global Cloud Gaming Market to reach USD 15.6 billion by 2026.

Global Cloud Gaming Market Size Study, by Type (Video Streaming & File Streaming) by Platform, by Gamers (Hardcore & Casual) and by Region - Global Forecast 2019-2026
Product Code:  IACTEIAS_69289670
Chapter 1.	Executive Summary 
1.1.	Market Snapshot
1.2.	Key Trends
1.3.	Global & Segmental Market Estimates & Forecasts, 2016-2026 (USD Billion)
1.3.1.	Cloud Gaming Market, by Type, 2016-2026 (USD Billion)
1.3.2.	Cloud Gaming Market, by Platform, 2016-2026 (USD Billion)
1.3.3.	Cloud Gaming Market, by Gamers, 2016-2026 (USD Billion)
1.3.4.	Cloud Gaming Market, by Region, 2016-2026 (USD Billion)
1.4.	Estimation Methodology
1.5.	Research Assumption
Chapter 2.	Global Cloud Gaming Market Definition and Scope 
2.1.	Objective of the Study
2.2.	Market Definition & Scope
2.2.1.	Industry Evolution
2.2.2.	Scope of the Study
2.3.	Years Considered for the Study
2.4.	Currency Conversion Rates
Chapter 3.	Global Cloud Gaming Market Dynamics	
3.1.	See Saw Analysis
3.1.1.	Market Drivers
3.1.2.	Market Challenges
3.1.3.	Market Opportunities
Chapter 4.	Global Cloud Gaming Market Industry Analysis
4.1.	Porter’s 5 Force Model
4.1.1.	Bargaining Power of Buyers
4.1.2.	Bargaining Power of Suppliers
4.1.3.	Threat of New Entrants
4.1.4.	Threat of Substitutes
4.1.5.	Competitive Rivalry
4.1.6.	Futuristic Approach to Porter’s 5 Force Model
4.2.	PEST Analysis
4.2.1.	Political Scenario
4.2.2.	Economic Scenario
4.2.3.	Social Scenario
4.2.4.	Technological Scenario
4.3.	Key Buying Criteria (On Demand)
4.4.	Regulatory Framework (On Demand)
4.5.	Investment Vs Adoption Scenario (On Demand)
4.6.	Analyst Recommendation & Conclusion
Chapter 5.	Global Cloud Gaming Market, by Type 
5.1.	Market Snapshot 
5.2.	Market Performance - Potential Model
5.3.	Cloud Gaming Market, Sub Segment Analysis
5.3.1.	  Video Streaming     
5.3.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
5.3.1.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
5.3.2.	  File Streaming 
5.3.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
5.3.2.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
Chapter 6.	Global Cloud Gaming Market, by Platform          
6.1.	Market Snapshot 
6.2.	Market Performance - Potential Model
6.3.	Cloud Gaming Market, Sub Segment Analysis
6.3.1.	  Mobiles    
6.3.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
6.3.1.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
6.3.2.	  Smart TVs
6.3.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
6.3.2.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
6.3.3.	  Consoles    
6.3.3.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
6.3.3.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
6.3.4.	  Computing Devices
6.3.4.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
6.3.4.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
Chapter 7.	Global Cloud Gaming Market, by  Gamer  
7.1.	Market Snapshot 
7.2.	Market Performance - Potential Model
7.3.	Cloud Gaming Market, Sub Segment Analysis
7.3.1.	   Hardcore Gamers   
7.3.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
7.3.1.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
7.3.2.	   Casual Gamers
7.3.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
7.3.2.2.	Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
Chapter 8.	Global Cloud Gaming Market, by Regional Analysis
8.1.	Cloud Gaming Market, Regional Market Snapshot (2016-2026)
8.2.	North America Cloud Gaming Market Snapshot
8.2.1.	U.S.
8.2.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.2.1.2.	 Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.2.1.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.2.1.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)  
8.2.2.	Canada
8.2.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.2.2.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.2.2.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.2.2.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.3.	Europe Cloud Gaming Market Snapshot
8.3.1.	U.K. 
8.3.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.3.1.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.3.1.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.3.1.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.3.2.	Rest of Europe
8.3.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.3.2.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.3.2.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.3.2.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.4.	Asia Cloud Gaming Market Snapshot
8.4.1.	China 
8.4.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.4.1.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.4.1.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.4.1.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.4.2.	India 
8.4.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.4.2.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.4.2.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.4.2.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.4.3.	Japan
8.4.3.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.4.3.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.4.3.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.4.3.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.4.4.	Rest of Asia Pacific
8.4.4.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.4.4.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.4.4.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.4.4.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.5.	Latin America Cloud Gaming Market Snapshot
8.5.1.	Brazil 
8.5.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.5.1.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.5.1.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.5.1.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)

8.5.2.	Mexico 
8.5.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.5.2.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.5.2.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion)   
8.5.2.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)
8.6.	Rest of The World 
8.6.1.	Middle East and Africa
8.6.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
8.6.1.2.	Type breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.6.1.3.	 Platform breakdown estimates & forecasts, 2016-2026 (USD Billion) 
8.6.1.4.	Gamer breakdown estimates & forecasts, 2016-2026 (USD Billion)  
Chapter 9.	Competitive Intelligence
9.1.	Company Market Share (Subject to Data Availability)
9.2.	Top Market Strategies
9.3.	Company Profiles
9.3.1.	 Microsoft
9.3.1.1.	Overview
9.3.1.2.	Financial (Subject to Data Availability)
9.3.1.3.	Product Summary
9.3.1.4.	Recent Developments
9.3.2.	   NVIDIA
9.3.3.	PlayGIGA
9.3.4.	Playkey
9.3.5.	Sony
9.3.6.	Amazon Web Services
9.3.7.	CiiNOW
9.3.8.	Crytek
9.3.9.	Gaming Cloud
9.3.10.	Google
Chapter 10.	Research Process
10.1.	Research Process
10.1.1.	Data Mining
10.1.2.	Analysis
10.1.3.	Market Estimation
10.1.4.	Validation
10.1.5.	Publishing
10.1.6.	Research Assumption

Global Cloud Gaming Market valued approximately USD 9.2 billion in 2018 is anticipated to grow with a healthy growth rate of more than 6.8% over the forecast period 2019-2026. The global mobile cloud market is in its evolutionary stage and is exhibiting rapid growth. The global market is expected to grow in the years to come with fast-paced adoption among enterprises. Nowadays, enterprises and consumers are seeking more mobility to remain connected on real-time basis. The continuous development in the field of mobile has improved business communication by providing connectivity to organizational information on the go. The cloud technology has opened better ways of service delivery and IT usage providing scalability and data synchronization to businesses. The amalgamation of cloud and mobile has further enhanced the term mobility as it provides instantaneous information. Further, increase in mobile gaming audience is one of the prime factors towards market growth. Huge and loyal customer base of Digital Games increasing revenue of global gaming industry over the period of time. According to Switzerland based world economic forum, in year 1995 count of gamers was 100 million, which has climbed at 2.6 billion in year 2017.

The regional analysis of global Cloud Gaming market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the growing adoption of cloud technologies. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2019-2026. Factors such as high digitization and growing number of internet users would create lucrative growth prospects for the Cloud Gaming market across Asia-Pacific region.
Major market player included in this report are:
NVIDIA
PlayGIGA
Playkey
Sony
Amazon Web Services
CiiNOW
Crytek
GamingCloud
Google
Microsoft

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Type:

Video Streaming
File Streaming

By Platform:

Mobiles
Smart TVs
Consoles
Computing Devices
By Gamers:

Hardcore
Casual

By Regions:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2016, 2017
Base year – 2018
Forecast period – 2019 to 2026

Target Audience of the Global Cloud Gaming Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors


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