Global Data Center Busway Market Size Study and Regional(North America, Asia Pacific, Europe, Rest of the World) Forecasts, 2017-2025

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Global Cloud Gaming Market valued approximately USD 8.60 billion in 2017 is anticipated to grow with a healthy growth rate of more than 6.8% over the forecast period 2017-2025. 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.

Global Cloud Gaming MarketThe 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 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 – 2015

Base year – 2016

Forecast period – 2017 to 2025

Some of the key manufacturers involved in the market are – NVIDIA, PlayGIGA, Playkey, Sony, Amazon Web Services, CiiNOW, Crytek, GamingCloud, Google & Microsoft .Acquisitions and effective mergers are some of the strategies adopted by the key manufacturers. New product launches and continuous technological innovations are the key strategies adopted by the major players.

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

Chapter 1.           Global Cloud Gaming Market Definition and Scope

1.1.         Research Objective

1.2.         Market Definition

1.3.         Scope of The Study

1.4.         Years Considered for The Study

1.5.         Currency Conversion Rates

1.6.         Report Limitation

Chapter 2.           Research Methodology

2.1.         Research Process

2.1.1.     Data Mining

2.1.2.     Analysis

2.1.3.     Market Estimation

2.1.4.     Validation

2.1.5.     Publishing

2.2.         Research Assumption

Chapter 3.           Executive Summary

3.1.         Global & Segmental Market Estimates & Forecasts, 2015-2025 (USD Billion)

3.2.         Key Trends

Chapter 4.           Global Cloud Gaming Market Dynamics

4.1.         Growth Prospects

4.1.1.     Drivers

4.1.2.     Restraints

4.1.3.     Opportunities

4.2.         Industry Analysis

4.2.1.     Porter’s 5 Force Model

4.2.2.     PEST Analysis

4.2.3.     Value Chain Analysis

4.3.         Analyst Recommendation & Conclusion

Chapter 5.           Global Cloud Gaming Market, By Type

5.1.         Market Snapshot

5.2.         Market Performance – Potential Model

5.3.         Global Cloud Gaming Market, Sub Segment Analysis

5.3.1.     Video Streaming

5.3.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

5.3.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

5.3.2.     File Streaming

5.3.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

5.3.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

Chapter 6.           Global Cloud Gaming Market, by Platform

6.1.         Market Snapshot

6.2.         Market Performance – Potential Model

6.3.         Global Cloud Gaming Market , Sub Segment Analysis

6.3.1.     Mobiles

6.3.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

6.3.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

6.3.2.       Smart TVs

6.3.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

6.3.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

6.3.3.     Consoles

6.3.3.1. Market estimates & forecasts, 2015-2025 (USD Billion)

6.3.3.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

6.3.4.     Computing Deviices

6.3.4.1. Market estimates & forecasts, 2015-2025 (USD Billion)

6.3.4.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

Chapter 7.           Global Cloud Gaming Market, By Gamers

7.1.         Market Snapshot

7.2.         Market Performance – Potential Model

7.3.         Global Cloud Gaming Market, Sub Segment Analysis

7.3.1.     Hardcore Gamers

7.3.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

7.3.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

7.3.2.     Casual Gamers

7.3.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

7.3.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion)

Chapter 8.           Global Cloud Gaming Market, by Regional Analysis

8.1.         Global Cloud Gaming Market, Regional Market Snapshot (2015-2025)

8.2.         North America Global Cloud Gaming Market Snapshot

8.2.1.     U.S.

8.2.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.2.1.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.2.1.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.2.1.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.2.2.     Canada

8.2.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.2.2.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.2.2.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.2.2.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.         Europe Global Cloud Gaming Market Snapshot

8.3.1.     U.K.

8.3.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.3.1.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.1.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.1.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.2.     Germany

8.3.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.3.2.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.2.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.2.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.3.     France

8.3.3.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.3.3.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.3.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.3.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.4.     Rest of Europe

8.3.4.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.3.4.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.4.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.3.4.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.         Asia Global Cloud Gaming Market Snapshot

8.4.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.4.1.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.1.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.1.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.2.     India

8.4.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.4.2.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.2.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.2.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.3.     Japan

8.4.3.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.4.3.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.3.3. Application  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.4.     Rest of Asia Pacific

8.4.4.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.4.4.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.4.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.4.4.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.         Latin America Global Cloud Gaming Market Snapshot

8.5.1.     Brazil

8.5.1.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.5.1.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.1.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.1.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.2.     Mexico

8.5.2.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.5.2.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.2.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.2.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.3.     Rest of The World

8.5.4.     South America

8.5.4.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.5.4.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.4.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.4.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.5.     Middle East and Africa

8.5.5.1. Market estimates & forecasts, 2015-2025 (USD Billion)

8.5.5.2. Type breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.5.3. Platform  breakdown estimates & forecasts, 2015-2025 (USD Billion)

8.5.5.4. Gamers  breakdown estimates & forecasts, 2015-2025 (USD Billion)

Chapter 9.           Company Profiles

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.     GamingCloud

9.3.10.   Google

The Research for Global Cloud Gaming Market focuses deeply on the entire value chain of the market. However, the market size estimates are purely based on the consumer side of the value chain wherein the market sizes have been calculated by analyzing the average demand for Global Cloud Gaming Market across Various Type such as Video Streaming & File Streaming.

The revenue for Global Cloud Gaming Market is calculated as sum market sizes of different segments such as Type, Platform, Gamers & Region. Further, some other key data points considered to calculate the revenue for Global Cloud Gaming Market includes:

  • Revenues from key companies
  • Key company market share analysis
  • Consumer spending analysis
  • Regional export and import analysis
  • Sales revenue generated by various applications in different geographies

An extensive primary and secondary research has been conducted on key industry people, through questionnaires, telephonic conversations, email conversations, and interviews to verify the market estimations. Various government websites/portals and paid data sources are considered as a key source of secondary research.

We utilize a combination of bottom-up & top-down methodology for market estimations & forecasts. Additionally, we employ data triangulation techniques to verify each of the market estimates and forecasts through primary interviews and feedbacks.

All the estimates are derived from simulation models which is our proprietary technique. Each of these models is different from each other are a combination of correlation, regression and time series analysis. Each of these models is basically divided into two types namely economic and technological. Economical models are used to determine short-term market estimates and technological models are used for long-term estimates & forecasts.  


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