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市場調査レポート

クラウドゲームの世界市場

Cloud Gaming

発行 Global Industry Analysts, Inc. 商品コード 248913
出版日 ページ情報 英文 119 Pages
納期: 即日から翌営業日
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クラウドゲームの世界市場 Cloud Gaming
出版日: 2018年03月01日 ページ情報: 英文 119 Pages
概要

当レポートでは、世界のクラウドゲームの市場を調査し、産業背景、主要市場動向、市場への影響因子の分析、技術の概要および動向、企業および企業間の取り組み、主要企業のプロファイル、地域/国別の市場成長予測などをまとめています。

第1章 イントロダクション・調査手法・製品の定義

第2章 エグゼクティブサマリー

  • 産業概要
    • エンターテインメントプラットフォームとしてのクラウド
    • クラウドゲーム:エンターテインメント産業のゲームチェンジャー
    • オンデマンドGaaS (Gaming as a Service) の台頭
    • 高速インターネットの普及・帯域拡張
    • 4G/LTE & 5Gへの投資の拡大
    • スマートフォン利用パターン
    • クラウドゲームアーキテクチャの開発
    • クラウドモバイルアプリケーションエコシステムの開発
    • コスト上のメリット
    • クラウドゲームサービスとプライバシー
    • クラウドゲーム & VR コンボ:まもなく実現
    • 女性:主要な消費者区分として台頭
    • 高いクラウドの対応力
    • クラウドゲームの技術的課題
    • 遅延
    • データセキュリティ
    • パケット損失
    • 市場の展望、など
  • サービス概要
    • クラウドコンピューティング:定義
    • クラウドとは?
    • クラウドゲーム:レビュー
    • クラウドゲームアーキテクチャ
    • クラウドゲームサービスの各種タイプ
    • ビデオストリーミング
    • ファイルストリーミング
    • クラウドゲームのメリット
    • デバイス・OSのサポート
    • インスタントプレイング
    • TV・その他のデバイスへのシームレスな統合
    • 追加のハードウェア・アップグレードの不要性
    • DRM
    • アクセシビリティの拡大
    • 高セキュリティ・低コスト性
    • 迅速なバックエンドレスポンス&サポート
    • 複数ゲームへの同時アクセス
    • ゲーム機能の改善
    • クラウドゲームの制約
    • 高帯域の必要性
    • ビデオ圧縮
    • DRM
    • 最近のイノベーション
    • Nvidia:クラウドゲームプラットフォームの投入
    • 現在のソニーPlayStation
    • Parsec:新しいクラウドゲームサービス
    • オープンソースクラウドゲームシステム、など
  • 企業・企業間の取り組み
    • NVIDIA:新しいGeForce NOW™ サービスを開始
    • Utomik Inks:Plug In Digitalと合意
    • Square Enix
    • Twitch・Curse
    • Gaming Innovation Group Inks・BetIt Betit
    • Corona:新しいクラウドゲーム用Plugin&サービスを導入、など
  • 主要企業
    • Amazon Web Services, Inc. (米国)
    • Cirrascale Corporation (米国)
    • GameFly, Inc. (米国)
    • Google, Inc. (米国)
    • Hatch Entertainment Ltd. (フィンランド)
    • International Business Machines Corporation (米国)
    • Leap Computing, Inc.
    • LiquidSky Software, Inc.
    • Microsoft Corporation (米国)
    • NVIDIA Corporation (米国)
    • PlayGiga (スペイン)
    • Playkey (米国)
    • Sony Interactive Entertainment (米国)
    • TransGaming Interactive UK Ltd. (英国)
    • Ubitus Inc. (台湾)
    • Utomik, Inc. (オランダ)
    • Valve Corporation (米国)
    • Zynga, Inc. (米国)
  • 世界市場の展望

第3章 地域市場の分析

  • 米国
  • 日本
  • 欧州
  • アジア太平洋
  • その他の地域
目次
Product Code: MCP-7658

This report analyzes the worldwide markets for Cloud Gaming in US$ Million. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 28 companies including many key and niche players such as -

Amazon Web Services, Inc.
Cirrascale Corporation
GameFly, Inc.
Google, Inc.
Hatch Entertainment Ltd.
International Business Machines Corporation

Table of Contents

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Cloud as a Platform for Entertainment: A Peek into the Many Faces of the Cloud
  • Lights, Camera & Cloud...
    • Table 1: Digitalization of the US$1.9 Trillion Media & Entertainment Industry Expands the Playing Field for Cloud Based Entertainment Technologies & Solutions: Global Media & Entertainment Industry (in US$ Billion) and % Digitalization Rates for the Years 2015, 2017 and 2022 (includes corresponding Graph/Chart)
  • Cloud Gaming: A Lucrative Game Changer in the Entertainment Industry
  • Breaking the Chains of Fixed Devices: With Cloud Gaming, the World Becomes the New Omnipresent Playing Field
    • Table 2: Market Optimally Poised to Benefit From the Continuously Growing Gaming Community & All-Round Innovations that Make Cloud Gaming Feel Like Local Console Gaming: World Games Market (in US$ Billion) & Gamer Community (in Million) for the Years 2015, 2017 & 2020 (includes corresponding Graph/Chart)
    • Table 3: With the Cloud Doing the Heavy Lifting of Game Processing, the Dominance of Gamers on the Humble PCs Bodes Well for the Future Growth of Cloud Gaming: Percentage Breakdown Global Gamers Community by Device Platform for the Year 2017 (includes corresponding Graph/Chart)
  • Monetizing Gamers in a Free-to-Play World Requires the Agility & Cost Benefits of the Cloud
  • The Rise of On-Demand Gaming as a Service (GaaS)
    • Table 4: Rising Venture Capital Investments in the On-Demand Economy Bodes Well for the Commercial Rise of Gaming as a Service (GaaS): Global Breakdown of Venture Capital Funding for On-Demand Business Start-Ups (in US$ Million) for the Years 2010 & 2016E (includes corresponding Graph/Chart)
    • Table 5: Breakdown of Consumers of the On-Demand Economy by Age Group (includes corresponding Graph/Chart)
    • Table 6: New Millennials Emerge as a Lucrative Customer Cluster for Gaming as a Service (GaaS): Global Population of People in the 18 to 34 Age Group (in Billion) for the Years 2017 and 2030 (includes corresponding Graph/Chart)
  • High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Cloud Gaming
  • Since Cloud Gaming Experiences are only as good as the Network, Developments in Internet Architecture are Crucial for Future Growth & Proliferation
    • Table 7: Smartphones, High Speed Internet & Next Gen Bandwidth Technologies Emerge as Powerful Combinations Shaping the Future of Cloud Gaming: Global Sales of Smartphones, Internet Penetration and Bandwidth Capacity Increases for the Years 2016 & 2020 (includes corresponding Graph/Chart)
  • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Cloud Gaming
    • Table 8: Robust Current Growth in 4G & Expected Growth in 5G Brightens the Long-Term Outlook for Cloud Gaming: Mobile 4G & 5G Subscriptions / Subscribers (in Million) for the Years 2017, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
  • Favorable Smartphone Usage Patterns for Entertainment Supports Growth in the Market
    • Table 9: Smartphone Gaming Audience Measurement: Average Time Spent by Smartphone Users on Mobile Games (in Minutes Per Day) by Category of Gamers (includes corresponding Graph/Chart)
    • Table 10: Gaming Apps as the Largest Revenue Generator in the Mobile App Market Reinforces Gaming as a Favorite Smartphone Leisure Activity: %Breakdown of Gaming App Revenues in the Mobile App Market for the Years 2017 & 2020 (includes corresponding Graph/Chart)
    • Table 11: Smartphone Penetration Rates Combined with Growing Number of Mobile Internet Subscriptions Reveals Strong Addressable Market Opportunity for Cloud Gaming: Global Mobile Internet Subscriptions (in Million) & Smart Phone Penetration Rate (%) in Developed and Developing Countries for the Year 2017 (includes corresponding Graph/Chart)
  • Developments in Cloud Gaming Architecture to Spur Growth in the Market
  • Developing Cloud Mobile App Ecosystem Lends Traction to Growth
  • The Rise of Gaming as a Spectator Sport, & the Ensuing Trend Towards Broadcasting Gameplay Drives Interest in Cloud Gaming
  • Cost Benefits Lead to Rapid Conversion of Online Gamers into Cloud Gamers
  • Cloud Gaming Services Enable Piracy Reduction
  • Cloud Gaming & VR Combo Soon to be a Reality
  • Women Emerge as a Key Consumer Cluster for Cloud Games
    • Table 12: Percentage Breakdown of Global Online Gamers by Gender for the Year 2017 (includes corresponding Graph/Chart)
    • Table 13: Percentage Breakdown of Global Gamers by Age Group for the Year 2017 (includes corresponding Graph/Chart)
  • High Cloud Readiness Index Brings Developing Countries as Focal Points for Future Growth
    • Table 14: High Cloud Readiness Index (CRI) Score in Asian Countries Spells Lucrative Business Opportunities for Cloud Gaming Breakdown of CRI Indices by Country for the Year 2016 (includes corresponding Graph/Chart)
  • Technical Challenges in Cloud Gaming
  • Latency Issues
  • Data Security
  • Packet Loss
  • Market Outlook

2. SERVICE OVERVIEW

3. RECENT INDUSTRY ACTIVITY

  • NVIDIA Launches New GeForce NOW(tm) Service
  • Utomik Inks Agreement with Plug In Digital
  • Square Enix Closes Down Cloud Gaming Business
  • Twitch Takes Over Curse
  • Gaming Innovation Group Inks Agreement with BetIt Betit
  • Corona Introduces New Plugin and Service for Cloud Gaming
  • NVIDIA to Take Over Cross-Platform Technology from TransGaming
  • GameFly Takes Over Playcast Media Systems
  • Sony Takes Over Cloud Gaming Patents from OnLive
  • NVIDIA Introduces New GeForce Now Cloud Gaming for Shield STB
  • Nio Inks Agreement with iGamingCloud
  • MaxPlay Introduces Disruptive Game Engine

4. FOCUS ON SELECT GLOBAL PLAYERS

  • Amazon Web Services, Inc. (USA)
  • Cirrascale Corporation (USA)
  • GameFly, Inc. (USA)
  • Google, Inc. (USA)
  • Hatch Entertainment Ltd. (Finland)
  • International Business Machines Corporation (USA)
  • Leap Computing, Inc.
  • LiquidSky Software, Inc.
  • Microsoft Corporation (USA)
  • NVIDIA Corporation (USA)
  • PlayGiga (Spain)
  • Playkey (USA)
  • Sony Interactive Entertainment LLC (USA)
  • TransGaming Interactive UK Ltd. (UK)
  • Ubitus Inc. (Taiwan)
  • Utomik, Inc. (Netherlands)
  • Valve Corporation (USA)
  • Zynga, Inc. (USA)

5. GLOBAL MARKET PERSPECTIVE

    • Table 15: World Recent Past, Current & Future Analysis for Cloud Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 16: World Historic Review for Cloud Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    • Table 17: World 14-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific, and Rest of World Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Current & Future Analysis
    • Market Overview
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 18: US Recent Past, Current & Future Analysis for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 19: US Historic Review for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 20: Canadian Recent Past, Current & Future Analysis for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 21: Canadian Historic Review for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 22: Japanese Recent Past, Current & Future Analysis for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 23: Japanese Historic Review for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Current & Future Analysis
    • Cloud Gaming Market - An Overview
    • UK - Impressive Growth in the UK Gaming Market to Benefit Game Developers
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 24: European Recent Past, Current & Future Analysis for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 25: European Historic Review for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Current & Future Analysis
    • Cloud Gaming Market Registers Significant Growth in China
    • A Key Player - Ubitus Inc. (Taiwan)
  • B. Market Analytics
    • Table 26: Asia-Pacific Recent Past, Current & Future Analysis for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 27: Asia-Pacific Historic Review for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6. REST OF WORLD

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 28: Rest of World Recent Past, Current & Future Analysis for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 29: Rest of World Historic Review for Cloud Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
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