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表紙:クラウドゲームの世界市場
市場調査レポート
商品コード
248913

クラウドゲームの世界市場

Cloud Gaming

出版日: | 発行: Global Industry Analysts, Inc. | ページ情報: 英文 94 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
出版日: 2021年04月01日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 94 Pages
納期: 即日から翌営業日
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本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
  • 全表示
  • 概要
  • 目次
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

Abstract:

Global Cloud Gaming Market to Reach $6.9 Billion by 2027

Amid the COVID-19 crisis, the global market for Cloud Gaming estimated at US$1.3 Billion in the year 2020, is projected to reach a revised size of US$6.9 Billion by 2027, growing at aCAGR of 27.4% over the period 2020-2027. Video Streaming, one of the segments analyzed in the report, is projected to record 30.5% CAGR and reach US$4.8 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the File Streaming segment is readjusted to a revised 22.1% CAGR for the next 7-year period.

The U.S. Market is Estimated at $378.1 Million, While China is Forecast to Grow at 26.4% CAGR

The Cloud Gaming market in the U.S. is estimated at US$378.1 Million in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$1.2 Billion by the year 2027 trailing a CAGR of 26.4% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 25% and 23% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 18.8% CAGR.

Select Competitors (Total 28 Featured) -

  • Amazon Web Services, Inc.
  • Cirrascale Corporation
  • GameFly Inc.
  • Google Inc.
  • IBM Corp.
  • Leap Computing Inc.
  • LiquidSky Software Inc.
  • Microsoft Corp.
  • NVIDIA Corporation
  • PlayGiga
  • Playkey
  • Sony Interactive Entertainment LLC
  • TransGaming Interactive UK Ltd.
  • Ubitus Inc.
  • Utomik Inc.
  • Valve Corporation
  • Zynga Inc.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Cloud as a Platform for Entertainment: A Peek into the Many Faces of the Cloud
    • Lights, Camera & Cloud
    • Recent Market Activity
    • 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
    • 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)
    • 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
    • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Cloud Gaming
    • Favorable Smartphone Usage Patterns for Entertainment Supports Growth in the Market
    • 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
    • High Cloud Readiness Index Brings Developing Countries as Focal Points for Future Growth
    • Technical Challenges in Cloud Gaming
    • Latency Issues
    • Data Security
    • Packet Loss
    • Market Outlook
    • Impact of Covid-19 and a Looming Global Recession
  • 2. FOCUS ON SELECT 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)
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Current & Future Analysis for Cloud Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
    • TABLE 2: World 7-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2020 & 2027
    • TABLE 3: World Current & Future Analysis for Video Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
    • TABLE 4: World 7-Year Perspective for Video Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
    • TABLE 5: World Current & Future Analysis for File Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
    • TABLE 6: World 7-Year Perspective for File Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027

III. MARKET ANALYSIS

  • UNITED STATES
    • TABLE 7: USA Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 8: USA 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • CANADA
    • TABLE 9: Canada Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 10: Canada 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • JAPAN
    • TABLE 11: Japan Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 12: Japan 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • CHINA
    • TABLE 13: China Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 14: China 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • EUROPE
    • TABLE 15: Europe Current & Future Analysis for Cloud Gaming by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
    • TABLE 16: Europe 7-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2020 & 2027
    • TABLE 17: Europe Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 18: Europe 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • FRANCE
    • TABLE 19: France Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 20: France 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • GERMANY
    • TABLE 21: Germany Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 22: Germany 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • ITALY
    • TABLE 23: Italy Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 24: Italy 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • UNITED KINGDOM
    • TABLE 25: UK Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 26: UK 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • REST OF EUROPE
    • TABLE 27: Rest of Europe Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 28: Rest of Europe 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • ASIA-PACIFIC
    • TABLE 29: Asia-Pacific Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 30: Asia-Pacific 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027
  • REST OF WORLD
    • TABLE 31: Rest of World Current & Future Analysis for Cloud Gaming by Type - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2020 through 2027 and % CAGR
    • TABLE 32: Rest of World 7-Year Perspective for Cloud Gaming by Type - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2020 & 2027

IV. COMPETITION

  • Total Companies Profiled: 28
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