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表紙:クラウドゲーム市場:世界の業界動向、シェア、規模、成長、機会、予測(2021~2026年)
市場調査レポート
商品コード
999654

クラウドゲーム市場:世界の業界動向、シェア、規模、成長、機会、予測(2021~2026年)

Cloud Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

出版日: | 発行: IMARC Services Private Limited | ページ情報: 英文 106 Pages | 納期: 2-3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=110.22円
クラウドゲーム市場:世界の業界動向、シェア、規模、成長、機会、予測(2021~2026年)
出版日: 2021年04月12日
発行: IMARC Services Private Limited
ページ情報: 英文 106 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のクラウドゲームの市場規模は2020年に5億8,500万米ドルに達しました。クラウドゲームはオンデマンドゲームとも呼ばれ、ユーザーのパーソナルコンピューター(PC)、モバイルデバイス、またはコンソール上でゲームを直接ストリーミングできるウェブゲームの一種です。これは、ゲームのソフトウェアがサーバーに保存されているサードパーティ組織とのリモート接続を確立することによって実現されます。これにより、ユーザーは実際のソフトウェアをダウンロードまたは購入しなくても、オンラインでゲームをすることができます。クラウドゲームはまた、スマートデバイス上で統合されたゲーム体験を提供し、ユーザーがライブビデオストリーミングを通じて別のユーザーのゲームを表示できるようにします。さまざまなデバイスのエンドユーザーにスムーズで直接的なゲームプレイ体験を提供することを目的としています。

モバイルゲームの視聴者の増加とゲーム技術のデジタル化は、市場の成長を促進する2つの重要な要因です。さらに、バックアップの定期的な更新とメンテナンスは、クラウドゲームによって提供される利点の一部です。これにより、ソフトウェアの物理的なコピーを保持する必要がなくなり、ゲーム全体のコストが最小限に抑えられます。さらに、クラウドゲームは、データストレージの削減と、ユーザーのアクセスのしやすさも提供します。これらすべての要因が、クラウドゲームの全体的な人気に貢献しています。さらに、Android、Linux、Mac、iOS、Chrome OSなどのほぼすべてのオペレーティングシステムとデバイスでのネットワーク接続、インスタントプレイゲームの可用性、ダウンロードおよびインストール不要のゲームプレイの改善も、市場の成長を促進しています。世界のクラウドゲーム市場は今後5年間で力強い成長を示すと予測されています。

当レポートでは、クラウドゲーム市場について調査し、市場の概要とともに、デバイスタイプ別、ジャンル別、テクノロジー別、ゲーマー別、地域別の動向、および市場に参入する企業のプロファイルなどを提供しています。

目次

第1章 序文

第2章 範囲と調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

第5章 世界のクラウドゲーム市場

  • 市場概要
  • 市場パフォーマンス
  • COVID-19の影響
  • デバイスタイプ別の市場セグメンテーション
  • ジャンル別の市場セグメンテーション
  • テクノロジー別の市場セグメンテーション
  • ゲーマー別の市場セグメンテーション
  • 地域別の市場セグメンテーション

第6章 市場セグメンテーション、デバイスタイプ別

  • スマートフォン
  • スマートテレビ
  • コンソール
  • タブレット
  • PC

第7章 市場セグメンテーション、ジャンル別

  • アドベンチャー/ロールプレイングゲーム
  • パズル
  • ソーシャルゲーム
  • 戦略
  • シミュレーション
  • その他

第8章 市場セグメンテーション、テクノロジー別

  • ビデオストリーミング
  • ファイルストリーミング

第9章 市場セグメンテーション、ゲーマー別

  • ハードコアゲーマー
  • カジュアルゲーマー

第10章 市場セグメンテーション、地域別

  • 北米
  • 欧州
  • アジア太平洋
  • 中東とアフリカ
  • ラテンアメリカ

第11章 SWOT分析

第12章 バリューチェーン分析

第13章 ポーターズファイブフォース分析

第14章 価格分析

第15章 競合情勢

  • 市場構造
  • キープレーヤー
  • キープレーヤーのプロファイル
    • Utomik B.V.
    • Nvidia Corporation
    • Numecent Holdings Ltd.
    • RemoteMyApp SP ZOO (Vortex)
    • Parsec Cloud Inc.
    • Paperspace
    • LiquidSky Software Inc.
    • Simplay Gaming Ltd.
    • Ubitus Inc.
    • Microsoft Corporation
    • Sony
    • Amazon web services
    • Google
    • IBM Corporation
    • Samsung electronics
    • GameFly
    • CiiNow, Inc.
図表

List of Figures

  • Figure 1: Global: Cloud Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Cloud Gaming Market: Sales Value (in Million US$), 2015-2020
  • Figure 3: Global: Cloud Gaming Market: Breakup by Devices Type (in %), 2020
  • Figure 4: Global: Cloud Gaming Market: Breakup by Genre (in %), 2020
  • Figure 5: Global: Cloud Gaming Market: Breakup by Technology (in %), 2020
  • Figure 6: Global: Cloud Gaming Market: Breakup by Gamers (in %), 2020
  • Figure 7: Global: Cloud Gaming Market: Breakup by Region (in %), 2020
  • Figure 8: Global: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 9: Global: Cloud Gaming Industry: SWOT Analysis
  • Figure 10: Global: Cloud Gaming Industry: Value Chain Analysis
  • Figure 11:Global: Cloud Gaming Industry: Porter's Five Forces Analysis
  • Figure 12: Global: Cloud Gaming (Smartphones) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 13: Global: Cloud Gaming (Smartphones) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 14: Global: Cloud Gaming (Smart TVs) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 15: Global: Cloud Gaming (Smart TVs) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 16: Global: Cloud Gaming (Consoles) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 17: Global: Cloud Gaming (Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 18: Global: Cloud Gaming (Tablets) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 19: Global: Cloud Gaming (Tablets) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 20: Global: Cloud Gaming (PCs) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 21: Global: Cloud Gaming (PCs) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 22: Global: Cloud Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 23: Global: Cloud Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 24: Global: Cloud Gaming (Puzzles) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 25: Global: Cloud Gaming (Puzzles) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 26: Global: Cloud Gaming (Social Games) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 27: Global: Cloud Gaming (Social Games) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 28: Global: Cloud Gaming (Strategy) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 29: Global: Cloud Gaming (Strategy) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 30: Global: Cloud Gaming (Simulation) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 31: Global: Cloud Gaming (Simulation) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 32: Global: Cloud Gaming (Other Genre Types) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 33: Global: Cloud Gaming (Other Genre Types) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 34: Global: Cloud Gaming (Video Streaming) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 35: Global: Cloud Gaming (Video Streaming) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 36: Global: Cloud Gaming (File Streaming) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 37: Global: Cloud Gaming (File Streaming) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 38: Global: Cloud Gaming (Hardcore Gamers) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 39: Global: Cloud Gaming (Hardcore Gamers) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 40: Global: Cloud Gaming (Casual Gamers) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 41: Global: Cloud Gaming (Casual Gamers) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 42: North America: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 43: North America: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 44: Europe: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 45: Europe: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 46: Asia Pacific: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 47: Asia Pacific: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 48: Middle East and Africa: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 49: Middle East and Africa: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 50: Latin America: Cloud Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 51: Latin America: Cloud Gaming Market Forecast: Sales Value (in Million US$), 2021-2026

List of Tables

  • Table 1: Global: Cloud Gaming Market: Key Industry Highlights, 2020 and 2026
  • Table 2: Global: Cloud Gaming Market Forecast: Breakup by Devices Type (in Million US$), 2021-2026
  • Table 3: Global: Cloud Gaming Market Forecast: Breakup by Genre (in Million US$), 2021-2026
  • Table 4: Global: Cloud Gaming Market Forecast: Breakup by Technology (in Million US$), 2021-2026
  • Table 5: Global: Cloud Gaming Market Forecast: Breakup by Gamers (in Million US$), 2021-2026
  • Table 6: Global: Cloud Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
  • Table 7: Global: Cloud Gaming Market Structure
  • Table 8: Global: Cloud Gaming Market: Key Players
目次
Product Code: SR1020B40_Report

The global cloud gaming market reached a value of US$ 585 Million in 2020. Cloud gaming, also known as gaming on demand, is a form of web gaming that allows direct streaming of games onto the user's personal computer (PC), mobile device or console. This is achieved by establishing a remote connection with a third-party organization that has the software of the game stored in their server. It enables users to play games online without having to download or purchase the actual software. Cloud gaming also provides an integrated gaming experience on smart devices that allows the user to view another user's game through live video streaming. It aims to offer smooth and direct game-playing experience to the end users across various devices.

Increasing mobile gaming audience and digitalization in gaming technology are two of the key factors driving the market growth. Furthermore, constant update and maintenance of a backup are some of the benefits provided by cloud gaming. This eliminates the need for keeping physical copies of software and minimizes the overall gaming cost. Moreover, cloud gaming also offers a reduction of data storage and ease of accessibility to the users. All these factors have contributed to the overall popularity of cloud gaming. Additionally, improving network connectivity, availability of instant play games, and download- and installation-free gameplays on almost all operating systems and devices such as Android, Linux, Mac, iOS and Chrome OS are also catalyzing the market growth. Looking forward, IMARC Group expects the global cloud gaming market to exhibit robust growth during the next five years.

Report Coverage:

  • Historical, Current and Future Market Trends

Market Breakup by Devices Type:

  • Smartphones
  • Smart TVs
  • Consoles
  • Tablets
  • PCs

Market Breakup by Genre:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Market Breakup by Technology:

  • Video Streaming
  • File Streaming

Market Breakup by Gamers:

  • Hardcore Gamers
  • Casual Gamers

Market Breakup by Region:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America

Competitive Landscape:

  • The report has also analysed the competitive landscape of the market with some of the key players being Utomik B.V., Nvidia Corporation, Numecent Holdings Ltd., RemoteMyApp SP ZOO (Vortex), Parsec Cloud Inc., Paperspace, LiquidSky Software Inc., Simplay Gaming Ltd., Ubitus Inc., Microsoft Corporation, Sony, Amazon web services, Google, IBM Corporation, Samsung electronics, GameFly, CiiNow, Inc., etc.

Key Questions Answered in This Report:

  • How has the global cloud gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global cloud gaming industry?
  • What are the key regional markets in the global cloud gaming industry?
  • What is the breakup of the market based on the devices type?
  • What is the breakup of the market based on the genre?
  • What is the breakup of the market based on the technology?
  • What is the breakup of the market based on the gamers?
  • What are the various stages in the value chain of the global cloud gaming industry?
  • What are the key driving factors and challenges in the global cloud gaming industry?
  • What is the structure of the global cloud gaming industry and who are the key players?
  • What is the degree of competition in the global cloud gaming industry?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Cloud Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Devices Type
  • 5.5 Market Breakup by Genre
  • 5.6 Market Breakup by Technology
  • 5.7 Market Breakup by Gamers
  • 5.8 Market Breakup by Region
  • 5.9 Market Forecast

6 Market Breakup by Devices Type

  • 6.1 Smartphones
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Smart TVs
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Consoles
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Tablets
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 PCs
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast

7 Market Breakup by Genre

  • 7.1 Adventure/Role Playing Games
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Puzzles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Social Games
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 Strategy
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5 Simulation
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast
  • 7.6 Others
    • 7.6.1 Market Trends
    • 7.6.2 Market Forecast

8 Market Breakup by Technology

  • 8.1 Video Streaming
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 File Streaming
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Gamers

  • 9.1 Hardcore Gamers
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Casual Gamers
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Europe
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast
  • 10.3 Asia Pacific
    • 10.3.1 Market Trends
    • 10.3.2 Market Forecast
  • 10.4 Middle East and Africa
    • 10.4.1 Market Trends
    • 10.4.2 Market Forecast
  • 10.5 Latin America
    • 10.5.1 Market Trends
    • 10.5.2 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Utomik B.V.
    • 15.3.2 Nvidia Corporation
    • 15.3.3 Numecent Holdings Ltd.
    • 15.3.4 RemoteMyApp SP ZOO (Vortex)
    • 15.3.5 Parsec Cloud Inc.
    • 15.3.6 Paperspace
    • 15.3.7 LiquidSky Software Inc.
    • 15.3.8 Simplay Gaming Ltd.
    • 15.3.9 Ubitus Inc.
    • 15.3.10 Microsoft Corporation
    • 15.3.11 Sony
    • 15.3.12 Amazon web services
    • 15.3.13 Google
    • 15.3.14 IBM Corporation
    • 15.3.15 Samsung electronics
    • 15.3.16 GameFly
    • 15.3.17 CiiNow, Inc.
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