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市場調査レポート

クラウドゲームの世界市場:2016年〜2020年

Global Cloud Gaming Market 2016-2020

発行 TechNavio (Infiniti Research Ltd.) 商品コード 328058
出版日 ページ情報 英文 57 Pages
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クラウドゲームの世界市場:2016年〜2020年 Global Cloud Gaming Market 2016-2020
出版日: 2016年05月27日 ページ情報: 英文 57 Pages
概要

世界のクラウドゲームの市場は2016年から2020年にかけて29.33%のCAGRで成長すると予測されています。

当レポートでは、世界のクラウドゲームの市場について調査し、市場および製品の概要、ビデオゲーム市場全体の動向とビデオゲーム市場におけるクラウドゲームのシェア、市場規模の推移と予測、地域別および主要国の動向、市場成長への各種影響因子の分析、競合環境、主要企業のプロファイルなどをまとめています。

第1章 エグゼクティブサマリー

第2章 調査範囲

  • 市場概要
  • 顧客の区分
  • 調査の基準年
  • ベンダーの区分
  • データの端数切捨て
  • 通貨換算率
  • 主な製品

第3章 市場調査手法

  • 調査手法
  • 経済指標

第4章 イントロダクション

  • 市場の主な見どころ

第5章 市場概要

  • 世界のゲーム市場

第6章 市場環境

  • 市場概要
  • 製品ライフサイクル
  • 市場規模・予測:世界のビデオゲーム市場
  • 市場規模・予測:世界のクラウドゲーム市場
  • ファイブフォース分析

第7章 世界のゲーム市場

  • 世界のゲーム市場:種類別

第8章 地域別市場区分

  • 世界のクラウドゲーム市場:地域別
  • 収益比較:地域別
  • 南北アメリカ市場
  • 欧州・中東・アフリカ地域市場
  • アジア太平洋地域市場

第9章 購入基準

第10章 市場の魅力

  • 世界のビデオゲーム市場の魅力:地域別
  • 世界のクラウドゲーム市場魅力:地域別

第11章 主要国

  • 米国

第12章 市場成長因子

第13章 成長因子の影響

第14章 市場の課題

第15章 成長因子と課題の影響

第16章 市場動向

第17章 ベンダー情勢

  • 図表概要

第18章 付録

  • 略語リスト

第19章 Technavioについて

図表

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目次
Product Code: IRTNTR8675

About the Cloud Gaming Market

The introduction and popularity of PCs and electronic devices and the rise of the internet have led to the development and commercialization of gaming across the globe. Individuals are passionate about interactive entertainment in the form of games, which have different genres and offer different user experiences in a broad variety of platforms.

Individuals require platforms such as TVs, consoles, mobile devices, and PCs to play video games. Various types of games are available for various kinds of gaming platforms. They are available in two major formats: physical and digital. Games in the physical format are played through physical discs while those in the digital format are downloaded or are cloud-based.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 29.33% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global cloud gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the web-based subscription of cloud-based gaming.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Cloud Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • G-Cluster
  • Nvidia
  • PlayGiga
  • Sony Computer Entertainment
  • Ubisoft Entertainment

Other Prominent Vendors

  • Amazon
  • CiiNOW
  • Crytek
  • GamingCloud
  • Google
  • Happy Cloud
  • IBM
  • Microsoft
  • Nintendo
  • Playcast Media Systems
  • Samsung Electronics
  • TransGaming
  • Ubitus
  • Valve

Market driver

  • Reduced costs and installation time
  • For a full, detailed list, view our report

Market challenge

  • Concerns related to privacy and security
  • For a full, detailed list, view our report

Market trend

  • Growth in free-to-play model
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Customer segments
  • Base year
  • Vendor segmentation
  • Summation errors
  • Currency conversion rates
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market description

  • Global gaming market

PART 06: Market landscape

  • Market overview
  • Product lifecycle
  • Market size and forecast
  • Market size and forecast
  • Five forces analysis

PART 07: Global gaming market

  • Global gaming market by type

PART 08: Geographical segmentation

  • Segmentation of global cloud gaming market by geography
  • Revenue comparison of global cloud gaming market by geography
  • Cloud gaming market in Americas
  • Cloud gaming market in EMEA
  • Cloud gaming market in APAC

PART 09: Buying criteria

PART 10: Market attractiveness

  • Market attractiveness of global gaming market by geography
  • Market attractiveness of global cloud gaming market by geography

PART 11: Key leading countries

  • US

PART 12: Market drivers

PART 13: Impact of drivers

PART 14: Market challenges

PART 15: Impact of drivers and challenges

PART 16: Market trends

PART 17: Vendor landscape

  • Summary of figures

PART 18: Appendix

  • List of abbreviations

PART 19: Explore Technavio

List of Exhibits

  • Exhibit 01: Currency conversion rates 2013-2015
  • Exhibit 02: Product offerings
  • Exhibit 03: Type of screens used for gaming
  • Exhibit 04: Global gaming market by type
  • Exhibit 05: Value chain of the global games market
  • Exhibit 06: Overview of global cloud gaming market
  • Exhibit 07: Product lifecycle of cloud gaming 2015
  • Exhibit 08: Product lifecycle of cloud gaming 2020
  • Exhibit 09: Global gaming market 2014-2019 ($ billions)
  • Exhibit 10: Global cloud gaming market 2015-2020 ($ millions)
  • Exhibit 11: Share of cloud gaming in overall gaming market 2014-2019
  • Exhibit 12: Five forces analysis
  • Exhibit 13: Global gaming market by type 2015
  • Exhibit 14: CAGR comparison of types of gaming platforms 2015-2020
  • Exhibit 15: Segmentation of global cloud gaming market by geography 2015
  • Exhibit 16: Global cloud gaming market by geography 2015-2020
  • Exhibit 17: Revenue comparison of global cloud gaming market by geography 2015-2020 ($ millions)
  • Exhibit 18: CAGR comparison of global cloud gaming market by geography 2015-2020
  • Exhibit 19: Cloud gaming market in Americas 2015-2020 ($ millions)
  • Exhibit 20: Cloud gaming market in EMEA 2015-2020 ($ millions)
  • Exhibit 21: Cloud gaming market in APAC 2015-2020 ($ millions)
  • Exhibit 22: Buying criteria for cloud gaming
  • Exhibit 23: Market attractiveness of global gaming market by geography 2014-2019
  • Exhibit 24: Market attractiveness of global cloud gaming market by geography 2015-2020
  • Exhibit 25: Global smartphones and tablets shipments 2011-2015 (millions of units)
  • Exhibit 26: Impact of drivers
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Summary of figures
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