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ビデオゲームストリーミングサービスの世界市場:2017年〜2021年

Global Video Game Streaming Services Market 2017-2021

発行 TechNavio (Infiniti Research Ltd.) 商品コード 538577
出版日 ページ情報 英文 63 Pages
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ビデオゲームストリーミングサービスの世界市場:2017年〜2021年 Global Video Game Streaming Services Market 2017-2021
出版日: 2017年08月02日 ページ情報: 英文 63 Pages
概要

世界のビデオゲームストリーミングサービス市場は、2017年から2021年の間、6.26%のCAGR (複合年間成長率) で拡大することが予測されています。

当レポートでは、世界におけるビデオゲームストリーミングサービス市場の現状分析と今後の予測を収益創出源および地域別に提供しており、市場の成長因子と課題の分析、主な動向、主要ベンダーのプロファイルなどとともにお届けします。

第1章 エグゼクティブサマリー

第2章 当レポートの調査範囲

第3章 調査手法

第4章 イントロダクション

第5章 市場情勢

  • 市場概要
  • 市場規模と予測
  • ファイブフォース分析

第6章 収益源別の市場分類

  • 市場概要
  • 直接収益
  • 間接収益

第7章 地理区分

  • 概要
  • 南北アメリカ
  • 欧州・中東・アフリカ地域
  • アジア太平洋地域

第8章 主要国

  • 米国
  • 中国
  • 英国

第9章 意思決定の枠組み

第10章 市場の成長因子と課題

  • 市場成長因子
  • 市場の課題

第11章 市場動向

第12章 ベンダー情勢

  • 概要
  • その他の有力ベンダー

第13章 主要ベンダーの分析

  • Alphabet
  • Amazon
  • Microsoft

第14章 付録

  • 略語リスト
図表
  • Exhibit 01: Prerequisites for video game streaming
  • Exhibit 02: Global video game streaming services market overview
  • Exhibit 03: Global video game streaming services market 2016-2021 ($ millions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global video game streaming services market by revenue 2016 (% share of revenue)
  • Exhibit 06: Global video game streaming services market by revenue 2016-2021(% share of revenue)
  • Exhibit 07: Global video game streaming services market by direct revenue 2016-2021 ($ millions)
  • Exhibit 08: Global video game streaming services market by indirect revenue 2016-2021 ($ millions)
  • Exhibit 09: Global video game streaming services market by geography 2016 (% share of revenue)
  • Exhibit 10: Global video game streaming services market by geography 2016-2021(% share of revenue)
  • Exhibit 11: Video game streaming services market in the Americas 2016-2021 ($ millions)
  • Exhibit 12: Video game streaming services market in EMEA 2016-2021 ($ millions)
  • Exhibit 13: Video game streaming services market in APAC 2016-2021 ($ millions)
  • Exhibit 14: Key leading countries
  • Exhibit 15: Video game streaming services market in the US 2016-2021 ($ millions)
  • Exhibit 16: Video game streaming services market in China 2016-2021 ($ millions)
  • Exhibit 17: Video game streaming services market in the UK 2016-2021 ($ millions)
  • Exhibit 18: Major video game streaming software for mobile devices
  • Exhibit 19: Major operating systems and their stance on the adoption of Adobe Flash
  • Exhibit 20: Competitive differentiators for vendors
  • Exhibit 21: Other prominent vendors in the global video game streaming services market
  • Exhibit 22: Alphabet: Business segmentation by revenue 2016 ($ millions)
  • Exhibit 23: Alphabet: Geographical segmentation by revenue 2016 (% share)
  • Exhibit 24: Amazon: Business segmentation by revenue 2016 (% share)
  • Exhibit 25: Microsoft: Geographical segmentation by revenue 2016 (% share)
  • Exhibit 26: Microsoft: Business segmentation by revenue 2016 ($ millions)
目次
Product Code: IRTNTR14326

About Video Game Streaming Services

Video streaming is the process of sending/broadcasting video and audio content over the Internet, which is played immediately by the receiver without the content being saved on the hard drive of the receiver. Video game streaming includes sending the video and audio of live gameplays. Video game streaming service providers offer platforms to viewers where they can view video game streaming. The global video game streaming services market is a growing market, and there is an increase in the number of video game streaming service providers in the world. Major players in this field include Twitch, YouTube Gaming, and Mixer. Video game streaming requires the following hardware set up for its smooth functioning.

Technavio's analysts forecast the global video game streaming services market to grow at a CAGR of 6.26% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global video game streaming services market for 2017-2021. To calculate the market size, the report considers the revenue generated from the subscription and advertisement services of the video game streaming services market.

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

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Video Game Streaming Services Market 2017-2021, 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

  • Alphabet
  • Amazon
  • Microsoft

Other Prominent Vendors

  • Cavetube
  • Dailymotion
  • DeNA
  • Dingit.tv
  • DWANGO
  • Facebook
  • IBM
  • Infiniscene
  • Mobcrush
  • Panda TV
  • Smashcast
  • Valve
  • VaughnSoft

Market driver

  • Increasing growth of the HDR technology
  • For a full, detailed list, view our report

Market challenge

  • Growing competition in the market
  • For a full, detailed list, view our report

Market trend

  • Growth of video game streaming software for mobile devices
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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?

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

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

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

PART 06: Market segmentation by revenue generation

  • Market overview
  • Direct revenue
  • Indirect revenue

PART 07: Geographical segmentation

  • Overview
  • Americas
  • EMEA
  • APAC

PART 08: Key leading countries

  • US
  • China
  • UK

PART 09: Decision framework

PART 10: Drivers and challenges

  • Market drivers
  • Market challenges

PART 11: Market trends

  • Growth of video game streaming software for mobile devices
  • Increasing use of VR streaming
  • Shift toward HTML5

PART 12: Vendor landscape

  • Overview
  • Other prominent vendors

PART 13: Key vendor analysis

  • Alphabet
  • Amazon
  • Microsoft

PART 14: Appendix

  • List of abbreviations
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