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表紙:世界のクラウドゲーム市場:成長、動向、予測
市場調査レポート
商品コード
670005

世界のクラウドゲーム市場:成長、動向、予測

Cloud Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)

出版日: | 発行: Mordor Intelligence Pvt Ltd | ページ情報: 英文 120 Pages | 納期: 2-3営業日

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世界のクラウドゲーム市場:成長、動向、予測
出版日: 2021年01月01日
発行: Mordor Intelligence Pvt Ltd
ページ情報: 英文 120 Pages
納期: 2-3営業日
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  • 概要
  • 目次
概要

世界のクラウドゲーム市場は、2018年から2023年にかけて15%を超えるCAGRで成長することが予測されています。

当レポートでは、世界のクラウドゲーム市場を調査し、市場の概要、デバイス・地域別の市場規模の推移と予測、市場動向、成長要因および阻害要因の分析、市場機会、競合情勢、主要企業のプロファイルなど、包括的な情報を提供しています。

目次

第1章 イントロダクション

  • 主な調査成果
  • 調査の前提条件
  • 市場の定義
  • 調査結果

第2章 調査方法

第3章 エグゼクティブサマリー

第4章 市場力学

  • 市場概要
  • 産業バリューチェーン
  • 成長要因
    • ユーザーおよび使用されるゲーム機の急増
    • インターネットの普及と通信速度の向上
  • 市場の課題
    • 豊富なゲーム体験および通信速度
  • ファイブフォース分析
    • 買い手の交渉力
    • 供給企業の交渉力
    • 新規参入業者の脅威
    • 代替品の脅威
    • 競争企業間の敵対関係
  • 技術
    • ファイルストリーミング
    • ビデオストリーミング

第5章 世界のクラウドゲーム市場:セグメント別

  • デバイス別
    • ラップトップ、コンピューター
    • モバイル
    • タブレット
    • テレビ
    • その他(STB、PSP、PSTV)
  • 地域別
    • 北米
    • 欧州
    • アジア太平洋
    • その他の地域

第6章 競合情勢 - 企業プロファイル

  • ソニー
  • Nvidia Corporation
  • Microsoft Corporation
  • The Hewlett-Packard Company (HP)
  • Vortex
  • Parsec Cloud, Inc.
  • PAPERSPACE
  • LiquidSky Software, Inc.
  • Simplay
  • Shadow by Blade

第7章 投資分析

第8章 市場機会

目次
Product Code: 62334

The Cloud Gaming Market was valued at USD 1.15 billion in 2020 and is expected to reach USD 2.70 billion by 2026, at a CAGR of 15.3% over the forecast period 2021 - 2026. Walmart is planning to launch its own cloud gaming service. The US retail giant has conducted meetings concerning a possible streaming platform, since 2019 January.

  • In order to utilize and harness the benefits of cloud computing, governments of developing countries are embarking on initiatives, like "GI Cloud" or 'MeghRaj' by Indian government (2018), and "Cloud First Strategy" by the Malaysian Government (2018). According to Egypt's Telecom Ministry, Egypt may host the Chinese telecom company Huawei's first cloud data platform in the Middle East and North Africa in 2019.
  • Another factor opening new opportunities for cloud gaming is 5G, which is being adopted in the developed countries, like the US and South Korea. Several telcos, like Verizon, have started testing new cloud gaming formats on their 5G networks since January 2019. Gaming on mobiles has been limited so far to casual low-spec games. With 5G, this may radically change, enabling a newly installed base of millions of mobile devices to be gaming-ready.
  • According to 2018 BSA Global Cloud Computing Scorecard, which ranks countries' preparedness for the adoption and growth of cloud computing services, developing countries are scored less than developed ones when it comes to IT readiness and broadband deployment. Thus, bandwidth and latency issues may obstruct the expansion of the cloud gaming market in the emerging economies.

Key Market Trends

Smartphones Adoption to Drive the Market Growth

  • With the increasing adoption of smartphones all over the world, many companies are introducing cloud gaming for 5G enabled smartphones. According to Cisco's latest "Visual Networking Index (VNI)" report, India may have 800 million smartphone users by 2022.
  • Hatch released games for smartphones, launched initially in Finland (November 2018) and is now spreading to other European Countries. It has also partnered with DOCOMO to bring smartphone gaming in Japan.
  • Sprint has teamed up with Hatch Entertainment to offer mobile cloud gaming services on Sprint's 5G network in the United States.
  • At the Mobile World Congress (MWC) Exhibition 2019, One Plus 5G smartphone was showcased and it allowed attendees to play Ace Combat 7 on the phone (via Xbox Wireless controller), which was streaming through cloud via 5G. OPPO also showcased its first 5G handset and visitors experienced cloud gaming through a live demo of Soul Calibur VI.
  • All these instances indicate that smartphones are the future for mobile gaming and with their growing adoption globally, cloud gaming through 5G may expand.

Asia-Pacific to Witness the Highest Growth

  • Asia-Pacific is soon becoming the hub for many pilot projects of gaming companies. For instance, in March 2019, Tencent launched a website for the cloud gaming platform called "Start" and invited people in Shanghai and Guangdong, China to sign up for the test.
  • In the Asia-Pacific region, many organizations are recognizing the shortcomings of a more siloed multi-cloud strategy, and are enhancing overall business agility with hybrid cloud.
  • Chip designer Nvidia Corp partnered with SoftBank Corp and LG Uplus Corp to deploy cloud gaming servers in Japan and Korea later in 2019.
  • According to predictions by GSMA Intelligence, China may have the largest smartphone market in 2025, followed by India. Moreover, smartphone adoption in Asia-Pacific may grow from 57% in 2017 to 77% in 2025.
  • Across Asia Pacific, collaboration between mobile operators and start-ups is gaining momentum, as operators have the scale and reach that startups lack. For instance, Telenor and Axiata collaborated with startups in Asia.

Competitive Landscape

The cloud gaming market is concentrated with few companies gaining the major market share. Companies, like Tencent, are partnering with other tech giants to build bigger and better cloud gaming services. Other companies, like Google, Nvidia, PlayStation, and Vortex, are providing smarter gaming solutions.

  • March 2019 - Google launched its Stadia cloud gaming service at the Game Developers Conference (GDC) in San Francisco.
  • March 2019 - NVIDIA released a limited edition of GeForce NOW SDK, which is an open platform ready to support existing game store or in-game purchase system without taking a share of the user's profits.
  • July 2018 - Cloudpaging pioneer Numecent announced that it acquired the assets of Approxy, its cloud-gaming offshoot, which was originally spun- out of Numecent to bring cloudpaging into next-generation cloud-gaming services.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET OVERVIEW

5 MARKET DYNAMICS

  • 5.1 Market Overview
  • 5.2 Market Drivers
    • 5.2.1 5G Introduction will Promote the Growth of Cloud Gaming
    • 5.2.2 Government Initiatives Related to Cloud Infrastructure will Help in Market Expansion
  • 5.3 Market Restraints
    • 5.3.1 Low Bandwidth Issues is Discouraging the Market Growth in Developing Countries
  • 5.4 Industry Attractiveness - Porter's Five Forces Analysis
    • 5.4.1 Threat of New Entrants
    • 5.4.2 Bargaining Power of Buyers/Consumers
    • 5.4.3 Bargaining Power of Suppliers
    • 5.4.4 Threat of Substitute Products
    • 5.4.5 Intensity of Competitive Rivalry

6 MARKET SEGMENTATION

  • 6.1 By Device
    • 6.1.1 Smartphones
    • 6.1.2 Gaming Consoles
    • 6.1.3 PC
    • 6.1.4 Tablets
  • 6.2 By Type
    • 6.2.1 Video Streaming
    • 6.2.2 File Streaming
  • 6.3 Geography
    • 6.3.1 North America
      • 6.3.1.1 United States
      • 6.3.1.2 Canada
    • 6.3.2 Europe
      • 6.3.2.1 Germany
      • 6.3.2.2 United Kingdom
      • 6.3.2.3 France
      • 6.3.2.4 Italy
      • 6.3.2.5 Rest of Europe
    • 6.3.3 Asia-Pacific
      • 6.3.3.1 China
      • 6.3.3.2 Japan
      • 6.3.3.3 India
      • 6.3.3.4 Rest of Asia-Pacific
    • 6.3.4 Rest of the World
      • 6.3.4.1 Latin America
      • 6.3.4.2 Middle-East & Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Utomik BV
    • 7.1.2 Nvidia Corporation
    • 7.1.3 Numecent Holdings Ltd
    • 7.1.4 RemoteMyApp SP ZOO
    • 7.1.5 Parsec Cloud Inc.
    • 7.1.6 LiquidSky Software Inc.
    • 7.1.7 Simplay Gaming Ltd
    • 7.1.8 Ubitus Inc.
    • 7.1.9 Shawdow.tech (Blade SAS)

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS

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