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クラウドゲームの世界市場:2025年までのタイプ別、オファリング別、デバイスの タイプ別、デプロイメントモード別、ゲームシステム別、地域別の予測と機会

Global Cloud Gaming Market By Type, By Offering, By Type of Device, By Deployment Mode, By Gaming System, By End Users, By Region, Forecast & Opportunities, 2025

出版日: | 発行: TechSci Research | ページ情報: 英文 114 Pages | 納期: お問合せ

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クラウドゲームの世界市場:2025年までのタイプ別、オファリング別、デバイスの タイプ別、デプロイメントモード別、ゲームシステム別、地域別の予測と機会
出版日: 2020年05月01日
発行: TechSci Research
ページ情報: 英文 114 Pages
納期: お問合せ
  • 全表示
  • 概要
  • 目次
概要

当レポートは、世界のクラウドゲーム市場を調査したもので、各地域市場の展 望、市場の力学、主なトレンド、競合情勢などの情報を提供するとともに、戦略的 提言を示しています。

目次

第1章 製品の概要

第2章 調査手法

第3章 COVID-19が世界のクラウドゲーム市場に与える影響

第4章 エグゼクティブサマリー

第5章 顧客の声

  • ブランド認知度
  • ベンダー満足度分析
  • 未対応のニーズ/課題

第6章 世界のクラウドゲーム市場の展望

  • 市場規模と予測
  • 市場シェアと予測
    • タイプ別(ビデオストリーミング、ファイルストリーミング)
    • オファリング別(インフラストラクチャ(コンピューター、メモリ、ストレー ジ)、ゲームプラットフォームサービス(コンテンツサービス、PCサービス))
    • デバイスのタイプ別(スマートフォン、タブレット、ゲームコンソール、PC、 ラップトップ、スマートTV、ヘッドマウントディスプレイ、その他)
    • デプロイメントモード別(パブリッククラウド、ハイブリッドクラウド、プラ イベートクラウド)
    • ゲームシステム別(G-Cluster、PlayStation、Steam my game、Steamホームス トリーミング、リモートプレイ、その他)
    • エンドユーザー(カジュアルゲーマー、熱心なゲーマー、ハードコアゲーマー )
    • 会社別(2019)
    • 地域別
  • 製品市場マップ

第7章 アジア太平洋のクラウドゲーム市場の展望

  • 市場規模と予測
  • 市場シェアと予測
    • タイプ別
    • オファリング別
    • デバイスのタイプ別
    • デプロイメントモード別
    • エンドユーザー別
    • 国別
  • アジア太平洋地域:国別分析
    • 中国のクラウドゲーム市場の展望
    • インドのクラウドゲーム市場の展望
    • オーストラリアのクラウドゲーム市場の展望
    • 日本のクラウドゲーム市場の展望
    • 韓国のクラウドゲーム市場の展望

第8章 欧州のクラウドゲーム市場の展望

  • 市場規模と予測
  • 市場シェアと予測
    • タイプ別
    • オファリング別
    • デバイスのタイプ別
    • デプロイメントモード別
    • エンドユーザー別
    • 国別
  • 欧州:国別分析
    • フランスのクラウドゲーム市場の展望
    • ドイツのクラウドゲーム市場の展望
    • 英国のクラウドゲーム市場の展望
    • イタリアのクラウドゲーム市場の展望
    • スペインのクラウドゲーム市場の展望

第9章 北米のクラウドゲーム市場の展望

  • 市場規模と予測
  • 市場シェアと予測
    • タイプ別
    • オファリング別
    • デバイスのタイプ別
    • デプロイメントモード別
    • エンドユーザー別
    • 国別
  • 北米:国別分析
    • 米国のクラウドゲーム市場の展望
    • メキシコのクラウドゲーム市場の展望
    • カナダのクラウドゲーム市場の展望

第10章 南米のクラウドゲーム市場の展望

  • 市場規模と予測
  • 市場シェアと予測
    • タイプ別
    • オファリング別
    • デバイスのタイプ別
    • デプロイメントモード別
    • エンドユーザー別
    • 国別
  • 南米:国別分析
    • ブラジルのクラウドゲーム市場の展望
    • アルゼンチンのクラウドゲーム市場の展望
    • コロンビアのクラウドゲーム市場の展望

第11章 中東・アフリカのクラウドゲーム市場の展望

  • 市場規模と予測
  • 市場シェアと予測
    • タイプ別
    • オファリング別
    • デバイスのタイプ別
    • デプロイメントモード別
    • エンドユーザー別
    • 国別
  • 中東・アフリカ地域:国別分析
    • 南アフリカのクラウドゲーム市場の展望
    • サウジアラビアのクラウドゲーム市場の展望
    • UAEクラウドゲーム市場の展望
    • クウェートクラウドゲーム市場の展望

第12章 市場力学

  • 促進要因
  • 課題

第13章 市場動向

第14章 競合情勢

  • Nvidia Corporation
  • Intel Corporation
  • Google LLC
  • Microsoft Corporation
  • Amazon
  • Advanced Micro Devices, Inc.
  • Sony Corporation
  • IBM Corporation
  • Tencent Holdings Ltd
  • Alibaba Group Holding Limited
  • Jump Gaming
  • Paperspace
  • Vortex
  • Playgiga
  • Activision Publishing, Inc.
  • Playkey
  • Loudplay
  • Electronic Arts Inc.
  • Blacknut
  • Hatch

第15章 戦略的提言

第16章 免責事項

目次
Product Code: 4647

Global cloud gaming market is expected to grow at a robust rate during the forecast period. The global cloud gaming market is driven by the increasing smartphone proliferation and internet penetration. Additionally, advancements in cloud computing, GPU as a service, OTT gaming services, among others are further anticipated to propel the market during forecast period. Furthermore, increasing spending by the governments in different countries especially in developing economies for the development of 5G infrastructure is expected to foster the growth of market through 2025.

The global cloud gaming market can be segmented based on type, offering, type of device, deployment mode, gaming system, end users, company and region. Based on type, the market can be bifurcated into video streaming and file streaming. The video streaming segment is expected to dominate the market during forecast years since it allows users to play games anywhere and, on any platform, if they are connected to internet. Based on type of device, the market can be fragmented into smartphones, tablets, gaming consoles, PCs & laptops, smart TVs, head mounted displays and others. The smartphones segment is expected to dominate the market on account of its cost effectiveness.

Regionally, the cloud gaming market has been segmented into Asia-Pacific, North America, South America, Europe, and Middle East & Africa. Among these, North America is expected to dominate the market during forecast period. This can be attributed to the early adoption and advancements in technologies in the region.

Major players operating in the global cloud gaming market include Nvidia Corporation, Intel Corporation, Google LLC, Microsoft Corporation, Amazon, Advanced Micro Devices, Inc., Sony Corporation, IBM Corporation, Tencent Holdings Ltd, Alibaba Group Holding Limited, Jump Gaming, Paperspace, Vortex, Playgiga, Activision Publishing, Inc., Playkey, Loudplay, Electronic Arts Inc., Blacknut, Hatch and others. The companies are developing advanced technologies and launching new services in order to stay competitive in the market. Other competitive strategies include mergers & acquisitions and new service developments.

Years considered for this report:

Historical Years: 2015-2018

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2021-2025

Objective of the Study:

  • To analyze and forecast the market size of global cloud gaming market.
  • To classify and forecast global cloud gaming market based on type, offering, type of device, deployment mode, gaming system, end users, company and regional distribution.
  • To identify drivers and challenges for global cloud gaming market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global cloud gaming market.
  • To identify and analyze the profile of leading players operating in global cloud gaming market.

TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of service providers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research could include the service providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service providers, and presence of all major players across the globe.

TechSci Research calculated the market size of global cloud gaming market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience:

  • Cloud gaming service provider, vendors and other stakeholders
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to cloud gaming
  • Market research and consulting firms

The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, channel partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Report Scope:

In this report, global cloud gaming market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

  • Market, By Type:

Video Streaming

File Streaming

  • Market, By Offering:

Infrastructure

  • Compute
  • Memory
  • Storage

Game Platform Services

  • Content Services
  • PC Services
  • Market, By Type of Device:

Smartphones

Tablets

Gaming Consoles

PCs & Laptops

Smart TVs

Head Mounted Displays

Others

  • Market, By Deployment Mode:

Public Cloud

Hybrid Cloud

Private Cloud

  • Market, By Gaming System:

G-Cluster

PlayStation

Stream my game

Steam in home streaming

Remote Play

Others

  • Market, By End Users:

Casual Gamers

Avid Gamers

Hardcore Gamers

  • Market, By Region:

North America

  • United States
  • Canada
  • Mexico

Europe

  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain

Asia-Pacific

  • China
  • Japan
  • India
  • South Korea
  • Australia

Middle East & Africa

  • South Africa
  • Saudi Arabia
  • UAE
  • Kuwait

South America

  • Brazil
  • Argentina
  • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in global cloud gaming market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

2. Research Methodology

3. Impact of COVID-19 on Global Cloud Gaming Market

4. Executive Summary

5. Voice of Customer

  • 5.1. Brand Awareness (Aided/Unaided)
  • 5.2. Vendor Satisfaction Analysis
  • 5.3. Unmet Needs/Challenges

6. Global Cloud Gaming Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type (Video Streaming v/s File Streaming)
    • 6.2.2. By Offering (Infrastructure (Compute, Memory, Storage) v/s Game Platform Services (Content Services, PC Services))
    • 6.2.3. By Type of Device (Smartphones, Tablets, Gaming Consoles, PCs & Laptops

Smart TVs, Head Mounted Displays, Others)

    • 6.2.4. By Deployment Mode (Public Cloud, Hybrid Cloud, Private Cloud)
    • 6.2.5. By Gaming System (G-Cluster, PlayStation, Stream my game, steam in home streaming, Remote Play, Others)
    • 6.2.6. By End Users (Casual Gamers, Avid Gamers, Hardcore Gamers)
    • 6.2.7. By Company (2019)
    • 6.2.8. By Region
  • 6.3. Product Market Map

7. Asia-Pacific Cloud Gaming Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Offering
    • 7.2.3. By Type of Device
    • 7.2.4. By Deployment Mode
    • 7.2.5. By End Users
    • 7.2.6. By Country
  • 7.3. Asia-Pacific: Country Analysis
    • 7.3.1. China Cloud Gaming Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type
        • 7.3.1.2.2. By Type of Device
        • 7.3.1.2.3. By Deployment Mode
        • 7.3.1.2.4. By End Users
    • 7.3.2. India Cloud Gaming Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type
        • 7.3.2.2.2. By Type of Device
        • 7.3.2.2.3. By Deployment Mode
        • 7.3.2.2.4. By End Users
    • 7.3.3. Australia Cloud Gaming Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type
        • 7.3.3.2.2. By Type of Device
        • 7.3.3.2.3. By Deployment Mode
        • 7.3.3.2.4. By End Users
    • 7.3.4. Japan Cloud Gaming Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type
        • 7.3.4.2.2. By Type of Device
        • 7.3.4.2.3. By Deployment Mode
        • 7.3.4.2.4. By End Users
    • 7.3.5. South Korea Cloud Gaming Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type
        • 7.3.5.2.2. By Type of Device
        • 7.3.5.2.3. By Deployment Mode
        • 7.3.5.2.4. By End Users

8. Europe Cloud Gaming Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Offering
    • 8.2.3. By Type of Device
    • 8.2.4. By Deployment Mode
    • 8.2.5. By End Users
    • 8.2.6. By Country
  • 8.3. Europe: Country Analysis
    • 8.3.1. France Cloud Gaming Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Type of Device
        • 8.3.1.2.3. By Deployment Mode
        • 8.3.1.2.4. By End Users
    • 8.3.2. Germany Cloud Gaming Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Type of Device
        • 8.3.2.2.3. By Deployment Mode
        • 8.3.2.2.4. By End Users
    • 8.3.3. United Kingdom Cloud Gaming Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Type of Device
        • 8.3.3.2.3. By Deployment Mode
        • 8.3.3.2.4. By End Users
    • 8.3.4. Italy Cloud Gaming Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type
        • 8.3.4.2.2. By Type of Device
        • 8.3.4.2.3. By Deployment Mode
        • 8.3.4.2.4. By End Users
    • 8.3.5. Spain Cloud Gaming Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type
        • 8.3.5.2.2. By Type of Device
        • 8.3.5.2.3. By Deployment Mode
        • 8.3.5.2.4. By End Users

9. North America Cloud Gaming Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Offering
    • 9.2.3. By Type of Device
    • 9.2.4. By Deployment Mode
    • 9.2.5. By End Users
    • 9.2.6. By Country
  • 9.3. North America: Country Analysis
    • 9.3.1. United States Cloud Gaming Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Type of Device
        • 9.3.1.2.3. By Deployment Mode
        • 9.3.1.2.4. By End Users
    • 9.3.2. Mexico Cloud Gaming Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Type of Device
        • 9.3.2.2.3. By Deployment Mode
        • 9.3.2.2.4. By End Users
    • 9.3.3. Canada Cloud Gaming Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Type of Device
        • 9.3.3.2.3. By Deployment Mode
        • 9.3.3.2.4. By End Users

10. South America Cloud Gaming Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Offering
    • 10.2.3. By Type of Device
    • 10.2.4. By Deployment Mode
    • 10.2.5. By End Users
    • 10.2.6. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Cloud Gaming Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Type of Device
        • 10.3.1.2.3. By Deployment Mode
        • 10.3.1.2.4. By End Users
    • 10.3.2. Argentina Cloud Gaming Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Type of Device
        • 10.3.2.2.3. By Deployment Mode
        • 10.3.2.2.4. By End Users
    • 10.3.3. Colombia Cloud Gaming Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Type of Device
        • 10.3.3.2.3. By Deployment Mode
        • 10.3.3.2.4. By End Users

11. Middle East and Africa Cloud Gaming Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Type
    • 11.2.2. By Offering
    • 11.2.3. By Type of Device
    • 11.2.4. By Deployment Mode
    • 11.2.5. By End Users
    • 11.2.6. By Country
  • 11.3. MEA: Country Analysis
    • 11.3.1. South Africa Cloud Gaming Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Type
        • 11.3.1.2.2. By Type of Device
        • 11.3.1.2.3. By Deployment Mode
        • 11.3.1.2.4. By End Users
    • 11.3.2. Saudi Arabia Cloud Gaming Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Type
        • 11.3.2.2.2. By Type of Device
        • 11.3.2.2.3. By Deployment Mode
        • 11.3.2.2.4. By End Users
    • 11.3.3. UAE Cloud Gaming Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Type
        • 11.3.3.2.2. By Type of Device
        • 11.3.3.2.3. By Deployment Mode
        • 11.3.3.2.4. By End Users
    • 11.3.4. Kuwait Cloud Gaming Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Type
        • 11.3.4.2.2. By Type of Device
        • 11.3.4.2.3. By Deployment Mode
        • 11.3.4.2.4. By End Users

12. Market Dynamics

  • 12.1. Drivers
  • 12.2. Challenges

13. Market Trends & Developments

14. Competitive Landscape

  • 14.1. Nvidia Corporation
  • 14.2. Intel Corporation
  • 14.3. Google LLC
  • 14.4. Microsoft Corporation
  • 14.5. Amazon
  • 14.6. Advanced Micro Devices, Inc.
  • 14.7. Sony Corporation
  • 14.8. IBM Corporation
  • 14.9. Tencent Holdings Ltd
  • 14.10. Alibaba Group Holding Limited
  • 14.11. Jump Gaming
  • 14.12. Paperspace
  • 14.13. Vortex
  • 14.14. Playgiga
  • 14.15. Activision Publishing, Inc.
  • 14.16. Playkey
  • 14.17. Loudplay
  • 14.18. Electronic Arts Inc.
  • 14.19. Blacknut
  • 14.20. Hatch

15. Strategic Recommendations

16. About Us & Disclaimer

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