表紙:クラウドゲーミングの世界市場:現状分析と予測(2021年~2027年)
市場調査レポート
商品コード
1241368

クラウドゲーミングの世界市場:現状分析と予測(2021年~2027年)

Cloud Gaming Market: Current Analysis and Forecast (2021-2027)

出版日: | 発行: UnivDatos Market Insights Pvt Ltd | ページ情報: 英文 172 Pages | 納期: 即日から翌営業日

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クラウドゲーミングの世界市場:現状分析と予測(2021年~2027年)
出版日: 2023年02月01日
発行: UnivDatos Market Insights Pvt Ltd
ページ情報: 英文 172 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 目次
概要

世界のクラウドゲーミング市場は、インターネットの普及、携帯電話、ノートパソコン、タブレットなどのスマートデバイスの採用、オンラインのビデオゲームユーザーの増加などによって促進されています。

当レポートでは、世界のクラウドゲーミング市場について調査分析し、市場規模と予測分析、主な動向と機会、企業プロファイルなどの情報を提供しています。

目次

第1章 市場のイントロダクション

第2章 調査手法・前提条件

第3章 市場の要約

第4章 エグゼクティブサマリー

第5章 クラウドゲーミング市場の分析

第6章 市場の考察:提供別

  • 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
  • インフラ
    • コンピューティング
    • メモリー
    • ストレージ

第7章 市場の考察:デバイスタイプ別

  • スマートフォン
  • タブレット
  • ゲーム機
  • PC、ラップトップ
  • スマートTV
  • HMD

第8章 市場の考察:ソリューション別

  • ビデオストリーミング
  • ファイルストリーミング

第9章 市場の考察:地域別

  • 北米
    • 米国
    • カナダ
    • その他の北米
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • イタリア
    • スペイン
    • その他の欧州
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • 韓国
    • その他のアジア太平洋
  • その他の地域

第10章 クラウドゲーミングの市場力学

  • 市場促進要因
  • 市場の課題
  • 影響の分析

第11章 クラウドゲーミングの市場機会

第12章 クラウドゲーミング市場の動向

第13章 デマンドサイドとサプライサイドの分析

第14章 企業の概要

  • NVIDIA Corporation
  • Microsoft
  • Amazon.com, Inc
  • Advanced Micro Devices, Inc
  • Sony Corporation
  • Tencent
  • IBM
  • Alibaba Group Holding Limited
  • Shadow
  • Intel Corporation

第15章 免責事項

目次
Product Code: UMME211685

Cloud gaming is a technology that allows users to play video games on remote servers, rather than on their personal devices. The game data and processing are performed on powerful servers located in data centers and streamed to the user's device over the internet, giving the user a seamless gaming experience with reduced hardware requirements. This allows for games to be played on a variety of devices, including those with lower specs and eliminates the need for expensive hardware upgrades.

Rising internet penetration, adoption of smart devices such as phones, laptops, and tablets, and an emerging number of video game users online are some of the market drivers for the cloud gaming market. Furthermore, Cloud gaming services allow game developers to create games for specific hardware without worrying about optimizing them for lower-end consumer consoles or PCs, speeding up the development process and ultimately saving money in the long term. This affordability of cloud gaming services is helping them expand globally, and it is expected that this trend will continue to drive market growth in the future.

Based on offering, cloud gaming is segmented into infrastructure and gaming platform services. Gaming platform services segment held the largest share in the cloud gaming market offering owing to the growing demand for both content and PC service. Cloud gaming allows playing PC games on nearly any device on the go, which earlier required expensive hardware. Sony's PlayStation, Blade's Shadow, GeForce NOW, Blacknut are some of the major companies providing gaming platform services. The launch of Google's Stadia and Microsoft XCloud are expected to further drive the platform services market.

Based on the device type, the markets segmented into smartphones, tablets, gaming consoles, Pc and laptops, smart TVs, and HMD. The market is dominated by smartphones and is anticipated to maintain its dominance in the upcoming years. With the rapid rise in mobile gaming in recent years, smartphones are expected to gain market traction in the upcoming years. One of the benefits of this technology is its cost-effectiveness. HMD emerges to be the fastest-growing segment, due to the significant increase in the investments by market leaders and increase in the overall demand for the technology used.

Based on solutions, the market is segmented into video streaming and file streaming. Video streaming seized the majority of the solutions market in cloud gaming. The market's growth is being driven by the ability to stream games from high-performance servers without having to download or update the games. Furthermore, video streaming service further allows playing games anywhere and, on any platform, as long as it is connected to the internet. There has also been an increase of the wide selection of high-quality games.

For a better understanding of the market adoption of the cloud gaming market, the market is analyzed based on its worldwide presence in the countries such as North America (the United States and Canada), Europe (Germany, France, Italy, Spain, United Kingdom, and Rest of Europe), Asia-Pacific (China, Japan, India, Australia, and Rest of APAC), and Rest of World. The North America region is expected to witness a considerable CAGR and is expected to maintain similar growth throughout the forecast period. The growing adoption is mainly attributed to the factors such as increasing internet speed and connectivity, growing demand for gaming, and new gaming technologies. Furthermore, the growing availability of affordable gaming devices in the region. Furthermore, the growing advancements in cloud technology and growing investment in the refinement of the technology is expected to drive the market during the forecast period. Furthermore, the presence of key market players in the industry is expected to influence market growth during the forecast period.

Some of the major players operating in the market are NVIDIA Corporation, Microsoft, Amazon.com, Inc, Advanced Micro Devices, Inc, Sony Corporation, Tencent, IBM, Alibaba Group Holding Limited, Shadow, and Intel Corporation Several M&As along with partnerships have been undertaken by these players to develop cloud gaming solutions across the globe.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Limitation
  • 1.3. Stakeholders
  • 1.4. Currency used in Report

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Cloud Gaming Market
  • 2.2. Research Methodology of the Cloud Gaming Market
  • 2.3. Forecasting Method
  • 2.4. Respondent Profile
  • 2.5. Main Objective of the Cloud Gaming Study

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 CLOUD GAMING MARKET ANALYSIS

6 MARKET INSIGHTS BY OFFERING

  • 6.1. Gaming Platform Service
    • 6.1.1. Content Services
    • 6.1.2. PC Services
  • 6.2. Infrastructure
    • 6.2.1. Compute
    • 6.2.2. Memory
    • 6.2.3. Storage

7 MARKET INSIGHTS BY DEVICE TYPE

  • 7.1. Smartphones
  • 7.2. Tablets
  • 7.3. Gaming consoles
  • 7.4. Pc and laptop
  • 7.5. Smart tv
  • 7.6. HMD

8 MARKET INSIGHTS BY SOLUTION

  • 8.1. Video Streaming
  • 8.2. File Streaming

9 MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Italy
    • 9.2.5. Spain
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. Japan
    • 9.3.3. India
    • 9.3.4. South Korea
    • 9.3.5. Rest of Asia-Pacific
  • 9.4. Rest of World

10 CLOUD GAMING MARKET DYNAMICS

  • 10.1. Market Drivers
  • 10.2. Market Challenges
  • 10.3. Impact Analysis

11 CLOUD GAMING MARKET OPPORTUNITIES

12 CLOUD GAMING MARKET TRENDS

13 DEMAND AND SUPPLY-SIDE ANALYSIS

14 COMPANY PROFILED

  • 14.1. NVIDIA Corporation
  • 14.2. Microsoft
  • 14.3. Amazon.com, Inc
  • 14.4. Advanced Micro Devices, Inc
  • 14.5. Sony Corporation
  • 14.6. Tencent
  • 14.7. IBM
  • 14.8. Alibaba Group Holding Limited
  • 14.9. Shadow
  • 14.10. Intel Corporation

15 DISCLAIMER