Cloud Gaming Market Overview:

The communications industry is growing at an exponential rate owing to the technological advancements in recent years and with the advent of 5G wireless network technology, this industry is bound to showcase exceptional growth numbers over the next few years. Key players of the smartphone industry have initiated the manufacturing and distribution of 5G -enabled smartphones in developed nations and these devices shall soon be regularized across the world. Furthermore, technologies like artificial intelligence and machine learning have paved the way for the development of autonomous vehicles and with governments across the world taking initiatives in building an infrastructure compatible with these vehicles, it is predicted to grow at a remarkable rate in the upcoming years. Entertainment and recreational industries like gaming are exponentially proliferating with the introduction of augmented reality (AR) and virtual reality (VR) thus improving the overall gaming experience. The gaming industry is gaining huge popularity across the globe owing to the organization of international tournaments with bigger prize pools thus helping technologies like AR and VR reach every single corner of the world.

The assessment of the Cloud Gaming Market is performed considering various factors, like for instance, the business expansion policies of key players, competitive analysis of the progress of new entrants and emerging players, the revenue, financial, and opportunity analysis of market players. The Cloud Gaming Market is also analyzed based on the regional segmentation, product or technique, end-user spectrum, etc. This research will be conducted with the implementation of the latest market research methodologies which shall help organizations comprehend the overall market scenario and strategize accordingly.

Major players included in the Cloud Gaming Market:

  • NVIDIA
  • Intel Corporation
  • Google
  • Microsoft
  • Amazon
  • Advanced Micro Devices
  • Sony
  • IBM
  • Tencent
  • Alibaba
  • Blade
  • Blacknut
  • Paperspace
  • Vortex
  • Playgiga
  • Activision
  • Ubitus
  • Playkeys
  • Loudplay
  • Electronic Arts
  • Hatch Entertainment
  • Jump Gaming

(Note: The list of the major players will be updated with the latest market scenario and trends)

Cloud Gaming Market Segmentation:
By Offering

  • Infrastructure
    • Compute
    • Memory
    • Storage
  • Game Platform Services
    • Content Services
    • PC Services

By Device Type

  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs & Laptops
  • Smart TVs
  • Head Mounted Displays

By Solution Type

  • Video Streaming
  • File Streaming

By Gamer Type

  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers

By Region

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East and Africa

Cloud Gaming Market Competitive Analysis:

  • Tier-1 Players
  • Tier-2 Players
  • Emerging Players
  • New Entrants

Future Market Analytics Focus Points:

  • SWOT Analysis
  • Key Market Trends
  • Key Data -Points Affecting Market Growth
  • Revenue and Forecast Analysis
  • Growth Opportunities For New Entrants and Emerging Players
  • Key Player and Market Growth Matrix

Objectives of the Study:

  • To provide a comprehensive analysis on the Cloud Gaming Market by offering, by device type, by solution type, by gamer type and by region
  • To cater extensive insights on factors influencing the market growth (drivers, restraints, industry-specific restraints, business expansion opportunities)
  • To anticipate and analyse the market size expansion in key regions- North America, Europe, Asia Pacific, Latin America and Middle East and Africa
  • To record and evaluate competitive landscape mapping- strategic alliances and mergers, technological advancements and product launches, revenue and financial analysis of key market players

 
In case of any requirements or changes to the current table of content please contact us at:enquiry@futuremarketanalytics.com

Description

1. Market Introduction
    1.1. Objectives of the Study
    1.2. Market Definition
    1.3. Market Scope
         1.3.1 Years Considered for the Study
         1.3.2 Market Covered
    1.4. Currency
    1.5. Limitations
    1.6. Stakeholders

2. Research Methodology
    2.1. Research Data
         2.1.1. Secondary Data
                2.1.1.1. Key Data from Secondary Sources
         2.1.2. Primary Data
                2.1.2.1. Key Data from Primary Sources
    2.2. Market Size Estimation
    2.3. Market Breakdown and Data Triangulation
    2.4. Assumptions for the Study

3. Executive Summary
    3.1. Market Outlook
    3.2. Segment Outlook
    3.3. Competitive Insights

4. Market Variables, Trends & Scope
    4.1. Market Lineage Outlook
    4.2. Penetration and Growth Prospect Mapping
    4.3. Industry Value Chain Analysis
    4.4. Cost Analysis Breakdown
    4.5. Technology Overview
    4.6. Regulatory Framework on Country Level
         4.6.1. Reimbursement Framework
         4.6.2. Standards and Compliances

5. Market Overview
    5.1. Market Dynamics
         5.1.1. Market Driver Analysis
         5.1.2. Market Restraint Analysis
         5.1.3. Industry Challenges

6. Market Analysis Tools
    6.1. Industry Analysis – Porter’s
         6.1.1. Supplier Power
         6.1.2. Buyer Power
         6.1.3. Substitution Threat
         6.1.4. Threat from new entrants
         6.1.5. Competitive Rivalry
    6.2. Pestel Analysis
         6.2.1. Political Landscape
         6.2.2. Environmental Landscape
         6.2.3. Social landscape
         6.2.4. Technology landscape
         6.2.5. Legal Landscape

7. Cloud Gaming Market, By Offering Historical Analysis 2016-2020 and Forecast 2021-2028 (USD million)
    7.1. Infrastructure
         7.1.1. Compute
         7.1.2. Memory
         7.1.3. Storage
    7.2. Game Platform Services
         7.2.1. Content Services
         7.2.2. PC Services

8. Cloud Gaming Market, By Device Type Historical Analysis 2016-2020 and Forecast 2021-2028 (USD million)
    8.1. Smartphones
    8.2. Tablets
    8.3. Gaming Consoles
    8.4. PCs & Laptops
    8.5. Smart TVs
    8.6. Head Mounted Displays

9. Cloud Gaming Market, By Solution Type Historical Analysis 2016-2020 and Forecast 2021-2028 (USD million)
    9.1. Video Streaming
    9.2. File Streaming

10. Cloud Gaming Market, By Gamer Type Historical Analysis 2016-2020 and Forecast 2021-2028 (USD million)
    10.1. Casual Gamers
    10.2. Avid Gamers
    10.3. Hardcore Gamers

11. North America Market Analysis 2016–2020 and Forecast 2021-2028 (USD Million)
    11.1. Introduction
    11.2. Historical Market Size (USD Mn) Analysis By Country, 2016–2020
         11.2.1. U.S.
         11.2.2. Canada
         11.2.3. Mexico
         11.2.4. Rest of North America
    11.3. Market Size (USD Mn) Forecast for North America 2021-2028

12. Latin America Market Analysis 2016–2020 and Forecast 2021-2028 (USD Million)
    12.1. Introduction
    12.2. Regional Market Trends
    12.3. Historical Market Size (USD Mn) Analysis By Country, 2016–2020
         12.3.1. Brazil
         12.3.2. Venezuela
         12.3.2. Argentina
         12.3.3. Rest of Latin America
    12.4 Market Size (USD Mn) Forecast for Latin America 2021-2028

13. Europe Market Analysis 2016–2020 and Forecast 2021-2028 (USD Million)
    13.1. Introduction
    13.2. Historical Market Size (USD Mn) Analysis By Country, 2016–2020
         13.2.1. Germany
         13.2.2. U.K
         13.2.3. France
         13.2.4. Italy
         13.2.5. Switzerland
         13.2.6. Spain
         13.2.7. Russia
         13.2.8. Poland
         13.2.9. Rest of Europe
    13.3. Market Size (USD Mn) Forecast for Europe 2021-2028

14. Asia Pacific Market Analysis 2016–2020 and Forecast 2021-2028 (USD Million)
    14.1. Introduction
    14.2. Historical Market Size (USD Mn) Analysis By Country, 2016–2020
         14.2.1. Japan
         14.2.2. China
         14.2.3. Singapore
         14.2.4. Korea
         14.2.5. India
         14.2.6. Australia and New Zealand
         14.2.7. ASEAN
         14.2.8. Rest of Asia Pacific
    14.3. Market Size (USD Mn) Forecast for Asia Pacific 2021-2028

15. Middle East and Africa Market Analysis 2016–2020 and Forecast 2021-2028 (USD Million)
    15.1. Introduction
    15.2. Historical Market Size (USD Mn) Analysis By Country, 2016–2020
         15.2.1. UAE
         15.2.2. South Africa
         15.2.3. Egypt
         15.2.4. Saudi Arabia
         15.2.5. Rest of MEA
    15.3. Market Size (USD Mn) Forecast for MEA 2021-2028

16. Company Profiles (Competition Dashboard, Competitors Deep Dive, Product Type and Technology Portfolio, Financial Layouts)
    16.1. NVIDIA
         16.1.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.1.2. Product Portfolio
         16.1.3. SWOT Analysis
         16.1.4. Financial Overview
         16.1.5. Strategic Overview
    16.2. Intel Corporation
         16.2.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.2.2. Product Portfolio
         16.2.3. SWOT Analysis
         16.2.4. Financial Overview
         16.2.5. Strategic Overview
    16.3. Google
         16.3.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.3.2. Product Portfolio
         16.3.3. SWOT Analysis
         16.3.4. Financial Overview
         16.3.5. Strategic Overview
    16.4. Microsoft
         16.4.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.4.2. Product Portfolio
         16.4.3. SWOT Analysis
         16.4.4. Financial Overview
         16.4.5. Strategic Overview
    16.5. Amazon
         16.5.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.5.2. Product Portfolio
         16.5.3. SWOT Analysis
         16.5.4. Financial Overview
         16.5.5. Strategic Overview
    16.6. Advanced Micro Devices
         16.6.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.6.2. Product Portfolio
         16.6.3. SWOT Analysis
         16.6.4. Financial Overview
         16.6.5. Strategic Overview
    16.7. Sony
         16.7.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.7.2. Product Portfolio
         16.7.3. SWOT Analysis
         16.7.4. Financial Overview
         16.7.5. Strategic Overview
    16.8. IBM
         16.8.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.8.2. Product Portfolio
         16.8.3. SWOT Analysis
         16.8.4. Financial Overview
         16.8.5. Strategic Overview
    16.9. Tencent
         16.9.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.9.2. Product Portfolio
         16.9.3. SWOT Analysis
         16.9.4. Financial Overview
         16.9.5. Strategic Overview
    16.10. Alibaba
         16.10.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.10.2. Product Portfolio
         16.10.3. SWOT Analysis
         16.10.4. Financial Overview
         16.10.5. Strategic Overview
    16.11. Blade
         16.11.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.11.2. Product Portfolio
         16.11.3. SWOT Analysis
         16.11.4. Financial Overview
         16.11.5. Strategic Overview
    16.12. Blacknut
         16.12.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.12.2. Product Portfolio
         16.12.3. SWOT Analysis
         16.12.4. Financial Overview
         16.12.5. Strategic Overview
    16.13. Paperspace
         16.13.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.13.2. Product Portfolio
         16.13.3. SWOT Analysis
         16.13.4. Financial Overview
         16.13.5. Strategic Overview
    16.14. Vortex
         16.14.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.14.2. Product Portfolio
         16.14.3. SWOT Analysis
         16.14.4. Financial Overview
         16.14.5. Strategic Overview
    16.15. Playgiga
         16.15.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.15.2. Product Portfolio
         16.15.3. SWOT Analysis
         16.15.4. Financial Overview
         16.15.5. Strategic Overview
    16.16. Activision
         16.16.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.16.2. Product Portfolio
         16.16.3. SWOT Analysis
         16.16.4. Financial Overview
         16.16.5. Strategic Overview
    16.17. Ubitus
         16.17.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.17.2. Product Portfolio
         16.17.3. SWOT Analysis
         16.17.4. Financial Overview
         16.17.5. Strategic Overview
    16.18. Playkeys
         16.18.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.18.2. Product Portfolio
         16.18.3. SWOT Analysis
         16.18.4. Financial Overview
         16.18.5. Strategic Overview
    16.19. Loudplay
         16.19.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.19.2. Product Portfolio
         16.19.3. SWOT Analysis
         16.19.4. Financial Overview
         16.19.5. Strategic Overview
    16.20. Electronic Arts
         16.20.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.20.2. Product Portfolio
         16.20.3. SWOT Analysis
         16.20.4. Financial Overview
         16.20.5. Strategic Overview
    16.21. Hatch Entertainment
         16.21.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.21.2. Product Portfolio
         16.21.3. SWOT Analysis
         16.21.4. Financial Overview
         16.21.5. Strategic Overview
    16.22. Jump Gaming
         16.22.1. Company Overview (HQ, Business Segments, Employee Strength)
         16.22.2. Product Portfolio
         16.22.3. SWOT Analysis
         16.22.4. Financial Overview
         16.22.5. Strategic Overview
(Note: The list of the major players will be updated with the latest market scenario and trends)

17. Impact of COVID-19
    17.1. Positive influence on the industry
    17.2. The financial disruption of the sector
    17.3. Impact of COVID-19 on emerging companies
    17.4. Significant mandates in the industry regulations initiated by administrations
    17.5. The overall economic slowdown of the developing and developed nations

18. Competitive Intelligence and Competitive Matrix
    18.1. Competitive Intelligence
    18.2. Competitive Matrix

19. Major Deals and Strategic Alliances Analysis
    19.1. Joint ventures
    19.2. Mergers and acquisitions
    19.3. Licensing and partnerships
    19.4. Technology Collaborations
    19.5. Strategic Divestments
    19.6. Market Entry Strategies

20. Relevant Case Studies and Latest News Updates

21. Key Market Takeaway Points from the Market Analysts at Future Market Analytics