followers 0 popularity
following 1

following  view all

JasonJKing is not in any groups

Global Cloud Gaming Market Business Analysis 2019-2024

Jan 21st 2019 at 11:27 PM

The Report named “Global Cloud Gaming Market” serves crucial perceptions into global Cloud Gaming industry along with newfangled industry details, currently dominating players in Cloud Gaming, chapter wise analysis of each section and looming industry trends, which will guide the readers to target Cloud Gaming market product Specifications and clients driving the long-term market revenue and profitability.

Scope of the Report:
This report studies the Cloud Gaming market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Cloud Gaming market by product type and applications/end industries.
In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients.
While the rapid growth of cloud gaming, challenges especially security risk, latency and bandwidth as well as packet loss are gradually arisen to impede technology developments. Benefits and impacts follow the appearance of cloud gaming and change the way players experience games traditionally. No heavy deployment on hardware or further downloading or updating is required and therefore less production such as disc will be made by vendors.
Because of gamers might expect higher standard experience is met, quality of experience (QoS) is proposed to deal with explosively increased requirements to enhance the performance of gaming. Two research covered on different topics are given to analyse the factors that influence the QoS.
The global Cloud Gaming market is valued at 45 million USD in 2017 and is expected to reach 450 million USD by the end of 2023, growing at a CAGR of 46.7% between 2017 and 2023.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Cloud Gaming.
Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Request Sample:

Market Segment by Companies, this report covers
GameFly (PlayCast)
Crytek GmbH
Utomik (Kalydo) (Gloud)
Cyber Cloud
Yunlian Technology
Alibaba Cloud
Tencent Cloud
Ksyun (Kingsoft)

Market Segment by Regions, regional analysis covers 
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
Video Streaming
File Streaming

Market Segment by Applications, can be divided into
Connected TV

Inquiry Before Buying:

Global Cloud Gaming market report also includes Cloud Gaming Market Business Overview. It also includes Cloud Gaming Market by Applications and Type, Cloud Gaming Revenue, Sales and Price and Cloud Gaming Business Share. This report of Cloud Gaming Market research also consists Global Cloud Gaming Market Competition, by Cloud Gaming market revenue of regions, sales and by Cloud Gaming industry competitive Players.

Report on (2018 Cloud Gaming Market Report) mainly covers 15 Section and keenly display’s the global Cloud Gaming market:

Chapter 1 describes Cloud Gaming Introduction, product scope, Cloud Gaming market overview, market opportunities, market driving force, market risk;

Chapter 2 analyzes the top competitive players of global Cloud Gaming, with revenue, Cloud Gaming industry sales, and price of Cloud Gaming, in 2016 and 2017;

Chapter 3 displays the competitive situation of Cloud Gaming among the top competitive players, with sales, revenue and market share in Cloud Gaming Market in 2016 and 2017;

Chapter 4 shows the global Cloud Gaming market by regions, with market sales, revenue and share of Cloud Gaming, for each region, from 2013 to 2018;

Chapter 5, 6, 7, 8 and 9 analyzes the critical regions, with revenue, sales, and market share of Cloud Gaming market by key countries in these regions;

Chapter 10 and 11 shows the worldwide Cloud Gaming market by type and application, with sales channel, Cloud Gaming market share and growth rate by type, Cloud Gaming industry application, from 2013 to 2018;

Chapter 12 includes global Cloud Gaming market forecast, by regions, type and application, Cloud Gaming with sales and revenue, from 2018 to 2023;

Chapter 13, 14 and 15 describes Cloud Gaming distributors, dealers, Cloud Gaming traders, sales channel, research findings and conclusion, appendix and data source.



Please to comment

sign in

Remember Me

New to IM faceplate? join free!

Lost Password? click here