Global Cloud Gaming Market - Segmented by Device (Laptop and Computer, Mobile, Tablet, Television), and Region - Growth, Trends and Forecasts (2022 - 2030)

SKU ID :INH-12887115 | Published Date: 09-Jul-2018 | No. of pages: 102
1. Introduction 1.1 Key Deliverables of the Study 1.2 Study Assumptions 1.3 Market Definition 1.4 Key Findings of the Study 2. Cloud Gaming Market Research Approach and Methodology 3. Executive Summary 4. Cloud Gaming Market Dynamics 4.1 Cloud Gaming Market Overview 4.2 Industry Value Chain 4.3 Factors Driving the Cloud Gaming Market 4.3.1 Rapid Increasing in Gaming Devices and Audiences 4.3.2 Rising Internet Penetration and Speed 4.4 Factors Challenging the Cloud Gaming Market 4.4.1 Rich Gaming Experience and Internet Speed 4.5 Industry Attractiveness – Porter's Five Industry Forces Analysis 4.5.1 Bargaining Power of Suppliers 4.5.2 Bargaining Power of Consumers 4.5.3 Threat of New Entrants 4.5.4 Threat of Substitute Products or Services 4.5.5 Competitive Rivalry among Existing Competitors 4.6 Technology 4.6.1 File Streaming 4.6.2 Video Streaming 5. Global Cloud Gaming Market Segmentation 5.1 Cloud Gaming Market By Devices 5.1.1 Laptop and Computer 5.1.2 Mobile 5.1.3 Tablet 5.1.4 Television 5.1.5 Others (STB, PlayStation Portable, PS TV) 5.2 Cloud Gaming Market By Geography 5.2.1 North America 5.2.2 Europe 5.2.3 Asia-Pacific 5.2.4 Rest of the World 6. Competitive Intelligence – Company Profiles 6.1 Sony Corporation 6.2 Nvidia Corporation 6.3 Microsoft Corporation 6.4 The Hewlett-Packard Company (HP) 6.5 Vortex 6.6 Parsec Cloud, Inc. 6.7 PAPERSPACE 6.8 LiquidSky Software, Inc. 6.9 Simplay 6.10 Shadow by Blade 7. Investment Analysis 8. Opportunities in Global Cloud Gaming Market
Sony Corporation, Nvidia Corporation, Microsoft Corporation, The Hewlett-Packard Company (HP), Vortex, Parsec Cloud, Inc, PAPERSPACE, LiquidSky Software, Inc, Simplay
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