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2020 World Cloud Gaming Market Analysis Featuring Profiles of Key Players Including Playgiga, Sony and Blade

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Research and Markets

May 12, 2020, 05:30 ET

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DUBLIN, May 12, 2020 /PRNewswire/ -- The "Global Cloud Gaming Market Analysis & Trends - Industry Forecast to 2028" report has been added to ResearchAndMarkets.com's offering.

The Global Cloud Gaming Market is poised to experience strong growth during the forecast period 2018 to 2028. Some of the prominent trends that the market is witnessing include the advancements in cross-platform gaming, a rise in popularity of cloud gaming and greater utilization of cloud games.

Based on the solution type, the market is bifurcated into file streaming and video streaming. By business model, the market is fragmented into business-to-business (B2B) and business-to-consumer (B2C). On the basis of the gamer type, the market is classified into avid gamers, hardcore gamers, and casual gamers. With respect to the device type, the market is segmented into gaming consoles, smart televisions, smartphones, personal computers & laptops, head-mounted displays, and tablets.

Depending upon the offering, the market is divided into gaming platform services and infrastructure. The gaming platform services segment is further segregated into personal computer services and content services. The infrastructure segment is further classified into memory, compute, and storage. By gaming system, the market is segmented into remote play, playstation, steam in-home streaming, streammygame, and G-cluster.

This industry report analyzes the market estimates and forecasts for all the given segments on global as well as regional levels. The study provides historical market data for 2015, 2016 revenue estimations are presented for 2017 and forecasts from 2018 till 2028. The study focuses on market trends, leading players, supply chain trends, technological innovations, key developments, and future strategies. With comprehensive market assessment across the major geographies such as North America, Europe, Asia Pacific, Middle East, Latin America and Rest of the world the report is a valuable asset for the existing players, new entrants and the future investors.

The study presents detailed market analysis with inputs derived from industry professionals across the value chain. A special focus has been made on countries such as U.S., Canada, Mexico, U.K., Germany, Spain, France, Italy, China, Brazil, Saudi Arabia and South Africa. The market data is gathered from extensive primary interviews and secondary research. The market size is calculated based on the revenue generated through sales from all the given segments and sub segments in the research scope. The market sizing analysis includes both top-down and bottom-up approaches for data validation and accuracy measures.

Report Highlights:

  • The report provides a detailed analysis on current and future market trends to identify the investment opportunities
  • Market forecasts to 2028, using estimated market values as the base numbers
  • Key market trends across the business segments, Regions and Countries
  • Key developments and strategies observed in the market
  • Market Dynamics such as Drivers, Restraints, Opportunities and other trends
  • In-depth company profiles of key players and upcoming prominent players
  • Growth prospects among the emerging nations through 2028
  • Market opportunities and recommendations for new investments

Key Topics Covered:

1 Market Outline
1.1 Research Methodology
1.1.1 Research Approach & Sources
1.2 Market Trends
1.3 Regulatory Factors
1.4 Strategic Benchmarking
1.5 Opportunity Analysis

2 Executive Summary

3 Market Overview
3.1 Current Trends
3.2 Drivers
3.3 Constraints
3.4 Industry Attractiveness

4 Cloud Gaming Market, By Solution Type
4.1 File Streaming
4.2 Video Streaming

5 Cloud Gaming Market, By Business Model
5.1 Business-to-Business (B2B)
5.2 Business-to-Consumer (B2C)

6 Cloud Gaming Market, By Gamer Type
6.1 Avid Gamers
6.2 Hardcore Gamers
6.3 Casual Gamers

7 Cloud Gaming Market, By Device Type
7.1 Gaming Consoles
7.2 Smart Televisions
7.3 Smartphones
7.4 Personal Computers & Laptops
7.5 Head-Mounted Displays
7.6 Tablets

8 Cloud Gaming Market, By Offering
8.1 Gaming Platform Services
8.1.1 Personal Computer Services
8.1.2 Content Services
8.2 Infrastructure
8.2.1 Memory
8.2.2 Computer
8.2.3 Storage

9 Cloud Gaming Market, By Deployment
9.1 Private Cloud
9.2 Public Cloud
9.3 Hybrid Cloud

10 Cloud Gaming Market, By Gaming System
10.1 Remote Play
10.2 PlayStation
10.3 Steam In-Home Streaming
10.4 StreamMyGame
10.5 G-Cluster

11 Cloud Gaming Market, By Geography
11.1 North America
11.2 Europe
11.3 Asia Pacific
11.4 Middle East
11.5 Latin America
11.6 Rest of the World (RoW)

12 Key Player Activities
12.1 Acquisitions & Mergers
12.2 Agreements, Partnerships, Collaborations and Joint Ventures
12.3 Product Launch & Expansions
12.4 Other Activities

13 Leading Companies
13.1 Amazon
13.2 IBM
13.3 Google
13.4 Sony
13.5 Intel Corporation
13.6 Microsoft
13.7 NVIDIA
13.8 Advanced Micro Devices
13.9 Blade
13.10 Alibaba
13.11 Paperspace
13.12 Tencent
13.13 Playgiga
13.14 Vortex
13.15 Blacknut

For more information about this report visit https://www.researchandmarkets.com/r/abvs88

About ResearchAndMarkets.com
ResearchAndMarkets.com is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.


Media Contact:

Research and Markets
Laura Wood, Senior Manager
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