Table of Content


1 Market Dynamics
1.1 Market Growth Factors
1.1.1 Growing penetration of high speed internet and smart devices.
1.1.2 Increasing demand of gaming as a service, reducing cost of owing games.
1.1.3 Integration with AR & VR enabled technology.
1.1.4 Growing digitization in Media & entertainment industry.
1.2 Market Restraints
1.2.1 Unavailability of high speed internet in most of the regions.
1.2.2 Lack of proper cloud infrastructure.
2 Market Factor Analysis
2.1 Porter’s Five Forces Analysis
2.2 Supply Chain Analysis
3 Global Cloud Gaming Market, By Type
3.1 Introduction
3.2 Sub-segment
3.2.1 Video Streaming
3.2.2 File Streaming
4 Global Cloud Gaming Market, By Gaming System
4.1 Introduction
4.2 Sub-Segment
4.2.1 G – Cluster
4.2.2 Steam In home Streaming
4.2.3 Remote Play
4.2.4 StreamMyGame
4.2.5 Playstation Now
4.2.6 Others
5 Competitive Landscape
5.1 Introduction
5.2 Market Share Analysis
5.3 Company Profiles
5.3.1 Sony Corporation (Japan)
5.3.1.1 Company Overview
5.3.1.2 Type/Services Offering
5.3.1.3 Strategy
5.3.1.4 SWOT Analysis
5.3.2 Game Fly (U.S.)
5.3.2.1 Company Overview
5.3.2.2 Type/Services Offering
5.3.2.3 Strategy
5.3.2.4 SWOT Analysis
5.3.3 Nvidia Corporation (U.S.)
5.3.3.1 Company Overview
5.3.3.2 Type/Services Offering
5.3.3.3 Strategy
5.3.3.4 SWOT Analysis
5.3.4 Ubitus Inc (U.S.)
5.3.4.1 Company Overview
5.3.4.2 Types/Services Offering
5.3.4.3 Strategy
5.3.5 Playkey (U.S.)
5.3.5.1 Company Overview
5.3.5.2 Type/ Service offered
5.3.5.3 Strategy
5.3.6 PlayGiga (Spain)
5.3.6.1 Company overview
5.3.6.2 Type/ Service offering
5.3.7 Tsinghua Tongfang Co., Ltd (China)
5.3.7.1 Company Overview
5.3.7.2 Type/ Service offered
5.3.8 Microsoft Corporation (U.S.)
5.3.8.1 Company Overview
5.3.8.2 Type/ Service offered
5.3.8.3 Strategy
5.3.8.4 SWOT Analysis
5.3.9 Zynga, Inc. (U.S.)
5.3.9.1 Company Overview
5.3.9.2 Type/ Service offered
5.3.9.3 Strategy
5.3.9.4 SWOT Analysis
5.3.10 Cirrascale Corporation (U.S.)
5.3.10.1 Company Overview
5.3.10.2 Types/Services Offered
5.3.11 Google, LLC. (U.S.)
5.3.11.1 Company Overview
5.3.11.2 Types/Services offered
5.3.11.3 Strategy
5.3.11.4 SWOT Analysis
5.3.12 Hatch Entertainment Ltd. (Finland)
5.3.12.1 Company Overview
5.3.12.2 Types/Services offered
6 Research Methodologies
6.1 Research Process
6.2 Primary Research
6.3 Secondary Research
6.4 Market Size Estimation
6.5 Forecast Model



List of Figures




FIGURE 1 GLOBAL CLOUD GAMING MARKET: DRIVERS & RESTRAINTS
FIGURE 2 GLOBAL CLOUD GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS
FIGURE 3 GLOBAL CLOUD GAMING MARKET: SUPPLY CHAIN ANALYSIS
FIGURE 4 GLOBAL CLOUD GAMING MARKET BY TYPE, 2017-2023 (USD MILLION)
FIGURE 5 GLOBAL CLOUD GAMING MARKET, FOR VIDEO STREAMING , 2017-2023 (USD MILLION)
FIGURE 6 GLOBAL CLOUD GAMING MARKET, FOR FILE STREAMING, 2017-2023 (USD MILLION)
FIGURE 7 GLOBAL CLOUD GAMING MARKET, BY GAMING SYSTEM TYPE, 2017-2023 (USD MILLION)
FIGURE 8 GLOBAL CLOUD GAMING MARKET, FOR G-CLUSTER, 2017-2023 (USD MILLION)
FIGURE 9 GLOBAL CLOUD GAMING MARKET, FOR STEAM IN HOME STREAMING, 2017-2023 (USD MILLION)
FIGURE 10 GLOBAL CLOUD GAMING MARKET, FOR REMOTE PLAY, 2017-2023 (USD MILLION)
FIGURE 11 GLOBAL CLOUD GAMING MARKET, FOR STREAMMYGAME, 2017-2023 (USD MILLION)
FIGURE 12 GLOBAL CLOUD GAMING MARKET, FOR PLAYSTATION NOW, 2017-2023 (USD MILLION)
FIGURE 13 GLOBAL CLOUD GAMING MARKET, FOR OTHERS, 2017-2023 (USD MILLION)
FIGURE 14 GLOBAL CLOUD GAMING KEY PLAYERS MARKET SHARE, 2016 (%)
FIGURE 15 MRFR RESEARH PROCESS

 

List of Tables




TABLE 1 GLOBAL CLOUD GAMING MARKET BY TYPE, 2017-2023 (USD MILLION)
TABLE 2 GLOBAL CLOUD GAMING MARKET, BY GAMING SYSTEM TYPE, 2017-2023 (USD MILLION)
TABLE 3 GLOBAL CLOUD GAMING KEY PLAYERS MARKET SHARE, 2016 (%)