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Cloud Gaming Market by offering, Device Type, and Solution: Global Opportunity Analysis and Industry Forecast, 2021-2030

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    Report

  • 241 Pages
  • November 2021
  • Region: Global
  • Allied Market Research
  • ID: 5533793
Cloud gaming, sometimes called gaming on demand or gaming-as-a-service, is a type of online gaming that runs video games on remote servers and streams them directly to a user's device. Some of the major cloud gaming devices are Microsoft Xbox, google stadia and others.

Independent operation mode of the system and more affordable than other conventional gaming consoles is are one of the major factor that is driving the market growth. However, higher latency issues and lesser detail than traditional gaming platforms is primarily restraining the market growth. Moreover, advancement in cloud gaming network coupled with enhanced privacy is creating a lucrative opportunity for the market growth.

The global cloud gaming market is segmented on the basis of offering, device type, solution and region. Based on offering, the market is segmented into infrastructure and gaming platform services. Based on device type, the market is segmented into smartphones, tablets, gaming consoles, PC and laptops, smart tv and HMD. Based on solution, the market is segmented into video streaming and file streaming. Based on the region covered, the market is analyzed across North America, Europe, Asia-Pacific and LAMEA.

Some of the key companies mentioned within the report are Amazon Luna, Blacknut, Google LLC, Microsoft Corporation, NVIDIA Corporation, Shadow, Sony Group Corporation, Tencent, Ubitus K.K., Vortex (RemoteMyApp Sp. z o. o.)

KEY BENEFITS FOR STAKEHOLDERS

  • The study provides an in-depth analysis of the Cloud Gaming market along with current trends and future estimations to elucidate imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the market size is provided in the report.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.
  • The quantitative analysis of Cloud Gaming market for the period 2020–2030 is provided to determine the market potential.

KEY MARKET SEGMENTS


By Offering

  • Infrastructure
  • Gaming Platform Services

By Device Type

  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs & Laptops
  • Smart TVs
  • HMDs

By Solution

  • Video Streaming
  • File Streaming

By REGION

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Rest of Europe

  • Asia-Pacific
  • China
  • India
  • Japan
  • India
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

KEY MARKET PLAYERS

  • Amazon Luna
  • Blacknut
  • Google LLC
  • Microsoft Corporation
  • NVIDIA Corporation
  • Shadow
  • Sony Group Corporation
  • Tencent
  • Ubitus K.K.
  • Vortex (RemoteMyApp Sp. z o. o.)

 

Please note:

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Table of Contents

CHAPTER 1: INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENTS
1.3.1. Key market players
1.4. RESEARCH METHODOLOGY
1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools & models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. KEY FINDINGS
2.1.1. Top impacting factors
2.1.2. Top investment pockets
2.2. CXO PERSPECTIVE
CHAPTER 3: MARKET OVERVIEW AND SCOPE
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FORCES SHAPING THE CLOUD GAMING MARKET
3.3. MARKET DYNAMICS
3.3.1. Drivers
3.3.1.1. Cloud gaming technologies' platform independence
3.3.1.2. More affordable than conventional gaming consoles
3.3.2. Restraints
3.3.2.1. High latency issues
3.3.2.2. Lesser detail than traditional gaming platforms
3.3.3. Opportunities
3.3.3.1. New-age network evolutions
3.3.3.2. Enhanced security and privacy prevention
3.4. COVID-19 IMPACT ANALYSIS ON THE CLOUD GAMING MARKET
3.4.1. Impact on market size
3.4.2. Consumer trends, preferences, and budget impact
3.4.3. Economic impact
3.4.4. Key player strategies to tackle negative impact
3.4.5. Opportunity window
CHAPTER 4: CLOUD GAMING MARKET, BY OFFERING
4.1. OVERVIEW
4.2. INFRASTRUCTURE
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. GAMING PLATFORM SERVICE
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country
CHAPTER 5: CLOUD GAMING MARKET, BY DEVICE TYPE
5.1. OVERVIEW
5.2. SMART PHONES
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.3. TABLETS
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
5.4. GAMING CONSOLES
5.4.1. Key market trends, growth factors, and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market analysis, by country
5.5. PC AND LAPTOP
5.5.1. Key market trends, growth factors, and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market analysis, by country
5.6. SMART TV
5.6.1. Key market trends, growth factors, and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market analysis, by country
5.7. HMD
5.7.1. Key market trends, growth factors, and opportunities
5.7.2. Market size and forecast, by region
5.7.3. Market analysis, by country
CHAPTER 6: CLOUD GAMING MARKET, BY SOLUTION
6.1. OVERVIEW
6.2. VIDEO STREAMING
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country
6.3. FILE STREAMING
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country
CHAPTER 7: CLOUD GAMING MARKET, BY REGION
7.1. OVERVIEW
7.2. NORTH AMERICA
7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast, by Offeering
7.2.3. Market size and forecast, by Device Type
7.2.4. Market size and forecast, by Solution
7.2.4.1. U.S.
7.2.4.1.1. Market size and forecast, by offering
7.2.4.1.2. Market size and forecast, by Device type
7.2.4.1.3. Market size and forecast, by solution
7.2.4.2. Canada
7.2.4.2.1. Market size and forecast, by Solution
7.2.4.2.2. Market size and forecast, by Device Type
7.2.4.2.3. Market size and forecast, by Offering
7.3. EUROPE
7.3.1Key market trends, growth factors, and opportunities
7.3.2Market size and forecast, by offering
7.3.3. Market size and forecast, by Device Type
7.3.4Market size and forecast, by solution
7.3.4.1. UK
7.3.4.1.1. Market size and forecast, by Offering
7.3.4.1.2. Market size and forecast, by Device Type
7.3.4.1.3. Market size and forecast, by solution
7.3.4.2. Germany
7.3.4.2.1. Market size and forecast, by Solution
7.3.4.2.2Market size and forecast, by Device type
7.3.4.2.3. Market size and forecast, by offering
7.3.4.3. France
7.3.4.3.1. Market size and forecast, by Offering
7.3.4.3.2. Market size and forecast, by Device Type
7.3.4.3.3. Market size and forecast, by solution
7.3.4.4. Rest of Europe
7.3.4.4.1. Market size and forecast, by Solution
7.3.4.4.2. Market size and forecast, by Device Type
7.3.4..4.3. Market size and forecast, by Offering
7.4. ASIA-PACIFIC
7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast, by Offering
7.4.3. Market size and forecast, by Device Type
7.4.4. Market size and forecast, by Solution
7.4.4.1. China
7.4.4.1.1. Market size and forecast, by Offering
7.4.4.1.2. Market size and forecast, by Device Type
7.4.4.1.3. Market size and forecast, by Solution
7.4.4.2. India
7.4.4.2.1. Market size and forecast, by Solution
7.4.4.2.2. Market size and forecast, by Device Type
7.4.4.2.3. Market size and forecast, by Offering
7.4.4.3. Japan
7.4.4.3.1. Market size and forecast, by Offering
7.4.4.3.2. Market size and forecast, by Device Type
7.4.4.4. Rest of Asia-Pacific
7.4.4.4.1. Market size and forecast, by Offering
7.4.4.4.2. Market size and forecast, by Device Type
7.4.4.4.3. Market size and forecast, by Solution
7.5. LAMEA
7.5.1. Key market trends, growth factors, and opportunities
7.5.2. Market size and forecast, by Offering
7.5.3. Market size and forecast, by Device Type
7.5.3.1. Latin America
7.5.3.1.1. Market size and forecast, by Offering
7.5.3.1.2. Market size and forecast, by Device Type
7.5.3.1.3. Market size and forecast, by Solution
7.5.3.2. Middle East
7.5.3.2.1. Market size and forecast, by Offering
7.5.3.2.2. Market size and forecast, by Device Type
7.5.3.2.3. Market size and forecast, by Solution
7.5.3.3. Africa
7.5.3.3.1. Market size and forecast, by Solution
7.5.3.3.2. Market size and forecast, by Device Type
7.5.3.3.3. Market size and forecast, by Offering
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. KEY PLAYER POSITIONING ANALYSIS, 2019
8.2. TOP WINNING STRATEGIES
8.3. COMPETITIVE DASHBOARD
CHAPTER 9: COMPANY PROFILES
9.1. AMAZON LUNA
9.1.1. Company overview
9.1.2. Key executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. Business performance
9.1.7. Key strategic moves and developments
9.2. BLACKNUT
9.2.1. Company overview
9.2.2. Key executives
9.2.3. Company snapshot
9.2.4. Product portfolio
9.2.5. Key strategic moves and developments
9.3. GOOGLE LLC
9.3.1. Company overview
9.3.2. Key executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. R&D expenditure
9.3.7. Business performance
9.3.8. Key strategic moves and developments
9.4. MICROSOFT CORPORATION
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. R&D expenditure
9.4.7. Business performance
9.4.8. Key strategic moves and developments
9.5. NVIDIA CORPORATION
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. R&D expenditure
9.5.7. Business performance
9.5.8. Key strategic moves and developments
9.6. SHADOW
9.6.1. Company overview
9.6.2. Key executives
9.6.3. Company snapshot
9.6.4. Product portfolio
9.6.5. Key strategic moves and developments
9.7. SONY GROUP CORPORATION
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. business segments
9.7.5. Product portfolio
9.7.6. R&D Expenditure
9.7.7. Business performance
9.7.8. Key strategic moves and developments
9.8. TENCENT
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.8.6. R&D expenditure
9.8.7. Business performance
9.8.8. Key strategic moves and developments
9.9. UBITUS K.K.
9.9.1. Company overview
9.9.2. Key executives
9.9.3. Company snapshot
9.9.4. Product portfolio
9.9.5. Key strategic moves and developments
9.10. VORTEX (REMOTEMYAPP SP. Z O. O.)
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Product portfolio
9.10.5. Key strategic moves and developments
List of Tables
TABLE 01. CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 02. CLOUD GAMING MARKET FOR INFRASTRUCTURE, BY REGION, 2020-2030 ($MILLION)
TABLE 03. CLOUD GAMING MARKET FOR GAMING PLATFORM SERVICES, BY REGION, 2020-2030 ($MILLION)
TABLE 04. GLOBAL CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030($MILLION)
TABLE 05. CLOUD GAMING MARKET FOR SMARTPHONE REVENUE, BY REGION, 2020-2030($MILLION)
TABLE 06. CLOUD GAMING MARKET FOR TABLETS REVENUE, BY REGION, 2020-2030($MILLION)
TABLE 07. CLOUD GAMING MARKET FOR GAMNG CONSOLE REVENUE, BY REGION, 2020-2030($MILLION)
TABLE 08. CLOUD GAMING MARKET FOR PC AND LAPTOP REVENUE, BY REGION, 2020-2030($MILLION)
TABLE 09. CLOUD GAMING MARKET FOR SMART TV REVENUE, BY REGION, 2020-2030($MILLION)
TABLE 10. CLOUD GAMING MARKET FOR HMD REVENUE, BY REGION, 2020-2030($MILLION)
TABLE 11. CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 12. CLOUD GAMING MARKET FOR VIDEO STREAMING, BY REGION, 2020-2030 ($MILLION)
TABLE 13. CLOUD GAMING MARKET FOR FILE STREAMING, BY REGION, 2020-2030 ($MILLION)
TABLE 14. CLOUD GAMING MARKET, BY REGION, 2020-2030 ($MILLION)
TABLE 15. NORTH AMERICA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 16. NORTH AMERICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 17. NORTH AMERICA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 18. U.S. CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 19. U.S. CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 20. U.S. CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 21. CANADA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 22. CANADA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 23. CANADA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 24. EUROPE CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 25. EUROPE CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 26. EUROPE CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 27. UK CLOUD GAMING MARKET, BY COMPONENT, 2020-2030 ($MILLION)
TABLE 28. UK CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 29. UK CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 30. GERMANY CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 31. GERMANY CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 32. GERMANY CLOUD GAMING MARKET, BY OFFERINGPE, 2020-2030 ($MILLION)
TABLE 33. FRANCE CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 34. FRANCE CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 35. FRANCE CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 36. REST OF EUROPE CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 37. REST OF EUROPE CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 38. REST OF EUROPE CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 39. ASIA-PACIFIC CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 40. ASIA-PACIFIC CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 41. ASIA-PACIFIC CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 42. CHINA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 43. CHINA CLOUD GAMING MARKET, BY MOBILE OPERATOR, 2020-2030 ($MILLION)
TABLE 44. CHINA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 45. INDIA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 46. INDIA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 47. INDIA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 48. JAPAN CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 49. JAPAN CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 50. REST OF ASIA-PACIFIC CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 51. REST OF ASIA-PACIFIC CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 52. REST OF ASIA-PACIFIC CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 53. LAMEA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 54. LAMEA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 55. LATIN AMERICA CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 56. LATIN AMERICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 57. LATIN AMERICA CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 58. MIDDLE EAST CLOUD GAMING MARKET, BY OFFERING, 2020-2030 ($MILLION)
TABLE 59. MIDDLE EAST CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 60. MIDDLE EAST CLOUD GAMING MARKET, BY SOLUTION, 2020-2030 ($MILLION)
TABLE 61. AFRICA CLOUD GAMING MARKET, BY TYPE, 2020-2030 ($MILLION)
TABLE 62. AFRICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 63. AFRICA CLOUD GAMING MARKET, BY DEVICE TYPE, 2020-2030 ($MILLION)
TABLE 64. AMAZON.COM INC.: KEY EXECUTIVES
TABLE 65. AMAZON LUNA: COMPANY SNAPSHOT
TABLE 66. AMAZON.COM INC.: OPERATING SEGMENTS
TABLE 67. AMAZON.COM INC.: PRODUCT PORTFOLIO
TABLE 68. BLACKNUT: KEY EXECUTIVES
TABLE 69. BLACKNUT: COMPANY SNAPSHOT
TABLE 70. BLACKNUT: PRODUCT PORTFOLIO
TABLE 71. GOOGLE LLC: KEY EXECUTIVES
TABLE 72. GOOGLE LLC: COMPANY SNAPSHOT
TABLE 73. ALPHABET INC.: OPERATING SEGMENTS
TABLE 74. ALPHABET INC.: PRODUCT PORTFOLIO
TABLE 75. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 76. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 77. MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 78. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 79. NVIDIA CORPORATION: KEY EXECUTIVES
TABLE 80. NVIDIA CORPORATION: COMPANY SNAPSHOT
TABLE 81. NVIDIA CORPORATION: OPERATING SEGMENTS
TABLE 82. NVIDIA CORPORATION: PRODUCT PORTFOLIO
TABLE 83. NVIDIA CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 84. SHADOW: KEY EXECUTIVES
TABLE 85. SHADOW: COMPANY SNAPSHOT
TABLE 86. SHADOW: PRODUCT PORTFOLIO
TABLE 87. SONY GROUP CORPORATION: KEY EXECUTIVES
TABLE 88. SONY GROUP CORPORATION: COMPANY SNAPSHOT
TABLE 89. SONY GROUP CORPORATION: OPERATING SEGMENTS
TABLE 90. SONY GROUP CORPORATION: PRODUCT PORTFOLIO
TABLE 91. TENCENT: KEY EXECUTIVES
TABLE 92. TENCENT: COMPANY SNAPSHOT
TABLE 93. TENCENT: OPERATING SEGMENTS
TABLE 94. TENCENT: CLOUD GAMING
TABLE 95. TENCENT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 96. UBITUS K.K.: KEY EXECUTIVES
TABLE 97. UBITUS K.K.: COMPANY SNAPSHOT
TABLE 98. UBITUS K.K.: PRODUCT PORTFOLIO
TABLE 99. UBITUS K.K.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100. VORTEX (REMOTEMYAPP SP. Z O. O.): KEY EXECUTIVES
TABLE 101. VORTEX (REMOTEMYAPP SP. Z O. O.): COMPANY SNAPSHOT
TABLE 102. VORTEX (REMOTEMYAPP SP. Z O. O.): CLOUD GAMING PRODUCT PORTFOLIO
TABLE 103. VORTEX (REMOTEMYAPP SP. Z O. O.): KEY STRATEGIC MOVES AND DEVELOPMENTS
List of Figures
FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. GLOBAL CLOUD GAMING MARKET SNAPSHOT, 2021–2030
FIGURE 03. TOP IMPACTING FACTORS
FIGURE 04. TOP INVESTMENT POCKETS
FIGURE 05. MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06. MODERATE-TO-HIGH BARGAINING POWER OF BUYERS
FIGURE 07. MODERATE THREAT OF SUBSTITUTES
FIGURE 08. MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 09. MODERATE COMPETITIVE RIVALRY
FIGURE 10. MARKET DYNAMICS: GLOBAL CLOUD GAMING MARKET
FIGURE 11. CLOUD GAMING MARKET, BY COMPONENT, 2020-2030 ($MILLION)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR PRODUCT, BY COUNTRY, 2020 & 2030 (%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR SERVICES, BY COUNTRY, 2020 & 2030 (%)66
FIGURE 14. GLOBAL CLOUD GAMING MARKET REVENUE, BY MOBILE OPERATOR, 2020-2030 ($MILLION)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR MOBILE OPERATORS , BY COUNTRY, 2020 & 2030 (%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF CLOUD GAMING MARKET FOR FIXED OPERATORS, BY COUNTRY, 2020 & 2030 (%)
FIGURE 17. U.S. CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 18. CANADA CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 19. UK CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 20. GERMANY CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 21. FRANCE CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 22. REST OF EUROPE CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 23. CHINA CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 24. INDIA CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 25. JAPAN CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 26. REST OF ASIA-PACIFIC CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 27. LATIN AMERICA CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 28. MIDDLE EAST CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 29. AFRICA CLOUD GAMING MARKET, 2020-2030 ($MILLION)
FIGURE 30. KEY PLAYER POSITIONING ANALYSIS
FIGURE 31. TOP WINNING STRATEGIES, BY YEAR, 2019-2021
FIGURE 32. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2019-2021
FIGURE 33. TOP WINNING STRATEGIES, BY COMPANY, 2019-2021
FIGURE 34. COMPETITIVE DASHBOARD
FIGURE 35. COMPETITIVE DASHBOARD
FIGURE 36. COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 37. R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 38. CISCO SYSTEMS, INC.: REVENUE, 2018–2020 ($MILLION)
FIGURE 39. CISCO SYSTEMS, INC.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 40. CISCO SYSTEMS, INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 41. R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 42. ERICSSON: REVENUE, 2018–2020 ($MILLION)
FIGURE 43. ERICSSON: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 44. ERICSSON: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 45. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 46. HUAWEI TECHNOLOGIES CO., LTD.: NET SALES, 2018-2020 ($MILLION)
FIGURE 47. HUAWEI TECHNOLOGIES CO., LTD.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 48. HUAWEI TECHNOLOGIES CO., LTD.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 49. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 50. INTERNATIONAL BUSINESS MACHINES CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 51. INTERNATIONAL BUSINESS MACHINES CORPORATION: REVENUE SHARE, BY SEGMENT, 2020 (%)
FIGURE 52. INTERNATIONAL BUSINESS MACHINES CORPORATION: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 53. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 54. NEC CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 55. NEC CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 56. NEC CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 58. NOKIA CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 59. NOKIA CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 60. NOKIA CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 61. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 62. ORACLE CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 63. ORACLE CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 64. ORACLE CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 65. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 66. ZTE CORPORATION.: REVENUE, 2018-2020 ($MILLION)
FIGURE 67. ZTE CORPORATION.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 68. ZTE CORPORATION.: REVENUE SHARE BY REGION, 2020 (%)

Companies Mentioned

  • Amazon Luna
  • Blacknut
  • Google LLC
  • Microsoft Corporation
  • NVIDIA Corporation
  • Shadow Sony Group Corporation
  • Tencent
  • Ubitus K.K.
  • Vortex (RemoteMyApp Sp. z o. o

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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