Cloud Gaming Market By Type, Cloud, Server And End User - Global Industry Analysis And Forecast To 2023

Published On : May 2018 Pages : 190 Category: Communication Services Report Code : IC05780

Industry Outlook and Trend Analysis

The Cloud Gaming Market has witnessed significant growth in the recent years and is anticipated to grow tremendously over the forecast period. Cloud gaming alludes to a game that dwells on a company server instead of on the gamer's device. The gamer enters the game by installing a client program that can get to the server where the games are running. The major benefit of cloud gaming is that the organization can upgrade the games without worrying as much about the capabilities of clients' computers. The customer program that the gamer installs is normally light in that it doesn't require much processing power to function. The gamer would then be able to choose from the accessible games and play them on the server. The processing power for running the game is given by the server; however the speed of the connection can turn into an issue for the gamer. Cloud gaming organizations typically charge a fee for subscription, working much like online video rental administrations.

Drivers and Restraints

An expanding mobile and internet subscriber base, government activities associated with infrastructure exercises, increasing gaming audience, upgrades in development of new technologies, and lessening piracy are the significant drivers for this present market's development. Developing countries have significantly contributed to the overall growth of the market. The increasing demand or online games has brought about surging requirement for cloud gaming. The major benefit of not having to purchase a console to play the game is leading boosting installation of client programmes in cloud gaming.

Market Segmentation

The cloud gaming market is segmented on the basis of type, server, cloud and end-user. On the basis of type the market is segmented into file streaming, video streaming and others. The cloud segment is further classified in to private, public, hybrid and community. Based on server the market is classified in to play station, G-cluster, gamenow, stream my game and others. The end-users for the global cloud gaming are core gamer, serious gamer and social gamer.

Regional Outlook and Trend Analysis

North America and Western Europe is driving the cloud gaming market. The expanded infiltration of tablets and smartphones in the Americas, high reasonableness and capacity to invest time in recreation activities is a charge for the market development. Asia Pacific is anticipated to reflect high development rate amid the gauge time frame. High accessibility of low-cost smartphones and tablets and rising pattern of making use of digital technology in Region, for example, China and India and furthermore because of the raising foreign investments are the elements driving the Asia Pacific market.

Competitive Insights

The major players in the market are PLAYKEY, Ubitus Inc, Tsinghua Tongfang, Beijing Zhongqing Longtu Network Technology Co Ltd, Microsoft, Amazon, Samsung Electronics, Sony Corporation, GameFly and NVIDIA Graphics Pvt Ltd. The major players in the market are profiled in detail in view of qualities, for example, company portfolio, business strategies, financial overview, recent developments, and share of the overall industry.

The Cloud Gaming Market is segmented as follows-

By Type:

  • File streaming,
  • Video streaming
  • Others

By Cloud:

  • Private
  • Public
  • Hybrid
  • Community

By Server:

  • Play station
  • G-cluster
  • Gamenow

By End User:

  • Core gamer
  • Serious gamer
  • Social gamer

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • India
    • Southeast Asia
    • Rest of Asia-Pacific
  • South America
    • Brazil
    • Argentina
    • Columbia
    • South Africa
    • Rest of South America
  • Middle East and Africa
    • Saudi Arabia
    • UAE
    • Egypt
    • Nigeria
    • South Africa
    • Rest of MEA

Some of the key questions answered by the report are:

  • What was the market size in 2014 and forecast from 2015 to 2023?
  • What will be the industry market growth from 2015 to 2023?
  • What are the major drivers, restraints, opportunities, challenges, and industry trends and their impact on the market forecast?
  • What are the major segments leading the market growth and why?
  • Which are the leading players in the market and what are the major strategies adopted by them to sustain the market competition?

Market Classification

·         Cloud Gaming Market, By Type, Estimates and Forecast, 2014-2023 ($Million)

·         Video streaming

·         File Streaming

·         Cloud Gaming Market, By Cloud, Estimates and Forecast, 2014-2023 ($Million)

·         Public

·         Private

·         Hybrid

·         Cloud Gaming Market, By Server, Estimates and Forecast, 2014-2023 ($Million)

·         G-Cluster

·         Play Station

·         Gamenow

·         Cloud Gaming Market, By End User, Estimates and Forecast, 2014-2023 ($Million)

·         Serious Gamer

·         Social Gamer

·         Core Gamer

·         Cloud Gaming Market, By Region, Estimates and Forecast, 2014-2023 ($Million)

o    North America

§  North America Cloud Gaming Market, By Country

o    U.S. Cloud Gaming Market

o    Canada Cloud Gaming Market

o    Mexico Cloud Gaming Market

o    Europe

§  Europe Cloud Gaming Market, By Country

o    Germany Cloud Gaming Market

o    UK Cloud Gaming Market

o    France Cloud Gaming Market

o    Russia Cloud Gaming Market

o    Italy Cloud Gaming Market

o    Rest of Europe Cloud Gaming Market

o    Asia-Pacific

§  Asia-Pacific Cloud Gaming Market, By Country

o    China Cloud Gaming Market

o    Japan Cloud Gaming Market

o    South Korea Cloud Gaming Market

o    India Cloud Gaming Market

o    Southeast Asia Cloud Gaming Market

o    Rest of Asia-Pacific Cloud Gaming Market

o    South America

§  South America Cloud Gaming Market

o    Brazil Cloud Gaming Market

o    Argentina Cloud Gaming Market

o    Columbia Cloud Gaming Market

o    South Africa Cloud Gaming Market

o    Rest of South America Cloud Gaming Market

o    Middle East and Africa

§  Middle East and Africa Cloud Gaming Market

o    Saudi Arabia Cloud Gaming Market

o    UAE Cloud Gaming Market

o    Egypt Cloud Gaming Market

o    Nigeria Cloud Gaming Market

o    South Africa Cloud Gaming Market

o    Rest of MEA Cloud Gaming Market

Table of Contents

1.       Introduction

1.1.       Report Description

1.2.       Research Methodology

1.2.1.  Secondary Research

1.2.2.  Primary Research

2.       Executive Summary

2.1.       Key Highlights

3.       Market Overview

3.1.       Introduction

3.1.1.  Market Definition

3.1.2.  Market Segmentation

3.2.       Market Dynamics

3.2.1.  Drivers

3.2.2.  Restraints

3.2.3.  Opportunities

3.2.3.1.    Emerging Markets to Offer Lucrative Growth Opportunities

4.       Market Analysis by Regions

4.1.       North America (United States, Canada and Mexico)

4.1.1.  United States Market States and Outlook (2014-2023)

4.1.2.  Canada Market States and Outlook (2014-2023)

4.1.3.  Mexico Market States and Outlook (2014-2023)

4.2.       Europe (Germany, France, UK, Russia, Italy and Rest of Europe)

4.2.1.  Germany Market States and Outlook (2014-2023)

4.2.2.  France Market States and Outlook (2014-2023)

4.2.3.  UK Market States and Outlook (2014-2023)

4.2.4.  Russia Market States and Outlook (2014-2023)

4.2.5.  Italy Market States and Outlook (2014-2023)

4.2.6.  Rest of Europe Market States and Outlook (2014-2023)

4.3.       Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Rest of Asia-Pacific)

4.3.1.  China Market States and Outlook (2014-2023)

4.3.2.  Japan Market States and Outlook (2014-2023)

4.3.3.  Korea Market States and Outlook (2014-2023)

4.3.4.  India Market States and Outlook (2014-2023)

4.3.5.  Rest of Asia-Pacific Market States and Outlook (2014-2023)

4.4.       South America (Brazil, Argentina, Columbia and Rest of South America)

4.4.1.  Brazil Market States and Outlook (2014-2023)

4.4.2.  Argentina Market States and Outlook (2014-2023)

4.4.3.  Columbia Market States and Outlook (2014-2023)

4.4.4.  Rest of South America Market States and Outlook (2014-2023)

4.5.       Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa and Rest of MEA)

4.5.1.  Saudi Arabia Market States and Outlook (2014-2023)

4.5.2.  UAE Market States and Outlook (2014-2023)

4.5.3.  Egypt Market States and Outlook (2014-2023)

4.5.4.  Nigeria Market States and Outlook (2014-2023)

4.5.5.  South Africa Market States and Outlook (2014-2023)

4.5.6.  Rest of MEA Market States and Outlook (2014-2023)

5.       Cloud Gaming Market, By Type

5.1.       Introduction

5.2.       Global Cloud Gaming Sales, Revenue and Market Share by Type (2014-2018)

5.2.1.  Global Cloud Gaming Sales and Sales Share by Type (2014-2018)

5.2.2.  Global Cloud Gaming Revenue and Revenue Share by Type (2014-2018)

5.3.       Video streaming

5.3.1.  Global Video streaming Sales and Growth Rate (2014-2018)

5.4.       File Streaming

5.4.1.  Global File Streaming Sales and Growth Rate (2014-2018)

6.       Cloud Gaming Market, By Cloud

6.1.       Introduction

6.2.       Global Cloud Gaming Sales, Revenue and Market Share by Cloud (2014-2018)

6.2.1.  Global Cloud Gaming Sales and Sales Share by Cloud (2014-2018)

6.2.2.  Global Cloud Gaming Revenue and Revenue Share by Cloud (2014-2018)

6.3.       Public

6.3.1.  Global Public Sales and Growth Rate (2014-2018)

6.4.       Private

6.4.1.  Global Private Sales and Growth Rate (2014-2018)

6.5.       Hybrid

6.5.1.  Global Hybrid Sales and Growth Rate (2014-2018)

7.       Cloud Gaming Market, By Server

7.1.       Introduction

7.2.       Global Cloud Gaming Sales, Revenue and Market Share by Server (2014-2018)

7.2.1.  Global Cloud Gaming Sales and Sales Share by Server (2014-2018)

7.2.2.  Global Cloud Gaming Revenue and Revenue Share by Server (2014-2018)

7.3.       G-Cluster

7.3.1.  Global G-Cluster Sales and Growth Rate (2014-2018)

7.4.       Play Station

7.4.1.  Global Play Station Sales and Growth Rate (2014-2018)

7.5.       Gamenow

7.5.1.  Global Gamenow Sales and Growth Rate (2014-2018)

8.       Cloud Gaming Market, By End User

8.1.       Introduction

8.2.       Global Cloud Gaming Sales, Revenue and Market Share by End User (2014-2018)

8.2.1.  Global Cloud Gaming Sales and Sales Share by End User (2014-2018)

8.2.2.  Global Cloud Gaming Revenue and Revenue Share by End User (2014-2018)

8.3.       Serious Gamer

8.3.1.  Global Serious Gamer Sales and Growth Rate (2014-2018)

8.4.       Social Gamer

8.4.1.  Global Social Gamer Sales and Growth Rate (2014-2018)

8.5.       Core Gamer

8.5.1.  Global Core Gamer Sales and Growth Rate (2014-2018)

9.       Cloud Gaming Market, By Region

9.1.       Introduction

9.2.       Global Cloud Gaming Sales, Revenue and Market Share by Regions

9.2.1.  Global Cloud Gaming Sales by Regions (2014-2018)

9.2.2.  Global Cloud Gaming Revenue by Regions (2014-2018)

9.3.       North America Cloud Gaming by Countries

9.3.1.  North America Cloud Gaming Sales and Growth Rate (2014-2018)

9.3.2.  North America Cloud Gaming Revenue and Growth Rate (2014-2018)

9.3.3.  North America Cloud Gaming Sales by Countries (2014-2018)

9.3.4.  North America Cloud Gaming Revenue (Million USD) by Countries (2014-2018)

9.3.5.  U.S.

9.3.5.1.    United States Cloud Gaming Sales and Growth Rate (2014-2018)

9.3.5.2.    United States Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.3.6.  Canada

9.3.6.1.    Canada Cloud Gaming Sales and Growth Rate (2014-2018)

9.3.6.2.    Canada Cloud Gaming Sales (Millions USD) and Growth Rate (2014-2018)

9.3.7.  Mexico

9.3.7.1.    Mexico Cloud Gaming Sales and Growth Rate (2014-2018)

9.3.7.2.    Mexico Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.4.       Europe Cloud Gaming by Countries

9.4.1.  Europe Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.2.  Europe Cloud Gaming Revenue and Growth Rate (2014-2018)

9.4.3.  Europe Cloud Gaming Sales by Countries (2014-2018)

9.4.4.  Europe Cloud Gaming Revenue (Million USD) by Countries (2014-2018)

9.4.5.  Germany

9.4.5.1.    Germany Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.5.2.    Germany Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.4.6.  UK

9.4.6.1.    UK Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.6.2.    UK Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.4.7.  France

9.4.7.1.    France Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.7.2.    France Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.4.8.  Russia

9.4.8.1.    Russia Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.8.2.    Russia Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.4.9.  Italy

9.4.9.1.    Italy Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.9.2.    Italy Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.4.10.      Rest of Europe

9.4.10.1. Rest of Europe Cloud Gaming Sales and Growth Rate (2014-2018)

9.4.10.2. Rest of Europe Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.5.       Asia-Pacific

9.5.1.  Asia-Pacific Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.2.  Asia-Pacific Cloud Gaming Revenue and Growth Rate (2014-2018)

9.5.3.  Asia-Pacific Cloud Gaming Sales by Countries (2014-2018)

9.5.4.  Asia-Pacific Cloud Gaming Revenue (Million USD) by Countries (2014-2018)

9.5.5.  China

9.5.5.1.    China Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.5.2.    China Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.5.6.  Japan

9.5.6.1.    Japan Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.6.2.    Japan Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.5.6.3.     

9.5.7.  Korea

9.5.7.1.    Korea Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.7.2.    Korea Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.5.8.  India

9.5.8.1.    India Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.8.2.    India Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.5.9.  Southeast Asia

9.5.9.1.    Southeast Asia Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.9.2.    Southeast Asia Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.5.10.      Rest of Asia-Pacific

9.5.10.1. Rest of Asia-Pacific Cloud Gaming Sales and Growth Rate (2014-2018)

9.5.10.2. Rest of Asia-Pacific Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.6.       South America

9.6.1.  South America Cloud Gaming Sales and Growth Rate (2014-2018)

9.6.2.  South America Cloud Gaming Revenue and Growth Rate (2014-2018)

9.6.3.  South America Cloud Gaming Sales by Countries (2014-2018)

9.6.4.  South America Cloud Gaming Revenue (Million USD) by Countries (2014-2018)

9.6.5.  Brazil

9.6.5.1.    Brazil Cloud Gaming Sales and Growth Rate (2014-2018)

9.6.5.2.    Brazil Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.6.6.  Argentina

9.6.6.1.    Argentina Cloud Gaming Sales and Growth Rate (2014-2018)

9.6.6.2.    Argentina Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.6.7.  Columbia

9.6.7.1.    Columbia Cloud Gaming Sales and Growth Rate (2014-2018)

9.6.7.2.    Columbia Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.6.8.  Rest of South America

9.6.8.1.    Rest of South America Cloud Gaming Sales and Growth Rate (2014-2018)

9.6.8.2.    Rest of South America Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.7.       Middle East and Africa

9.7.1.  Middle East and Africa Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.2.  Middle East and Africa Cloud Gaming Revenue and Growth Rate (2014-2018)

9.7.3.  Middle East and Africa Cloud Gaming Sales by Countries (2014-2018)

9.7.4.  Middle East and Africa Cloud Gaming Revenue (Million USD) by Countries (2014-2018)

9.7.5.  Saudi Arabia

9.7.5.1.    Saudi Arabia Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.5.2.    Saudi Arabia Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.7.6.  United Arab Emirates

9.7.6.1.    United Arab Emirates Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.6.2.    United Arab Emirates Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.7.7.  Egypt

9.7.7.1.    Egypt Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.7.2.    Egypt Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.7.8.  Nigeria

9.7.8.1.    Nigeria Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.8.2.    Nigeria Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.7.9.  South Africa

9.7.9.1.    South Africa Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.9.2.    South Africa Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

9.7.10.      Rest of Middle East and Africa

9.7.10.1. Rest of Middle East and Africa Cloud Gaming Sales and Growth Rate (2014-2018)

9.7.10.2. Rest of Middle East and Africa Cloud Gaming Revenue (Millions USD) and Growth Rate (2014-2018)

10.   Company Profiles

10.1.      Sony

10.1.1.      Business Overview

10.1.2.      Product Portfolio

10.1.3.      Strategic Developments

10.1.4.      Sales, Revenue and Market Share

10.2.    GameFly

10.2.1.      Business Overview

10.2.2.      Product Portfolio

10.2.3.      Strategic Developments

10.2.4.      Sales, Revenue and Market Share

10.3.    Nvidia

10.3.1.      Business Overview

10.3.2.      Product Portfolio

10.3.3.      Strategic Developments

10.3.4.      Sales, Revenue and Market Share

10.4.    Ubitus

10.4.1.      Business Overview

10.4.2.      Product Portfolio

10.4.3.      Strategic Developments

10.4.4.      Sales, Revenue and Market Share

10.5.    Playkey

10.5.1.      Business Overview

10.5.2.      Product Portfolio

10.5.3.      Strategic Developments

10.5.4.      Sales, Revenue and Market Share

10.6.    HaiHong Holding

10.6.1.      Business Overview

10.6.2.      Product Portfolio

10.6.3.      Strategic Developments

10.6.4.      Sales, Revenue and Market Share

10.7.     TongFang

10.7.1.      Business Overview

10.7.2.      Product Portfolio

10.7.3.      Strategic Developments

10.7.4.      Sales, Revenue and Market Share

10.8.    Zhongqing Game

10.8.1.      Business Overview

10.8.2.      Product Portfolio

10.8.3.      Strategic Developments

10.8.4.      Sales, Revenue and Market Share

10.9.    Samsung Electronics

10.9.1.      Business Overview

10.9.2.      Product Portfolio

10.9.3.      Strategic Developments

10.9.4.      Sales, Revenue and Market Share

10.10.Microsoft Corporation

10.10.1.  Business Overview

10.10.2.  Product Portfolio

10.10.3.  Strategic Developments

10.10.4.  Sales, Revenue and Market Share

11.   Global Cloud Gaming Market Competition, by Manufacturer

11.1.    Global Cloud Gaming Sales and Market Share by Manufacturer (2016-2017)

11.2.    Global Cloud Gaming Revenue and Market Share by Manufacturer (2016-2017)

11.3.    Global Cloud Gaming Price by Manufacturer (2016-2017)

11.4.    Top 5 Cloud Gaming Manufacturer Market Share

11.5.    Market Competition Trend

12.   Cloud Gaming Market Forecast (2018-2023)

12.1.    Global Cloud Gaming Sales, Revenue (Millions USD) and Growth Rate (2018-2023)

12.2.    Cloud Gaming Market Forecast by Regions (2018-2023)

12.2.1.      North America Cloud Gaming Market Forecast (2018-2023)

12.2.1.1. United States Cloud Gaming Market Forecast (2018-2023)

12.2.1.2. Canada Cloud Gaming Market Forecast (2018-2023)

12.2.1.3. Mexico Cloud Gaming Market Forecast (2018-2023)

12.2.2.      Europe Cloud Gaming Market Forecast (2018-2023)

12.2.2.1. Germany Cloud Gaming Market Forecast (2018-2023)

12.2.2.2. United Kingdom Cloud Gaming Market Forecast (2018-2023)

12.2.2.3. France Cloud Gaming Market Forecast (2018-2023)

12.2.2.4. Russia Cloud Gaming Market Forecast (2018-2023)

12.2.2.5. Italy Cloud Gaming Market Forecast (2018-2023)

12.2.2.6. Rest of the Europe Cloud Gaming Market Forecast (2018-2023)

12.2.3.      Asia-Pacific Cloud Gaming Market Forecast (2018-2023)

12.2.3.1. China Cloud Gaming Market Forecast (2018-2023)

12.2.3.2. Japan Cloud Gaming Market Forecast (2018-2023)

12.2.3.3. Korea Cloud Gaming Market Forecast (2018-2023)

12.2.3.4. India Cloud Gaming Market Forecast (2018-2023)

12.2.3.5. Southeast Asia Cloud Gaming Market Forecast (2018-2023)

12.2.3.6. Rest of Asia-Pacific Cloud Gaming Market Forecast (2018-2023)

12.2.4.      South America Cloud Gaming Market Forecast (2018-2023)

12.2.4.1. Brazil Cloud Gaming Market Forecast (2018-2023)

12.2.4.2. Argentina Cloud Gaming Market Forecast (2018-2023)

12.2.4.3. Columbia Cloud Gaming Market Forecast (2018-2023)

12.2.4.4. Rest of South America Cloud Gaming Market Forecast (2018-2023)

12.2.5.      Middle East and Africa Cloud Gaming Market Forecast (2018-2023)

12.2.5.1. Saudi Arabia Cloud Gaming Market Forecast (2018-2023)

12.2.5.2. UAE Cloud Gaming Market Forecast (2018-2023)

12.2.5.3. Egypt Cloud Gaming Market Forecast (2018-2023)

12.2.5.4. Nigeria Cloud Gaming Market Forecast (2018-2023)

12.2.5.5. South Africa Cloud Gaming Market Forecast (2018-2023)

12.2.5.6. Rest of MEA Cloud Gaming Market Forecast (2018-2023)

12.3.    Cloud Gaming Market Forecast by Type (2018-2023)

12.3.1.      Global Cloud Gaming Sales Forecast by Type (2018-2023)

12.3.2.      Global Cloud Gaming Sales Market Share Forecast by Type (2018-2023)

12.4.    Cloud Gaming Market Forecast by Cloud (2018-2023)

12.4.1.      Global Cloud Gaming Sales Forecast by Cloud (2018-2023)

12.4.2.      Global Cloud Gaming Sales Market Share Forecast by Cloud (2018-2023)

12.5.    Cloud Gaming Market Forecast by Server (2018-2023)

12.5.1.      Global Cloud Gaming Sales Forecast by Server (2018-2023)

12.5.2.      Global Cloud Gaming Sales Market Share Forecast by Server (2018-2023)

12.6.      Cloud Gaming Market Forecast by End User (2018-2023)

12.6.1.      Global Cloud Gaming Sales Forecast by End User (2018-2023)

12.6.2.      Global Cloud Gaming Sales Market Share Forecast by End User (2018-2023)

*You can glance through the list of Tables and Figures when you view the sample copy of Cloud Gaming Market.


List of Tables

*You can glance through the list of Tables and Figures when you view the sample copy of Cloud Gaming Market.


Research Methodology

We use both primary as well as secondary research for our market surveys, estimates and for developing forecast. Our research process commence by analyzing the problem which enable us to design the scope for our research study. Our research process is uniquely designed with enough flexibility to adjust according to changing nature of products and markets, while retaining core element to ensure reliability and accuracy in research findings. We understand both macro and micro-economic factors to evaluate and forecast different market segments.

Data Mining

Data is extensively collected through various secondary sources such as annual reports, investor presentations, SEC filings, and other corporate publications. We also refer trade magazines, technical journals, paid databases such as Factiva and Bloomberg, industry trade journals, scientific journals, and social media data to understand market dynamics and industry trends. Further, we also conduct primary research to understand market drivers, restraints, opportunities, challenges, and competitive scenario to build our analysis.

Data Collection Matrix

Data Collection Matrix

Supply Side

Demand Side

Primary Data Sources

  • Manufacturers
  • Distributors & Wholesalers
  • GPOs
  • Physicians/Specialist
  • Healthcare Providers
  • Consumers

Secondary Data Sources

  • Annual Reports/SEC Filings/ Investor Presentations/ Press Releases
  • Government/Associations Publications
  • Case Studies
  • Reference Customers

 

Market Modeling and Forecasting

We use epidemiology and capital equipment-based models to forecast market size of different segments at country and regional level.

  • Epidemiology-based Forecasting Model: This method uses epidemiology data gathered through various publications and from physicians to estimate population of patients, flow of treatment of individual disease and therapies. The data collected through this method includes statics on incidence of disease, population suffering from disease, and treatment population. This method is used to understand:
  • Number of patients for particular device or medical procedure and
  • Repeated use of particular device depending on health and condition of patient
  • Capital-based Forecasting Model: This method of forecasting is based on number of replacements, installed-based and new sales of capital equipment used in various healthcare and diagnostic centers. These three parameters are calculated and forecast is developed. Installation base is calculated as average number of units per facility; while sales for particular year is calculated from number of new and replace units. Secondary data is collected through various supply chain intermediaries and opinion leaders to arrive at installation and sales rate. These techniques help our analysts in validating market and developed market estimates and forecast.

We do forecast on basis of several parameters such as market drivers, market opportunities, industry trends government regulations, raw materials supply and trade dynamics to ensure relevance of forecast with market scenario. With increasing need to granulized information, we used bottom-up methodology for forecasting where we evaluate each regional segment differently and combined all forecast to develop final market forecast.

Data Validation

We believe primary research is a very important tool in analyzing and forecasting different markets. In order to make sure accuracy of our findings, our team conducts primary interviews at every stage of research to gain deep insights into current business environment and future trends and key developments in market. This includes use of various methods such as telephonic interviews, focus groups, face to face interviews and questionnaires to validate our research from all aspects. We validate our data through primary research from key industry leaders such as CEO, product managers, marketing managers, suppliers, distributors, and consumers are frequently interviewed. These interviews provide valuable insights which help us to have better market understanding besides validating our estimates and forecast.

Data Triangulation

data triangulation

Industry Analysis

Qualitative Data

Quantitative Data (2017-2025)

  • Market Dynamics (Drivers, Restraints, and Challenges)
  • Industry Trend Analysis
  • Market Opportunities
  • Government Policies and Regulations, Patent Analysis, and Reimbursement Policies
  • Porter’s Five Forces and PESTLE Analysis
  • Key Developments and Competitive Landscape
  • Market Assessment and Forecast
  • Market Assessment and Forecast, By Product
  • Market Assessment and Forecast, By Technology
  • Market Assessment and Forecast, By Application
  • Market Assessment and Forecast, By End User
  • Market Assessment and Forecast, By Region/Country

License Type

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