Report Content
Chapter 1. Methodology & Scope
1.1. Methodology
1.1.1. Initial data exploration
1.1.2. Statistical model and forecast
1.1.3. Industry insights and validation
1.1.4. Scope
1.1.5. Definitions
1.1.6. Methodology & forecast parameters
1.2. Data Sources
1.2.1. Secondary
1.2.1.1. Paid sources
1.2.1.2. Public sources
1.2.2. Primary
Chapter 2. Executive Summary
2.1. Cloud Gaming industry 360º synopsis, 2015 - 2025
2.2. Business trends
2.3. Regional trends
2.4. Type trends
2.5. Device trends
2.6. Business model trends
Chapter 3. Cloud Gaming Industry Insights
3.1. Introduction
3.2. Industry segmentation
3.3. Industry landscape, 2015 - 2025
3.4. Industry ecosystem analysis
3.5. Market evolution
3.6. Regulatory landscape
3.7. Technology and innovation landscape
3.7.1. Virtual Reality (VR)
3.7.2. Augmented Reality (AR)
3.7.3. GPU-as-a-Service (GPUaaS)
3.7.4. Mobile Edge Computing (MEC)
3.8. Industry impact forces
3.8.1. Growth drivers
3.8.1.1. High cost gaming hardwares and consoles
3.8.1.2. Increasing demand for on OTT gaming services
3.8.1.3. Increasing investment on 5G infrastructure in certain economies
3.8.1.4. Simultaneous access of numeous games at affordable prices
3.8.1.5. Growing popularity of GPU-as-a-service
3.8.2. Industry pitfalls & challenges
3.8.2.1. Lack of awareness regarding cloud gaming platforms
3.8.2.2. Absence of high speed internet connectivity in underdeveloped econmies
3.9. Growth potential analysis
3.10. Porter’s analysis
3.11. PESTLE analysis
Chapter 4. Competitive Landscape, 2018
4.1. Introduction
4.2. Major market players, 2018
4.2.1. Sony
4.2.2. Microsoft
4.2.3. EA Sports
4.2.4. NVIDIA
4.3. Major market players, 2018
4.3.1. PlayGiga
4.3.2. PlayKey
4.3.3. Loudplay
4.3.4. Blacknut
4.4. Other prominet vendors
Chapter 5. Global Cloud Gaming Market, By Type
5.1. Key trends, by type
5.2. File streaming
5.2.1. Market estimates and forecast, 2015 - 2025
5.3. Video streaming
5.3.1. Market estimates and forecast, 2015 - 2025
Chapter 6. Global Cloud Gaming Market, By Device
6.1. Key trends, by device
6.2. Consoles
6.2.1. Market estimates and forecast, 2015 - 2025
6.3. PCs & laptops
6.3.1. Market estimates and forecast, 2015 - 2025
6.4. Smartphones & tablets
6.4.1. Market estimates and forecast, 2015 - 2025
6.5. Connected television
6.5.1. Market estimates and forecast, 2015 - 2025
Chapter 7. Global Cloud Gaming Market, By Business Model
7.1. Key trends, by business model
7.2. Business-to-Consumer (B2C)
7.2.1. Market estimates and forecast, 2015 - 2025
7.3. Business-to-Business (B2B)
7.3.1. Market estimates and forecast, 2015 - 2025
Chapter 8. Global Cloud Gaming Market, By Region
8.1. Key trends, by region
8.2. North America
8.2.1. Market estimates and forecast, 2015 - 2025
8.2.2. Market estimates and forecast, by type, 2015 - 2025
8.2.3. Market estimates and forecast, by device, 2015 – 2025
8.2.4. Market estimates and forecast, by business model, 2015 – 2025
8.2.5. U.S.
8.2.5.1. Market estimates and forecast, 2015 - 2025
8.2.5.2. Market estimates and forecast, by type, 2015 - 2025
8.2.5.3. Market estimates and forecast, by device, 2015 – 2025
8.2.5.4. Market estimates and forecast, by business model, 2015 – 2025
8.2.6. Canada
8.2.6.1. Market estimates and forecast, 2015 - 2025
8.2.6.2. Market estimates and forecast, by type, 2015 - 2025
8.2.6.3. Market estimates and forecast, by device, 2015 – 2025
8.2.6.4. Market estimates and forecast, by business model, 2015 – 2025
8.3. Europe
8.3.1. Market estimates and forecast, 2015 - 2025
8.3.2. Market estimates and forecast, by type, 2015 - 2025
8.3.3. Market estimates and forecast, by device, 2015 – 2025
8.3.4. Market estimates and forecast, by business model, 2015 – 2025
8.3.5. Germany
8.3.5.1. Market estimates and forecast, 2015 - 2025
8.3.5.2. Market estimates and forecast, by type, 2015 - 2025
8.3.5.3. Market estimates and forecast, by device, 2015 – 2025
8.3.5.4. Market estimates and forecast, by business model, 2015 – 2025
8.3.6. UK
8.3.6.1. Market estimates and forecast, 2015 - 2025
8.3.6.2. Market estimates and forecast, by type, 2015 - 2025
8.3.6.3. Market estimates and forecast, by device, 2015 – 2025
8.3.6.4. Market estimates and forecast, by business model, 2015 – 2025
8.3.7. France
8.3.7.1. Market estimates and forecast, 2015 - 2025
8.3.7.2. Market estimates and forecast, by type, 2015 - 2025
8.3.7.3. Market estimates and forecast, by device, 2015 – 2025
8.3.7.4. Market estimates and forecast, by business model, 2015 – 2025
8.3.8. Italy
8.3.8.1. Market estimates and forecast, 2015 - 2025
8.3.8.2. Market estimates and forecast, by type, 2015 - 2025
8.3.8.3. Market estimates and forecast, by device, 2015 – 2025
8.3.8.4. Market estimates and forecast, by business model, 2015 – 2025
8.3.9. Spain
8.3.9.1. Market estimates and forecast, 2015 - 2025
8.3.9.2. Market estimates and forecast, by type, 2015 - 2025
8.3.9.3. Market estimates and forecast, by device, 2015 – 2025
8.3.9.4. Market estimates and forecast, by business model, 2015 – 2025
8.3.10. Netherlands
8.3.10.1. Market estimates and forecast, 2015 - 2025
8.3.10.2. Market estimates and forecast, by type, 2015 - 2025
8.3.10.3. Market estimates and forecast, by device, 2015 – 2025
8.3.10.4. Market estimates and forecast, by business model, 2015 – 2025
8.4. Asia Pacific
8.4.1. Market estimates and forecast, 2015 - 2025
8.4.2. Market estimates and forecast, by type, 2015 - 2025
8.4.3. Market estimates and forecast, by device, 2015 – 2025
8.4.4. Market estimates and forecast, by business model, 2015 – 2025
8.4.5. Australia
8.4.5.1. Market estimates and forecast, 2015 - 2025
8.4.5.2. Market estimates and forecast, by type, 2015 - 2025
8.4.5.3. Market estimates and forecast, by device, 2015 – 2025
8.4.5.4. Market estimates and forecast, by business model, 2015 – 2025
8.4.6. China
8.4.6.1. Market estimates and forecast, 2015 - 2025
8.4.6.2. Market estimates and forecast, by type, 2015 - 2025
8.4.6.3. Market estimates and forecast, by device, 2015 – 2025
8.4.6.4. Market estimates and forecast, by business model, 2015 – 2025
8.4.7. India
8.4.7.1. Market estimates and forecast, 2015 - 2025
8.4.7.2. Market estimates and forecast, by type, 2015 - 2025
8.4.7.3. Market estimates and forecast, by device, 2015 – 2025
8.4.7.4. Market estimates and forecast, by business model, 2015 – 2025
8.4.8. Japan
8.4.8.1. Market estimates and forecast, 2015 - 2025
8.4.8.2. Market estimates and forecast, by type, 2015 - 2025
8.4.8.3. Market estimates and forecast, by device, 2015 – 2025
8.4.8.4. Market estimates and forecast, by business model, 2015 – 2025
8.4.9. South Korea
8.4.9.1. Market estimates and forecast, 2015 - 2025
8.4.9.2. Market estimates and forecast, by type, 2015 - 2025
8.4.9.3. Market estimates and forecast, by device, 2015 – 2025
8.4.9.4. Market estimates and forecast, by business model, 2015 – 2025
8.5. LAMEA
8.5.1. Market estimates and forecast, 2015 - 2025
8.5.2. Market estimates and forecast, by type, 2015 - 2025
8.5.3. Market estimates and forecast, by device, 2015 – 2025
8.5.4. Market estimates and forecast, by business model, 2015 – 2025
8.5.5. Brazil
8.5.5.1. Market estimates and forecast, 2015 - 2025
8.5.5.2. Market estimates and forecast, by type, 2015 - 2025
8.5.5.3. Market estimates and forecast, by device, 2015 – 2025
8.5.5.4. Market estimates and forecast, by business model, 2015 – 2025
8.5.6. Mexico
8.5.6.1. Market estimates and forecast, 2015 - 2025
8.5.6.2. Market estimates and forecast, by type, 2015 - 2025
8.5.6.3. Market estimates and forecast, by device, 2015 – 2025
8.5.6.4. Market estimates and forecast, by business model, 2015 – 2025
8.5.7. Saudi Arabia
8.5.7.1. Market estimates and forecast, 2015 - 2025
8.5.7.2. Market estimates and forecast, by type, 2015 - 2025
8.5.7.3. Market estimates and forecast, by device, 2015 – 2025
8.5.7.4. Market estimates and forecast, by business model, 2015 – 2025
8.5.8. UAE
8.5.8.1. Market estimates and forecast, 2015 - 2025
8.5.8.2. Market estimates and forecast, by type, 2015 - 2025
8.5.8.3. Market estimates and forecast, by device, 2015 – 2025
8.5.8.4. Market estimates and forecast, by business model, 2015 – 2025
Chapter 9. Company Profiles
9.1. Advanced Micro Devices, Inc
9.1.1. Business overview
9.1.2. Financial data
9.1.3. Product landscape
9.1.4. Strategic outlook
9.1.5. SWOT analysis
9.2. Apple, Inc.
9.2.1. Business overview
9.2.2. Financial data
9.2.3. Product landscape
9.2.4. Strategic outlook
9.2.5. SWOT analysis
9.3. Blacknut
9.3.1. Business overview
9.3.2. Financial data
9.3.3. Product landscape
9.3.4. Strategic outlook
9.3.5. SWOT analysis
9.4. Blade SAS
9.4.1. Business overview
9.4.2. Financial data
9.4.3. Product landscape
9.4.4. Strategic outlook
9.4.5. SWOT analysis
9.5. Broadmedia GC Corporation
9.5.1. Business overview
9.5.2. Financial data
9.5.3. Product landscape
9.5.4. Strategic outlook
9.5.5. SWOT analysis
9.6. Cloudzen
9.6.1. Business overview
9.6.2. Financial data
9.6.3. Product landscape
9.6.4. Strategic outlook
9.6.5. SWOT analysis
9.7. Electronic Arts, Inc.
9.7.1. Business overview
9.7.2. Financial data
9.7.3. Product landscape
9.7.4. Strategic outlook
9.7.5. SWOT analysis
9.8. Kalydo
9.8.1. Business overview
9.8.2. Financial data
9.8.3. Product landscape
9.8.4. Strategic outlook
9.8.5. SWOT analysis
9.9. Loudplay Global Ltd.
9.9.1. Business overview
9.9.2. Financial data
9.9.3. Product landscape
9.9.4. Strategic outlook
9.9.5. SWOT analysis
9.10. Microsoft Corporation
9.10.1. Business overview
9.10.2. Financial data
9.10.3. Product landscape
9.10.4. Strategic outlook
9.10.5. SWOT analysis
9.11. Numecent
9.11.1. Business overview
9.11.2. Financial data
9.11.3. Product landscape
9.11.4. Strategic outlook
9.11.5. SWOT analysis
9.12. NVIDIA Corporation
9.12.1. Business overview
9.12.2. Financial data
9.12.3. Product landscape
9.12.4. Strategic outlook
9.12.5. SWOT analysis
9.13. Paperspace Co.
9.13.1. Business overview
9.13.2. Financial data
9.13.3. Product landscape
9.13.4. Strategic outlook
9.13.5. SWOT analysis
9.14. Parsec Cloud, Inc.
9.14.1. Business overview
9.14.2. Financial data
9.14.3. Product landscape
9.14.4. Strategic outlook
9.14.5. SWOT analysis
9.15. Playcast
9.15.1. Business overview
9.15.2. Financial data
9.15.3. Product landscape
9.15.4. Strategic outlook
9.15.5. SWOT analysis
9.16. Playcloud, Inc.
9.16.1. Business overview
9.16.2. Financial data
9.16.3. Product landscape
9.16.4. Strategic outlook
9.16.5. SWOT analysis
9.17. Playgiga
9.17.1. Business overview
9.17.2. Financial data
9.17.3. Product landscape
9.17.4. Strategic outlook
9.17.5. SWOT analysis
9.18. PlayKey
9.18.1. Business overview
9.18.2. Financial data
9.18.3. Product landscape
9.18.4. Strategic outlook
9.18.5. SWOT analysis
9.19. Rainway, Inc.
9.19.1. Business overview
9.19.2. Financial data
9.19.3. Product landscape
9.19.4. Strategic outlook
9.19.5. SWOT analysis
9.20. RemoteMyApp sp. z o.o.
9.20.1. Business overview
9.20.2. Financial data
9.20.3. Product landscape
9.20.4. Strategic outlook
9.20.5. SWOT analysis
9.21. RemotrCloud
9.21.1. Business overview
9.21.2. Financial data
9.21.3. Product landscape
9.21.4. Strategic outlook
9.21.5. SWOT analysis
9.22. Sony Interactive Entertainment LLC
9.22.1. Business overview
9.22.2. Financial data
9.22.3. Product landscape
9.22.4. Strategic outlook
9.22.5. SWOT analysis
9.23. Wiztivi
9.23.1. Business overview
9.23.2. Financial data
9.23.3. Product landscape
9.23.4. Strategic outlook
9.23.5. SWOT analysis