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Cloud Gaming 2017 Global Market Expected to Grow at CAGR of 23.36% and Forecast to 2021

(October 16, 2017)


"Cloud Gaming Market"
Wiseguyreports.Com Publish New Market Research Report On-“Cloud Gaming 2017 Global Market Expected to Grow at CAGR of 23.36% and Forecast to 2021”

Cloud Gaming Market 2017

In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Cloud games offer cross-platform capability, which provide gamers a cost-effective as well as time-effective gaming experience. Further, in cloud games, the need for high-processing computer system is eliminated and only fast strong connectivity is required. In addition to this, cloud gaming authorizes the vendors to upgrade games without worrying much about the gamers' hardware capabilities. Hence, cloud gaming benefits both game publishers as well as individual gamers.

The analysts forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2015-2019.

Covered in this Report 

This report covers the present scenario and the growth prospects of the Global Cloud Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the subscription and rental revenue generated from the provision of cloud-based gaming as a web-based subscription service offered to game publishers and gamers.

 

Request a Sample Report @ https://www.wiseguyreports.com/sample-request/39820-global-cloud-gaming-market-2015-2019

 

The report, Global Cloud Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions  • America 


• APAC 
• EMEA

Key Vendors 
• G-Cluster 
• Nvidia 
• OnLive 
• Sony Computer Entertainment 
• Ubisoft Entertainment

Other Prominent Vendors 
• Agawi 
• CiiNOW 
• Cloud Games 
• Crytek 
• GameTree TV 
• GamingCloud 
• Happy Cloud 
• Joystiq 
• Kalydo 
• OTOY 
• Playcast Media 
• Shinra 
• Spoon.net 
• Ubitus

Key Questions Answered in this Report 
• What will the market size be in 2019 and what will the growth rate be? 
• What are the key market trends? 
• What is driving this market? 
• What are the challenges to market growth? 
• Who are the key vendors in this market space? 
• What are the market opportunities and threats faced by the key vendors? 
• What are the strengths and weaknesses of the key vendors?

 

Complete Report [email protected] https://www.wiseguyreports.com/reports/39820-global-cloud-gaming-market-2015-2019

 

Table of Contents –Analysis of Key Points

01. Executive Summary 

02. List of Abbreviations 

03. Scope of the Report 
    03.1 Market Overview 
    03.2 End-user Segments 
      03.2.1 Game Publishers 
      03.2.2 Individual Gamers 
    03.3 Base Year 
    03.4 Product Offerings 
04. Market Research Methodology 
    04.1 Market Research Process 
    04.2 Research Methodology 

05. Introduction 
06. Market Landscape 
    06.1 Market Snapshot 
    06.2 Market Overview 
    06.3 Product Lifecycle of Cloud Gaming 
    06.4 Global Video Game Market 
      06.4.1 Market Size and Forecast 
    06.5 Share of Cloud Gaming in Global Video Game Market 
    06.6 Global Cloud Gaming Market 
      06.6.1 Market Size and Forecast 
    06.7 Five Forces Analysis 

07. Segmentation of Market by Geography 
    07.1 Segmentation of Global Cloud Gaming Market by Geography 2014 
08. Key Leading Countries 
    08.1 US 
    08.2 Japan 

09. Buying Criteria 
10. Market Growth Drivers 
11. Drivers and their Impact 
12. Market Challenges 
13. Impact of Drivers and Challenges 
14. Market Trends 
15. Trends and their Impact 
16. Vendor Landscape 
    16.1 Competitive Scenario 
    16.2 Competitive Analysis 

17. Key Vendor Analysis 
    17.1 G-Cluster 
      17.1.1 Key Facts 
      17.1.2 Business Overview 
      17.1.3 Geographical Presence 
      17.1.4 Recent Developments 
      17.1.5 SWOT Analysis 

....Continued 

Media Contact
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Contact Person: Norah Trent
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Website: www.wiseguyreports.com



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