Global Cloud Gaming Market 2018-2022: Penetration of Cloud Gaming in a Multiplayer Scenario / Increasing Use of Cloud Gamification / Cross-Platform Gaming Experience

DUBLIN, Oct. 9, 2018 /PRNewswire/ --

The "Global Cloud Gaming Market 2018-2022" report has been added to ResearchAndMarkets.com's offering.

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The Global Cloud Gaming Market to grow at a CAGR of 30.48% during the period 2018-2022.

Global Cloud Gaming Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report also includes a discussion of the key vendors operating in this market. To calculate the market size, the report considers the revenue generated based on the type of cloud gaming, which includes video and file streaming.

According to the report, one driver influencing this market is the easy availability of update gaming versions. Updated versions of cloud-based games can be accessed without additional costs if they are with the subscription period. One trend affecting this market is increasing use of cloud gamification. The gamification process helps the companies in understanding the knowledge and productivity of the employees and gamers' state of mind.

Further, the report states that one challenge affecting this market is the high costs related to game development. The development costs of games is increasing owing to the constant quality enhancement of the gaming experience and rise in innovation in the market.

Key vendors

    --  LiquidSky
    --  NVIDIA
    --  Sony
    --  Valve

Key Topics Covered:

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE

    --  Market ecosystem
    --  Market characteristics
    --  Market segmentation analysis

PART 05: MARKET SIZING

    --  Market definition
    --  Market sizing 2017
    --  Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS

    --  Bargaining power of buyers
    --  Bargaining power of suppliers
    --  Threat of new entrants
    --  Threat of substitutes
    --  Threat of rivalry
    --  Market condition

PART 07: MARKET SEGMENTATION BY TYPE

    --  Segmentation by type
    --  Comparison by type
    --  Video streaming
    --  File streaming
    --  Market opportunity by type

PART 08: MARKET SEGMENTATION BY PLATFORM

    --  Segmentation by platform
    --  Comparison by platform

    --  Gaming consoles

    --  Computing devices

    --  Smart TVs
    --  Mobile devices
    --  Market opportunity by platform

PART 09: CUSTOMER LANDSCAPE

PART 10: REGIONAL LANDSCAPE

    --  Geographical segmentation
    --  Regional comparison
    --  Market opportunity

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

PART 13: MARKET TRENDS

    --  Penetration of cloud gaming in a multiplayer scenario
    --  Increasing use of cloud gamification
    --  Cross-platform gaming experience

PART 14: VENDOR LANDSCAPE

    --  Overview
    --  Landscape disruption

PART 15: VENDOR ANALYSIS

    --  Vendors covered
    --  Vendor classification

    --  Market positioning of vendors

For more information about this report visit https://www.researchandmarkets.com/research/rw2tfx/global_cloud?w=5

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SOURCE Research and Markets