クラウドゲームの世界市場:ビデオストリーミング、ファイルストリーミング

【英語タイトル】Global Cloud Gaming Market 2018-2022

Technavioが出版した調査資料(IRTNTR22241)・商品コード:IRTNTR22241
・発行会社(調査会社):Technavio
・発行日:2018年10月20日
・ページ数:107
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール(受注後24時間以内)
・調査対象地域:グローバル、アジア、北米、ヨーロッパ(EMEA)
・産業分野:IT・サービス
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当調査レポートでは、クラウドゲームの世界市場について調査・分析し、市場概要、市場環境、クラウドゲーム市場規模、種類別(ビデオストリーミング、ファイルストリーミング)分析、プラットフォーム別(ゲーム機、コンピューティングデバイス、スマートテレビ、モバイル機器)分析、市場動向、競争環境、主要地域別市場規模(北米、ヨーロッパ、アジアなど)、関連企業情報などを含め、以下の構成でお届け致します。主な分析対象企業は、LiquidSky, NVIDIA, Sony, Valveなどです。
・エグゼクティブサマリー
・調査範囲・調査手法
・クラウドゲームの世界市場概要
・クラウドゲームの世界市場環境
・クラウドゲームの世界市場動向
・クラウドゲームの世界市場規模
・クラウドゲームの世界市場:業界構造分析
・クラウドゲームの世界市場:種類別(ビデオストリーミング、ファイルストリーミング)
・クラウドゲームの世界市場:プラットフォーム別(ゲーム機、コンピューティングデバイス、スマートテレビ、モバイル機器)
・クラウドゲームの世界市場:地域別市場規模・分析
・クラウドゲームの北米市場規模・予測
・クラウドゲームのヨーロッパ・中東・アフリカ市場規模・予測
・クラウドゲームのアジア太平洋市場規模・予測
・クラウドゲームの主要国分析
・クラウドゲームの世界市場:意思決定フレームワーク
・クラウドゲームの世界市場:成長要因、課題
・クラウドゲームの世界市場:競争環境
・クラウドゲームの世界市場:関連企業情報(ベンダー分析)
【レポートの概要】

About Cloud Gaming

Cloud gaming is a form of online gaming in which the gamers can play a game via internet-connected devices for free or by paying a subscription fee. The game is stored, executed, and rendered on the remote servers or game company’s servers.

Technavio’s analysts forecast the Global Cloud Gaming Market to grow at a CAGR of 30.48% during the period 2018-2022.

Covered in this report
The report covers the present scenario and the growth prospects of the global cloud gaming 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.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, global cloud gaming market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• LiquidSky
• NVIDIA
• Sony
• Valve

Market driver
• Easy availability of updated gaming versions
• For a full, detailed list, view our report

Market challenge
• Privacy and security concerns in the gaming industry
• For a full, detailed list, view our report

Market trend
• Cross-platform gaming experience
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2022 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?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【レポートの目次】

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 – Market size and forecast 2017-2022
• File streaming – Market size and forecast 2017-2022
• Market opportunity by type
PART 08: MARKET SEGMENTATION BY PLATFORM
• Segmentation by platform
• Comparison by platform
• Gaming consoles – Market size and forecast 2017-2022
• Computing devices – Market size and forecast 2017-2022
• Smart TVs – Market size and forecast 2017-2022
• Mobile devices – Market size and forecast 2017-2022
• Market opportunity by platform
PART 09: CUSTOMER LANDSCAPE
PART 10: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• Americas – Market size and forecast 2017-2022
• APAC – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• Market opportunity
PART 11: DECISION FRAMEWORK
PART 12: DRIVERS AND CHALLENGES
• Market drivers
• Market 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
• LiquidSky
• NVIDIA
• Sony
• Valve
PART 16: APPENDIX
• List of abbreviations

Exhibit 01: Parent market
Exhibit 02: Global gaming market: Segmentation
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global cloud gaming market – Market size and forecast 2017-2022 ($ mn)
Exhibit 09: Global cloud gaming market – Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition – Five forces 2017
Exhibit 18: Type – Market share 2017-2022 (%)
Exhibit 19: Comparison by type
Exhibit 20: Video streaming – Market size and forecast 2017-2022 ($ mn)
Exhibit 21: Video streaming – Year-over-year growth 2018-2022 (%)
Exhibit 22: File streaming – Market size and forecast 2017-2022 ($ mn)
Exhibit 23: File streaming – Year-over-year growth 2018-2022 (%)
Exhibit 24: Market opportunity by type
Exhibit 25: Platform – Market share 2017-2022 (%)
Exhibit 26: Comparison by platform
Exhibit 27: Gaming consoles – Market size and forecast 2017-2022 ($ mn)
Exhibit 28: Gaming consoles – Year-over-year growth 2018-2022 (%)
Exhibit 29: Computing devices – Market size and forecast 2017-2022 ($ mn)
Exhibit 30: Computing devices – Year-over-year growth 2018-2022 (%)
Exhibit 31: Smart TVs – Market size and forecast 2017-2022 ($ mn)
Exhibit 32: Smart TVs – Year-over-year growth 2018-2022 (%)
Exhibit 33: Mobile devices – Market size and forecast 2017-2022 ($ mn)
Exhibit 34: Mobile devices – Year-over-year growth 2018-2022 (%)
Exhibit 35: Market opportunity by platform
Exhibit 36: Customer landscape
Exhibit 37: Global cloud gaming market – Market share by geography 2017-2022 (%)
Exhibit 38: Regional comparison
Exhibit 39: Americas – Market size and forecast 2017-2022 ($ mn)
Exhibit 40: Americas – Year-over-year growth 2018-2022 (%)
Exhibit 41: Top 3 countries in Americas
Exhibit 42: APAC – Market size and forecast 2017-2022 ($ mn)
Exhibit 43: APAC – Year-over-year growth 2018-2022 (%)
Exhibit 44: Top 3 countries in APAC
Exhibit 45: EMEA – Market size and forecast 2017-2022 ($ mn)
Exhibit 46: EMEA – Year-over-year growth 2018-2022 (%)
Exhibit 47: Top 3 countries in EMEA
Exhibit 48: Market opportunity
Exhibit 49: Vendor landscape
Exhibit 50: Landscape disruption
Exhibit 51: Vendors covered
Exhibit 52: Vendor classification
Exhibit 53: Market positioning of vendors
Exhibit 54: LiquidSky – Vendor overview
Exhibit 55: LiquidSky – Organizational developments
Exhibit 56: LiquidSky – Key offerings
Exhibit 57: NVIDIA – Vendor overview
Exhibit 58: NVIDIA – Business segments
Exhibit 59: NVIDIA – Organizational developments
Exhibit 60: NVIDIA – Geographical focus
Exhibit 61: NVIDIA – Segment focus
Exhibit 62: NVIDIA – Key offerings
Exhibit 63: Sony: Vendor overview
Exhibit 64: Sony – Business segments
Exhibit 65: Sony – Organizational developments
Exhibit 66: Sony – Geographical focus
Exhibit 67: Sony – Segment focus
Exhibit 68: Sony – Key offerings
Exhibit 69: Valve – Vendor overview
Exhibit 70: Valve – Organizational developments
Exhibit 71: Valve – Key offerings



【掲載企業】

LiquidSky, NVIDIA, Sony, Valve

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