Global Cloud Gaming Market 2016-2020 – Market to Grow at a CAGR of 29.33% – Research and Markets

DUBLIN, June 15, 2016 /PRNewswire/ —

Research and Markets has announced the addition of the “Global Cloud Gaming Market 2016-2020” report to their offering.

The global gaming market to grow at a CAGR of 29.33% during the period 2016-2020.

The introduction and popularity of PCs and electronic devices and the rise of the internet have led to the development and commercialization of gaming across the globe. Individuals are passionate about interactive entertainment in the form of games, which have different genres and offer different user experiences in a broad variety of platforms.

Global Cloud Gaming Market 2016-2020, 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.

Increased subscription for the free-to-play model is a key trend in the market. This model allows gamers to gain free access to limited levels of games. Most gamers opt for subscriptions after the free levels are cleared, in turn, converting free users to premium paid users.

According to the report, the total ownership cost of gaming consoles is high as it requires a specified equipment and regular purchase of physical copies of gaming software. On the contrary, cloud gaming does not need physical copies while updates and backups of these games are stored on a cloud platform, which decreases the overall cost of gaming substantially.

Further, the report states that privacy and security concerns remain a crucial challenge for the growth of the global cloud gaming market.

Key vendors

– G-Cluster

– Nvidia

– PlayGiga

– Sony Computer Entertainment

– Ubisoft Entertainment

Other prominent vendors

– Amazon

– CiiNOW

– Crytek

– GamingCloud

– Google

– Happy Cloud

– IBM

– Microsoft

– Nintendo

– Playcast Media Systems

– Samsung Electronics

– TransGaming

– Ubitus

– Valve

Key Topics Covered:

PART 01: Executive summary – Highlights

PART 02: Scope of the report

– Market overview

– Customer segments

– Base year

– Vendor segmentation

– Summation errors

– Currency conversion rates

– Top-vendor offerings

PART 03: Market research methodology – Research methodology – Economic indicators

PART 04: Introduction

– Key market highlights

PART 05: Market description – Global gaming market

PART 06: Market landscape

– Market overview

– Product lifecycle

– Market size and forecast

– Market size and forecast

– Five forces analysis

PART 07: Global gaming market – Global gaming market by type

PART 08: Geographical segmentation

– Segmentation of global cloud gaming market by geography

– Revenue comparison of global cloud gaming market by geography

– Cloud gaming market in Americas

– Cloud gaming market in EMEA

– Cloud gaming market in APAC

PART 09: Buying criteria

PART 10: Market attractiveness

– Market attractiveness of global gaming market by geography

– Market attractiveness of global cloud gaming market by geography

PART 11: Key leading countries – US

PART 12: Market drivers

PART 13: Impact of drivers

PART 14: Market challenges

PART 15: Impact of drivers and challenges

PART 16: Market trends

PART 17: Vendor landscape

For more information visit http://www.researchandmarkets.com/research/4ht8ws/global_cloud

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SOURCE Research and Markets

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