sales@reportocean.com (Bussiness Sales)
+18882123539 (Us - Toll Free)
+919997112116 (Rest Of World)
Global Cloud Gaming Market' By [Gaming Audience (Social' Serious' Core)' Devices (Smartphones' Smart TVs' Consoles' Tablets' PCs)' Technology (Data Streaming Technology' Server Technology' Gaming as a Service) Regions] - Trends & Forecast: 2015-2020

Global Cloud Gaming Market' By [Gaming Audience (Social' Serious' Core)'...

Home / Categories / Information & Communications Technology
Global Cloud Gaming Market' By [Gaming Audience (Social' Serious' Core)' Devices (Smartphones' Smart TVs' Consoles' Tablets' PCs)' Technology (Data Streaming Technology' Server Technology' Gaming as a Service) Regions] - Trends & Forecast: 2015-2020
Global Cloud Gaming Market' By...
Report Code
RO9/122/1008

Publish Date
20/Apr/2015

Pages
90
PRICE
$ 1800/-
This is a single user license, allowing one specific user access to the product. The product is a PDF.
$ 2350/-
This is a 1-5 user license, allowing up to five users have access to the product. The product is a PDF.
$ 2850/-
This is an enterprise license, allowing all employees within your organization access to the product. The product is a PDF..
Table of Contents
1 Industry Overview
1.1 Industry Trends
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.3 Related Markets
4 Market Characteristics
4.1 Evolution of Market
4.2 Ecosystem
4.3 Market Segmentation
4.3.1 Gaming Audience
4.3.2 Devices
4.3.3 Technology
4.3.4 Regions
4.4 Market Dynamics
4.4.1 Drivers
4.4.1.1 Increase in Gaming Audience
4.4.1.2 Increase in Development of New Technologies
4.4.1.3 Decrease in Piracy
4.4.1.4 Low Cost
4.4.2 Restraints
4.4.2.1 Supports High-End Smart Devices
4.4.2.2 Poor Technology Infrastructure and Connectivity
4.4.3 Opportunities
4.4.3.1 For Game Publishers' Developers and Mobile Manufacturers
4.4.3.2 Cloud Virtual Gaming
4.4.3.3 Increase in Usage of Cloud Gamification
4.4.4 DRO - Impact Analysis
4.5 Porter 5 Forces Analysis
5 Trends and Roadmap
5.1 Market Trends & Impact
5.2 Technology Roadmap
6 Gaming Audience: Market Size & Analysis
6.1 Overview
6.2 Social Gamers
6.2.1 Market Size & Analysis
6.3 Serious Gamers
6.3.1 Market Size & Analysis
6.4 Core Gamers
6.4.1 Market Size & Analysis
7 Devices: Market Size & Analysis
7.1 Overview
7.2 Smartphones
7.2.1 Market Size & Analysis
7.3 Smart TVs
7.3.1 Market Size & Analysis
7.4 Console Units
7.4.1 Market Size & Analysis
7.5 Tablets
7.5.1 Market Size & Analysis
7.6 PCs
7.6.1 Market Size & Analysis
7.7 Vendor Profiles
7.7.1 Sony Corporation
7.7.1.1 Overview
7.7.1.2 Financial Health
7.7.1.3 Business Units
7.7.1.3.1 Overall
7.7.1.3.2 Market Specific
7.7.1.4 SWOT Analysis
7.7.1.5 Business Strategy & Views
7.7.2 Microsoft
7.7.2.1 Overview
7.7.2.2 Financial Health
7.7.2.3 Business Units
7.7.2.3.1 Overall
7.7.2.3.2 Market Specific
7.7.2.4 SWOT Analysis
7.7.2.5 Business Strategy & Views
7.7.3 Nintendo.Co.Ltd
7.7.3.1 Overview
7.7.3.2 Financial Health
7.7.3.3 Business Units
7.7.3.3.1 Overall
7.7.3.3.2 Market Specific
7.7.3.4 SWOT Analysis
7.7.3.5 Business Strategy & Views
7.7.4 Samsung Electronics
7.7.4.1 Overview
7.7.4.2 Financial Health
7.7.4.3 Business Units
7.7.4.3.1 Overall
7.7.4.3.2 Market Specific
7.7.4.4 SWOT Analysis
7.7.4.5 Business Strategy & Views
7.7.5 LG
7.7.5.1 Overview
7.7.5.2 Financial Health
7.7.5.3 Business Units
7.7.5.3.1 Overall
7.7.5.3.2 Market Specific
7.7.5.4 SWOT Analysis
7.7.5.5 Business Strategy & Views
8 Technology: Market Size & Analysis
8.1 Overview
8.2 Data Streaming Technology
8.3 Server Technology
8.4 Gaming as a Service
8.5 Vendor Profiles
8.5.1 Ubitus
8.5.1.1 Overview
8.5.1.2 Financial Health
8.5.1.3 Business Units
8.5.1.3.1 Market Specific
8.5.1.4 SWOT Analysis
8.5.1.5 Business Strategy & Views
8.5.2 Gaikai
8.5.2.1 Overview
8.5.2.2 Financial Health
8.5.2.3 Business Units
8.5.2.3.1 Market Specific
8.5.2.4 SWOT Analysis
8.5.2.5 Business Strategy & Views
8.5.3 G-Cluster
8.5.3.1 Overview
8.5.3.2 Financial Health
8.5.3.3 Business Units
8.5.3.3.1 Market Specific
8.5.3.4 SWOT Analysis
8.5.3.5 Business Strategy & Views
8.5.4 Playcast Media
8.5.4.1 Overview
8.5.4.2 Financial Health
8.5.4.3 Business Units
8.5.4.3.1 Market Specific
8.5.4.4 SWOT Analysis
8.5.4.5 Business Strategy & Views
9 Regions: Market Size & Analysis
9.1 Overview
9.2 North America
9.2.1 Market Size & Analysis
9.3 Western Europe
9.3.1 Market Size & Analysis
9.4 Asia-Pacific
9.4.1 Market Size & Analysis
9.5 Central Eastern Europe
9.5.1 Market Size & Analysis
9.6 Middle East & Africa
9.6.1 Market Size & Analysis
9.7 Latin America
9.7.1 Market Size & Analysis
10 Competitive Landscape
10.1 Competitor Comparison Analysis
10.2 Infoholic Research?s Neutrino Triangle
10.3 Analysis by Gaming Devices
10.4 Market Landscape
10.4.1 Mergers & Acquisition
10.4.2 Venture Capital (VC) Funding
10.4.3 Joint Ventures & Collaborations
11 End-User Views
11.1 End-User View
11.2 End-User View
12 Global Generalists
12.1 Google Inc.
12.1.1 Overview
12.1.2 Key Offerings
12.1.3 Objectives & Progresses2
12.2 Amazon
12.2.1 Overview
12.2.2 Key Offerings
12.2.3 Objectives & Progresses
12.3 International Business Machines Corp (IBM)
12.3.1 Overview
12.3.2 Key Offerings
12.3.3 Objectives & Progresses
13 Companies To Watch For
13.1 Happy Cloud
13.1.1 Overview
13.1.2 Key Offering
13.1.3 Objectives and Progress
13.2 OnLive
13.2.1 Overview
13.2.2 Key offerings
13.2.3 Objectives and Progress
13.3 TransGaming
13.3.1 Overview
13.3.2 Key Offerings
13.3.3 Objectives and Progress
14 What Our Peers Are Estimating
Annexure
Acronyms

OUR CLIENTS

500 N Michigan Ave, Suite 600, Chicago, Illinois 60611, UNITED STATES
+18882123539
sales@reportocean.com