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Asia Pacific Cloud Gaming Market Report 2016-2022

Asia Pacific Cloud Gaming Market Report 2016-2022

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Asia Pacific Cloud Gaming Market Report 2016-2022
Asia Pacific Cloud Gaming Market...
Report Code
RO9/122/1044

Publish Date
26/Oct/2016

Pages
117
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Table of Contents
1 Industry Outlook
1.1 Industry Overview
1.2 Industry Trends
1.3 Pest Analysis
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
3.3.1 Smartphones and Tablets Gaming
3.3.2 PCs/Console Games/Smart TVs
4 Market Outlook
4.1 Overview
4.2 Market Definition - Infoholic Research
4.3 Market Trends and Impact
4.4 Market Segmentation
4.5 Technology Roadmap
4.6 Porter 5 (Five) Forces
5 Market Characteristics
5.1 Evolution
5.2 Ecosystem
5.3 Market Dynamics
5.3.1 Drivers
5.3.1.1 Smartphones and electronic devices penetration
5.3.1.2 Increasing gaming audience
5.3.1.3 Low cost
5.3.2 Restraints
5.3.2.1 Lack of digital infrastructure
5.3.2.2 Supports only high-end smart devices
5.3.3 Opportunities
5.3.3.1 Increase in the usage of cloud gamification
5.3.3.2 Cloud virtual gaming
5.3.3.3 Business opportunities in South-East Asian countries
5.3.4 DRO - Impact Analysis
5.3.5 Key Stakeholders
6 Gaming Audience: Market Size and Analysis
6.1 Overview
6.1.1 Market Size and Analysis
6.2 Social Gamers
6.2.1 Overview
6.2.2 Market Size and Analysis
6.3 Serious Gamers
6.3.1 Overview
6.3.2 Market Size and Analysis
6.4 Core Gamers
6.4.1 Overview
6.4.2 Market Size and Analysis
7 Devices: Market Size and Analysis
7.1 Overview
7.1.1 Market Size and Analysis
7.2 Smartphones
7.2.1 Overview
7.2.2 Market Size and Analysis
7.3 Smart TVs
7.3.1 Overview
7.3.2 Market Size and Analysis
7.4 Console Units
7.4.1 Overview
7.4.2 Market Size and Analysis
7.5 Tablets
7.5.1 Overview
7.5.2 Market Size and Analysis
7.6 PCs
7.6.1 Overview
7.6.2 Market Size and Analysis
8 Technology: Market Size and Analysis
8.1 Overview
8.1.1 Market Size and Analysis
8.2 Data Streaming Technology
8.2.1 Overview
8.2.2 Market Size and Analysis
8.3 Server Technology
8.3.1 Overview
8.3.2 Market Size and Analysis
8.4 Gaming as a Service
8.4.1 Overview
8.4.2 Market Size and Analysis
9 Countries: Market Size and Analysis
9.1 Overview
9.1.1 Market Size and Analysis
9.2 ANZ
9.2.1 Overview
9.2.1.1 Key facts
9.2.1.2 Market trends
9.2.2 Market Size and Analysis
9.3 China
9.3.1 Overview
9.3.1.1 Key facts
9.3.1.2 Market trends
9.3.2 Market Size and Analysis
9.4 India
9.4.1 Overview
9.4.1.1 Key facts
9.4.1.2 Market trends
9.4.2 Market Size and Analysis
9.5 Indonesia
9.5.1 Overview
9.5.1.1 Key facts
9.5.1.2 Market trends
9.5.2 Market Size and Analysis
9.6 Japan
9.6.1 Overview
9.6.1.1 Key facts
9.6.1.2 Market trends
9.6.2 Market Size and Analysis
9.7 Malaysia
9.7.1 Overview
9.7.1.1 Key facts
9.7.1.2 Market trends
9.7.2 Market Size and Analysis
9.8 Singapore
9.8.1 Overview
9.8.1.1 Key facts
9.8.1.2 Market trends
9.8.2 Market Size and Analysis
9.9 South Korea
9.9.1 Overview
9.9.1.1 Key facts
9.9.1.2 Market trends
9.9.2 Market Size and Analysis
9.10 Taiwan
9.10.1 Overview
9.10.1.1 Key facts
9.10.1.2 Market trends
9.10.2 Market Size and Analysis
9.11 Thailand
9.11.1 Overview
9.11.1.1 Key facts
9.11.1.2 Market trends
9.11.2 Market Size and Analysis
9.12 Others
9.12.1 Overview
9.12.2 Market Size and Analysis
10 Vendor Profiles
10.1 Sony Corporation
10.1.1 Overview
10.1.2 Business Units
10.1.3 Geographic Revenue
10.1.4 Business Focus
10.1.5 SWOT Analysis
10.1.6 Business Strategy
10.2 Nintendo Co.' Ltd.
10.2.1 Overview
10.2.2 Business Units
10.2.3 Geographic Revenue
10.2.4 Business Focus
10.2.5 SWOT Analysis
10.2.6 Business Strategy
10.3 Microsoft
10.3.1 Overview
10.3.2 Business Units
10.3.3 Geographic Revenue
10.3.4 Business Focus
10.3.5 SWOT Analysis
10.3.6 Business Strategy
10.4 NVIDIA
10.4.1 Overview
10.4.2 Business Units
10.4.3 Geographic Revenue
10.4.4 Business Focus
10.4.5 SWOT Analysis
10.4.6 Business Strategy
10.5 Samsung Electronics
10.5.1 Overview
10.5.2 Business Units
10.5.3 Geographic Revenue
10.5.4 Business Focus
10.5.5 SWOT Analysis
10.5.6 Business Strategy
10.6 LG
10.6.1 Overview
10.6.2 Business Units
10.6.3 Geographic Revenue
10.6.4 Business Focus
10.6.5 SWOT Analysis
10.6.6 Business Strategy
? Other Prominent vendors
11 Competitive Landscape
11.1 Competitor Comparison Analysis
11.1.1 Analysis by Gaming Audience
11.1.2 Analysis by Gaming Devices
11.1.3 Analysis by Technology
11.1.4 Analysis by Countries
11.2 Mergers & Acquisitions (M&A)
11.3 Joint Ventures (JV)
11.4 Venture Capital (VC) Funding
12 Global Generalists
12.1 Amazon Web Services' Inc.
12.1.1 Overview
12.1.2 Key Offerings
12.1.3 Amazon Web Services in Cloud Gaming
12.2 Google
12.2.1 Overview
12.2.2 Key Offerings
12.2.3 Google in Cloud Gaming
12.3 IBM
12.3.1 Overview
12.3.2 Key Offerings
12.3.3 IBM in Cloud Gaming
13 Companies to Watch for
13.1 Razer Inc.
13.1.1 Overview
13.1.2 Razer Inc. Market Offerings
13.1.3 Razer Inc. in Cloud Gaming Market
13.2 Ubitus Inc.'
13.2.1 Overview
13.2.2 Ubitus Market Offerings
13.2.3 Ubitus in Cloud Gaming Market
13.3 Zynga Inc.'
13.3.1 Overview
13.3.2 Zynga Market Offerings
13.3.3 Zynga in Cloud Gaming Market
Annexure
? Abbreviations

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