Cloud Gaming Market 2018 Global Analysis, Opportunities, Industry Applications, Key Developments And Forecast To 2025

“Global Cloud Gaming Market”
Market Analysis Research Report On “Global Cloud Gaming Market 2018 Industry Growth, Size, Trends, Share, Opportunities And Forecast To 2025” To Their Research Database.

Global Cloud Gaming Market

This report focuses on the global Cloud Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Cloud Gaming development in United States, Europe and China.

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming. 

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The key players covered in this study 
Sony 
GameFly (PlayCast) 
Nvidia 
Ubitus 
PlayGiga 
Crytek GmbH 
PlayKey 
Utomik (Kalydo) 
51ias.com (Gloud) 
Cyber Cloud 
Yunlian Technology 
Liquidsky 
BlacknutSAS 
Alibaba Cloud 
Baidu 
Tencent Cloud 
Ksyun (Kingsoft) 
LeCloud

In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients. 
While the rapid growth of cloud gaming, challenges especially security risk, latency and bandwidth as well as packet loss are gradually arisen to impede technology developments. Benefits and impacts follow the appearance of cloud gaming and change the way players experience games traditionally. No heavy deployment on hardware or further downloading or updating is required and therefore less production such as disc will be made by vendors. 
Because of gamers might expect higher standard experience is met, quality of experience (QoS) is proposed to deal with explosively increased requirements to enhance the performance of gaming. Two research covered on different topics are given to analyse the factors that influence the QoS. 
In 2017, the global Cloud Gaming market size was 45 million US$ and it is expected to reach 740 million US$ by the end of 2025, with a CAGR of 41.9% during 2018-2025.

Market segment by Type, the product can be split into 
Video Streaming 
File Streaming

Market segment by Application, split into 
PC 
Connected TV 
Tablet 
Smartphone

Market segment by Regions/Countries, this report covers 
United States 
Europe 
China 
Japan 
Southeast Asia 
India 
Central & South America

The study objectives of this report are: 
To analyze global Cloud Gaming status, future forecast, growth opportunity, key market and key players. 
To present the Cloud Gaming development in United States, Europe and China. 
To strategically profile the key players and comprehensively analyze their development plan and strategies. 
To define, describe and forecast the market by product type, market and key regions.

Table of Contents-Key Points Covered

1 Report Overview 
1.1 Study Scope 
1.2 Key Market Segments 
1.3 Players Covered 
1.4 Market Analysis by Type 
1.4.1 Global Cloud Gaming Market Size Growth Rate by Type (2013-2025) 
1.4.2 Video Streaming 
1.4.3 File Streaming 
1.5 Market by Application 
1.5.1 Global Cloud Gaming Market Share by Application (2013-2025) 
1.5.2 PC 
1.5.3 Connected TV 
1.5.4 Tablet 
1.5.5 Smartphone 
1.6 Study Objectives 
1.7 Years Considered

………

12 International Players Profiles 
12.1 Sony 
12.1.1 Sony Company Details 
12.1.2 Company Description and Business Overview 
12.1.3 Cloud Gaming Introduction 
12.1.4 Sony Revenue in Cloud Gaming Business (2013-2018) 
12.1.5 Sony Recent Development 
12.2 GameFly (PlayCast) 
12.2.1 GameFly (PlayCast) Company Details 
12.2.2 Company Description and Business Overview 
12.2.3 Cloud Gaming Introduction 
12.2.4 GameFly (PlayCast) Revenue in Cloud Gaming Business (2013-2018) 
12.2.5 GameFly (PlayCast) Recent Development 
12.3 Nvidia 
12.3.1 Nvidia Company Details 
12.3.2 Company Description and Business Overview 
12.3.3 Cloud Gaming Introduction 
12.3.4 Nvidia Revenue in Cloud Gaming Business (2013-2018) 
12.3.5 Nvidia Recent Development 
12.4 Ubitus 
12.4.1 Ubitus Company Details 
12.4.2 Company Description and Business Overview 
12.4.3 Cloud Gaming Introduction 
12.4.4 Ubitus Revenue in Cloud Gaming Business (2013-2018) 
12.4.5 Ubitus Recent Development 
12.5 PlayGiga 
12.5.1 PlayGiga Company Details 
12.5.2 Company Description and Business Overview 
12.5.3 Cloud Gaming Introduction 
12.5.4 PlayGiga Revenue in Cloud Gaming Business (2013-2018) 
12.5.5 PlayGiga Recent Development 
12.6 Crytek GmbH 
12.6.1 Crytek GmbH Company Details 
12.6.2 Company Description and Business Overview 
12.6.3 Cloud Gaming Introduction 
12.6.4 Crytek GmbH Revenue in Cloud Gaming Business (2013-2018) 
12.6.5 Crytek GmbH Recent Development 
12.7 PlayKey 
12.7.1 PlayKey Company Details 
12.7.2 Company Description and Business Overview 
12.7.3 Cloud Gaming Introduction 
12.7.4 PlayKey Revenue in Cloud Gaming Business (2013-2018) 
12.7.5 PlayKey Recent Development 
12.8 Utomik (Kalydo) 
12.8.1 Utomik (Kalydo) Company Details 
12.8.2 Company Description and Business Overview 
12.8.3 Cloud Gaming Introduction 
12.8.4 Utomik (Kalydo) Revenue in Cloud Gaming Business (2013-2018) 
12.8.5 Utomik (Kalydo) Recent Development 
12.9 51ias.com (Gloud) 
12.9.1 51ias.com (Gloud) Company Details 
12.9.2 Company Description and Business Overview 
12.9.3 Cloud Gaming Introduction 
12.9.4 51ias.com (Gloud) Revenue in Cloud Gaming Business (2013-2018) 
12.9.5 51ias.com (Gloud) Recent Development 
12.10 Cyber Cloud 
12.10.1 Cyber Cloud Company Details 
12.10.2 Company Description and Business Overview 
12.10.3 Cloud Gaming Introduction 
12.10.4 Cyber Cloud Revenue in Cloud Gaming Business (2013-2018) 
12.10.5 Cyber Cloud Recent Development 
12.11 Yunlian Technology 
12.12 Liquidsky 
12.13 BlacknutSAS 
12.14 Alibaba Cloud 
12.15 Baidu 
12.16 Tencent Cloud 
12.17 Ksyun (Kingsoft) 
12.18 LeCloud

Continued…

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