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Global Cloud Gaming Market to Witness Huge Growth by Key Players: Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey

10-16-2018 08:23 AM CET | Leisure, Entertainment, Miscellaneous

Press release from: Cloud Gaming Market

Global Cloud Gaming Market to Witness Huge Growth by Key Players:

Qyresearchreports include new market research report Global Cloud Gaming Market Size, Status and Forecast 2018-2025 to its huge collection of research reports.

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.

You can get free access to samples from the report here: https://www.qyresearchreports.com/sample/sample.php?rep_id=1917799&type=S

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.

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

Browse Table of Content @ https://www.qyresearchreports.com/report/global-cloud-gaming-market-size-status-and-forecast-2018-2025.htm/toc

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.

To Browse a Full Report Click Here: https://www.qyresearchreports.com/report/global-cloud-gaming-market-size-status-and-forecast-2018-2025.htm

In this study, the years considered to estimate the market size of Cloud Gaming are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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