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What's driving the Cloud Gaming Market Share? Apple, Cloudzen, Electronic Arts, Broadmedia GC, RemoteMyApp, RemotrCloud, Sony, Wiztivi, PlayKey, Rainway, Playcast, Playgiga, Playcast, Playgiga, Nvidia, Paperspace, Parsec, and Advanced Micro Devices

04-09-2020 12:49 PM CET | IT, New Media & Software

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What's driving the Cloud Gaming Market Share? Apple, Cloudzen, Adds New Cloud Gaming Market 2019 - 2025 research report providing information and data By Type, By Business Model, Industry Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast spreading across 250 Pages with table and figures in it.

The Business-to-Business (B2B) cloud gaming market is anticipated to attain a growth rate of over 40% over the forecast timeline. This is credited to the rising number of strategic initiatives among cloud gaming platform providers and internet service providers. The internet service providers are forming tie-ups with cloud gaming platforms to capitalize on their existing fiber investments in various developed regions. The Business-to-Consumer (B2C) model has been widely adopted by console manufacturers to reduce their reliance on external stakeholders. It also allows companies to personalize their product offerings to best suit their customer requirements.

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The file streaming segment held over 60% share in the cloud gaming market in 2018. The approach is being extensively implemented by large players, such as Sony and Microsoft, due to the presence of their proprietary gaming consoles. This file streaming mechanism has been adopted by large players to offer their services in regions with low internet speeds. It also allows gamers to personalize their gaming library according to their preferences. The video streaming market is expected to rapidly grow over the projected time period as the approach has been widely implemented by start-ups and smaller companies. The use of video streaming mechanism eliminates the need for any high capital expenditure; however, the need for faster communication speeds is hindering its usage in certain developing economies with weak connectivity infrastructure.

Cloud Gaming Market is expected to surpass USD 8 billion by 2025. The prices of associated gaming consoles have increased dramatically over the years. In the present scenario, purchasing these high-end games requires considerable investment for customers. The average price a typical gamer invests in assembling his/her games consoles ranges between USD 800 to USD 1,000. The prices of gaming consoles have kept on changing from generation to generation and year to year based on the integration of new advanced components in machines. This price surge has restricted its usage in over 70% of its potential buyers. Over 60% of gamers across the globe do not have access to computer systems that support specifications needed to play AAA level games. The introduction of cloud gaming approach can enable companies to expand the customer base across various price-sensitive customers, increasing their profitability and generating new revenue streams.

The emergence of 5G technology has brought about a fundamental shift in the communication landscape and given rise to new distribution models in the gaming industry. Countries across the globe including China, the U.S., Japan, and South Korea are investing in upgrading the connectivity infrastructure to gain larger macroeconomic benefits. 5G communication technology can offer faster transmission speeds across various remote locations. As the cloud gaming model requires high transmission speeds, the introduction in 5G architecture incentivizes platform providers to expand their network in the region. The 5G architecture effectively deals with latency issues, providing a seamless gaming experience to customers.

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The smartphones & tablets market is projected to attain a growth rate of more than 45% over the projected time period due to the gradually rising adoption of smartphones around the world. The global smartphone penetration in 2018 was over 39% in 2018 and is anticipated to grow to over 48% by 2022. The cloud gaming platforms are leveraging the growing adoption of smartphones to expand their customer base in numerous price-sensitive regional markets. The console market dominated the cloud gaming market with over 60% revenue in 2018. This is attributed to the robust distribution network of gaming majors such as Microsoft and Sony. The high price of gaming consoles has been restricting its adoption among price-sensitive buyers. The advent of the cloud gaming model has provided console manufacturers with lucrative opportunities to monetize their existing library of games, enhancing their profitability.

North America held more than 45% of the total revenue in the global cloud gaming market in 2018. Large players in the region, such as Microsoft and Electronic Arts, are conducting various strategic initiatives to augment their existing product features. The presence of strong telecommunication architecture is encouraging the companies to launch their product offerings in the region. The Asia Pacific cloud gaming market is expected to register a CAGR of 46% over the forecast time period due to the rising frequency of 5G development initiatives in the region. The inexpensive nature of the cloud gaming platform is driving its usage among various cost-sensitive gamers.

The cloud gaming market is driven by large game manufacturers and publishers such as Electronic Arts, Sony, and Microsoft. The players are forming partnerships with console developers to enhance their product features. For instance, in May 2019, Sony signed an agreement with Microsoft to build a new & advanced cloud gaming platform & content streaming solution. The players operating in the market are Apple, Cloudzen, Electronic Arts, Broadmedia GC, RemoteMyApp, RemotrCloud, Sony, Wiztivi, PlayKey, Rainway, Playcast, Playgiga, Playcast, Playgiga, Nvidia, Paperspace, Parsec, and Advanced Micro Devices.

Table of content:
Report Content

Chapter 1. Methodology & Scope

1.1. Methodology

1.1.1. Initial data exploration

1.1.2. Statistical model and forecast

1.1.3. Industry insights and validation

1.1.4. Scope

1.1.5. Definitions

1.1.6. Methodology & forecast parameters

1.2. Data Sources

1.2.1. Secondary Paid sources Public sources

1.2.2. Primary

Chapter 2. Executive Summary

2.1. Cloud Gaming industry 36 degree synopsis, 2015 - 2025

2.2. Business trends

2.3. Regional trends

2.4. Type trends

2.5. Device trends

2.6. Business model trends

Chapter 3. Cloud Gaming Industry Insights

3.1. Introduction

3.2. Industry segmentation

3.3. Industry landscape, 2015 - 2025

3.4. Industry ecosystem analysis

3.5. Market evolution

3.6. Regulatory landscape

3.7. Technology and innovation landscape

3.7.1. Virtual Reality (VR)

3.7.2. Augmented Reality (AR)

3.7.3. GPU-as-a-Service (GPUaaS)

3.7.4. Mobile Edge Computing (MEC)

3.8. Industry impact forces

3.8.1. Growth drivers High cost gaming hardwares and consoles Increasing demand for on OTT gaming services Increasing investment on 5G infrastructure in certain economies Simultaneous access of numeous games at affordable prices Growing popularity of GPU-as-a-service

3.8.2. Industry pitfalls & challenges Lack of awareness regarding cloud gaming platforms Absence of high speed internet connectivity in underdeveloped econmies

3.9. Growth potential analysis

3.10. Porter's analysis

3.11. PESTLE analysis

Chapter 4. Competitive Landscape, 2018

4.1. Introduction

4.2. Major market players, 2018

4.2.1. Sony

4.2.2. Microsoft

4.2.3. EA Sports

4.2.4. NVIDIA

4.3. Major market players, 2018

4.3.1. PlayGiga

4.3.2. PlayKey

4.3.3. Loudplay

4.3.4. Blacknut

4.4. Other prominet vendors

Chapter 5. Global Cloud Gaming Market, By Type

5.1. Key trends, by type

5.2. File streaming

5.2.1. Market estimates and forecast, 2015 - 2025

5.3. Video streaming

5.3.1. Market estimates and forecast, 2015 - 2025

Related Report:

Global Cloud Gaming Market Size, Status and Forecast 2019-2025

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.

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