Cloud Gaming Market Driven by Reduced Installation Cost and Popularity Among Youngsters

QYResearchReports.com is proud to announce the availability of a fresh new report in its repository that gauges the potential of the cloud gaming market across various countries, application, and type, and reveals the shares established companies have already reserved. The report, titled “Global Cloud Gaming Market by Manufacturers, Countries, Type and Application, Forecast to 2022,” has been developed with the sole purpose of serving as a credible business tool for its targeted audiences such as cloud service providers, gaming vendors, software providers, and others.


Brooklyn, NY -- (SBWIRE) -- 10/30/2017 -- The report starts with an overview of the existing market, presents an exhaustive analysis of various dynamics such as drivers, trends, restraints, and opportunities, provides valuation and prospects of various segments, and finishes off with a view of the competitive landscape by profiling a number of players who are currently holding a position of strength in the global cloud gaming market.

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As per the findings of the report, the demand in the global cloud gaming market will expand at a notable CAGR during the forecast period of 2017 to 2022, which would be a reflection of a number of factors such as reduction in installation costs as well as time, opportunity for easy updates of the games owing to recent technological advancements, and enhancement of gaming features. The latest technologies utilize rendering technology that relays on screens of a game as an input and encodes the screen in order to transmit the coded screen onto the client's device. In addition to that, the cloud computing has enabled direct modifications that can work as an engine of the game and exhibits the ability to navigate the engine to send out a game screen update once the rendering is finished. Gaming can be of different types such as gambling, casino, video games, indoor games and outdoor games, and tabletop games.

The report observes that popular cloud gaming platforms now allow gamers to run various games with different graphics and other animations easily. This feature has gone a long way towards expanding the demand in the cloud gaming market. On the other hand, privacy and security concerns continue to be the most prominent restraint over the prosperity of the market, along with factors such as cyber scams, need for high-speed internet for these games, and high game development costs. Nevertheless, the vendors of the cloud gaming market are expected to concentrate on emerging trends such as penetration of cloud gaming in multiplayer scenario, cross-platform gaming experience, and integration of augmented reality (AR) and virtual reality (VR).

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Application-wise, the report segments the global cloud gaming market into personal computers (PC), connected TV, tablet, and smartphone. Regionally, the report takes stock of the potential of this market in the regions of North America including USA, Canada, and Mexico, Europe including the U.K., Germany, France, Russia, and Italy, Asia Pacific including Japan, Korea, China, India, and rest of Southeast Asia, South America including Brazil, Argentina, and Columbia, and the region of Middle East and Africa that includes UAE, Saudi Arabia, Nigeria, Egypt, and South Africa. For each of these countries, the report provides status of the market currently and historical and estimated data during the forecast period of 2012 to 2022.

Easily the most crucial feature of this report is the representation of the competitive landscape. The report has collected information on some of the leading companies who are currently dominating the global cloud gaming market, including Sony, Nvidia, GameFly (PlayCast), Ubitus, Crytek GmbH, Baidu, PlayGiga, PlayKey, 51ias.com (Gloud), Utomik (Kalydo), Alibaba Cloud, Cyber Cloud, Liquidsky, Yunlian Technology, Blacknut SAS, Ksyun (Kingsoft), Tencent Cloud, and LeCloud. For each of these companies, the report provides basic business overview, cloud gaming type and applications, sales, price, revenue, gross margin, and market share during 2016 and 2017.

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Table of Contents

1 Market Overview
1.1 Cloud Gaming Introduction
1.2 Market Analysis by Type
1.2.1 Type 1
1.2.2 Type 2
1.3 Market Analysis by Applications
1.3.1 PC
1.3.2 Connected TV
1.3.3 Tablet
1.3.4 Smartphone
1.4 Market Analysis by Regions
1.4.1 North America (USA, Canada and Mexico) USA Market States and Outlook (2012-2022) Canada Market States and Outlook (2012-2022) Mexico Market States and Outlook (2012-2022)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Germany Market States and Outlook (2012-2022) France Market States and Outlook (2012-2022) UK Market States and Outlook (2012-2022) Russia Market States and Outlook (2012-2022) Italy Market States and Outlook (2012-2022)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) China Market States and Outlook (2012-2022) Japan Market States and Outlook (2012-2022) Korea Market States and Outlook (2012-2022) India Market States and Outlook (2012-2022) Southeast Asia Market States and Outlook (2012-2022)
1.4.4 South America, Middle East and Africa Brazil Market States and Outlook (2012-2022) Egypt Market States and Outlook (2012-2022) Saudi Arabia Market States and Outlook (2012-2022) South Africa Market States and Outlook (2012-2022) Nigeria Market States and Outlook (2012-2022)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force

2 Manufacturers Profiles
2.1 Sony
2.1.1 Business Overview
2.1.2 Cloud Gaming Type and Applications

3 Global Cloud Gaming Market Competition, by Manufacturer
3.1 Global Cloud Gaming Sales and Market Share by Manufacturer
3.2 Global Cloud Gaming Revenue and Market Share by Manufacturer
3.3 Market Concentration Rate
3.3.1 Top 3 Cloud Gaming Manufacturer Market Share
3.3.2 Top 6 Cloud Gaming Manufacturer Market Share
3.4 Market Competition Trend

4 Global Cloud Gaming Market Analysis by Regions
4.1 Global Cloud Gaming Sales, Revenue and Market Share by Regions
4.1.1 Global Cloud Gaming Sales by Regions (2012-2017)
4.1.2 Global Cloud Gaming Revenue by Regions (2012-2017)
4.2 North America Cloud Gaming Sales and Growth (2012-2017)
4.3 Europe Cloud Gaming Sales and Growth (2012-2017)
4.4 Asia-Pacific Cloud Gaming Sales and Growth (2012-2017)
4.5 South America Cloud Gaming Sales and Growth (2012-2017)
4.6 Middle East and Africa Cloud Gaming Sales and Growth (2012-2017)

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