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Global Cloud Gaming Market to Grow at a CAGR of 23.36% over the Period 2014-2019; Finds New Report

Market Research Reports, Inc. has announced the addition of “Global Cloud Gaming Market 2015-2019” research report to their website


Lewes, DE -- (SBWIRE) -- 04/15/2015 -- Report forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2014-2019.

In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Cloud games offer cross-platform capability, which provide gamers a cost-effective as well as time-effective gaming experience. Further, in cloud games, the need for high-processing computer system is eliminated and only fast strong connectivity is required. In addition to this, cloud gaming authorizes the vendors to upgrade games without worrying much about the gamers' hardware capabilities. Hence, cloud gaming benefits both game publishers as well as individual gamers.

This report covers the present scenario and the growth prospects of the Global Cloud Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the subscription and rental revenue generated from the provision of cloud-based gaming as a web-based subscription service offered to game publishers and gamers.

According to the report, technological developments and product innovations fuel the growth of the market. Games have become graphically advanced, more realistic in appearance, and have undergone a dramatic change in terms of software and hardware. These advances in technology and product innovations provide consumers with an enriched gaming experience, leading to high growth of the Global Cloud Gaming market.

Further, the report states that privacy concerns over gamers' information are one of the major challenges in the market. To gather information about gamers using their gaming applications, vendors generally track cookies. As gamers block such activities of gaming vendors in their computer devices, it leads to loss of vendors' revenue and their capability to generate revenue by deploying a freeware model.

Global Cloud Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key players in the Global Cloud Gaming Market: G-Cluster Global Corp., NVIDIA Corp., OnLive Inc., Sony Computer Entertainment Inc. and Ubisoft Entertainment SA

Other Prominent Vendors in the market are: Agawi, CiiNOW, Cloud Games, Crytek, GameTree TV, GamingCloud, Happy Cloud, Joystiq, Kalydo, OTOY, Playcast Media Systems, Shinra, and Ubitus

Key Regions
- America

Market Driver
- Technological Developments and Product Innovation
- For a full, detailed list, view our report

Market Challenge
- Privacy Concerns over Gamers' Information
- For a full, detailed list, view our report

Market Trend
- Changing Demographics of Gamers
- For a full, detailed list, view our report

Key Questions Answered in this Report
- What will the market size be in 2019 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

Spanning over 67 pages, "Global Cloud Gaming Market 2015-2019" report covers Executive Summary, List of Abbreviations, Scope of the Report, Market Research Methodology, Introduction, Market Landscape, Segmentation of Market by Geography, Key Leading Countries, Buying Criteria, Market Growth Drivers, Drivers and their Impact, Market Challenges, Impact of Drivers and Challenges, Market Trends, Trends and their Impact, Vendor Landscape, Key Vendor Analysis.

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