Tuesday, June 21st, 2016 - WiseGuyReports

Complete report at https://www.wiseguyreports.com/reports/global-cloud-gaming-market-2016-2020


Cloud Gaming


Wiseguyreports.Com Adds “Cloud Gaming -Market Demand, Growth, Opportunities, and Forecast, 2016 - 2020” To Its Research Database.

The introduction and popularity of PCs and electronic devices and the rise of the internet have led to the development and commercialization of gaming across the globe. Individuals are passionate about interactive entertainment in the form of games, which have different genres and offer different user experiences in a broad variety of platforms. 
Individuals require platforms such as TVs, consoles, mobile devices, and PCs to play video games. Various types of games are available for various kinds of gaming platforms. They are available in two major formats: physical and digital. Games in the physical format are played through physical discs while those in the digital format are downloaded or are cloud-based.

Technavio’s analysts forecast the global gaming market to grow at a CAGR of 29.33% during the period 2016-2020.

Covered in this report 
The report covers the present scenario and the growth prospects of the global cloud gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the web-based subscription of cloud-based gaming.

 Sample page of the Report @ https://www.wiseguyreports.com/sample-request/global-cloud-gaming-market-2016-2020

The market is divided into the following segments based on geography: 
• Americas 

Technavio's report, Global Cloud Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors 
• G-Cluster 
• Nvidia 
• PlayGiga 
• Sony Computer Entertainment 
• Ubisoft Entertainment

Other prominent vendors 
• Amazon 
• CiiNOW 
• Crytek 
• GamingCloud 
• Google 
• Happy Cloud 
• IBM 
• Microsoft 
• Nintendo 
• Playcast Media Systems 
• Samsung Electronics 
• TransGaming 
• Ubitus 
• Valve

Market driver 
• Reduced costs and installation time 
• For a full, detailed list, view our report

Market challenge 
• Concerns related to privacy and security 
• For a full, detailed list, view our report

Market trend 
• Growth in free-to-play model 
• For a full, detailed list, view our report

Key questions answered in this report 
• What will the market size be in 2020 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?

Purchase a Single Licensed Copy @ https://www.wiseguyreports.com/checkout?currency=one_user-USD&report_id=494879


Table of Content 

PART 01: Executive summary 
• Highlights 
PART 02: Scope of the report 
• Market overview 
• Customer segments 
• Base year 
• Vendor segmentation 
• Summation errors 
• Currency conversion rates 
• Top-vendor offerings 
PART 03: Market research methodology 
• Research methodology 
• Economic indicators 
PART 04: Introduction 
• Key market highlights 
PART 05: Market description 
• Global gaming market 
PART 06: Market landscape 
• Market overview 
• Product lifecycle 
• Market size and forecast 
• Market size and forecast 
• Five forces analysis 
PART 07: Global gaming market 
• Global gaming market by type 
PART 08: Geographical segmentation 
• Segmentation of global cloud gaming market by geography 
• Revenue comparison of global cloud gaming market by geography 
• Cloud gaming market in Americas 
• Cloud gaming market in EMEA 
• Cloud gaming market in APAC 
PART 09: Buying criteria 
PART 10: Market attractiveness 
• Market attractiveness of global gaming market by geography 
• Market attractiveness of global cloud gaming market by geography 
PART 11: Key leading countries 
• US 
PART 12: Market drivers 
PART 13: Impact of drivers 
PART 14: Market challenges 
PART 15: Impact of drivers and challenges 
PART 16: Market trends    



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