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Gaming As a Service Market – Forecasts from 2017 to 2022

DESCRIPTION
Gaming as a service market is projected to witness the growth at a CAGR of XX.XX%
during the forecast period to reach a total market size of US$XX.XX billion by 2022,
increasing from US$XX.XX billion in 2017. The growing in gaming industry owing to
greater penetration & accessibility to broadband Internet and growth in mobile
subscriber base drive the market growth. Moreover, penetration of smart devices and
increase in number of cloud users further contribute to the market growth. Other
drivers include growing 3D gaming, rising demand for high graphic platform and high
speed innovation. However, the security and privacy concern associated with cloud
hampers the market growth.
By Device
Mobile device is gaining popularity and thereby mobile segment is expected to growth
at a high rate over the projected period. Mobile broadband networks have overtaken
fixed broadband as the main mode of internet access, bolstered by the combination of
3G and LTE rollouts, low cost smartphones, and an abundance of content, particularly
applications, from over-the-top providers. According to World Bank, the number of
internet users and mobile cellular subscription has been on a persistent upward
trajectory, cutting through markets across all regions, developed or developing from
last 2 decades. Thus, the exponential growth in smartphone users and penetration of
mobile internet drive this segment growth.
By Geography
Geographically, North America dominates the global Gaming as a service market in
2016 and will hold a notable position by the end of forecasted period. North America is
home to many major player of Gaming as a Service market which contributes to the
regional market growth. Moreover, the availability of high speed internet and
penetration of smart devises further enhance the market growth. However, Asia Pacific
is expecting a high growth over the projected period. The fast growing region owing to
the presence of some emerging nations like India, China, and South Korea, as well as
rising adoption of cloud technology will augment the regional market growth.

Gaming As a Service Market – Forecasts from 2017 to 2022

Competitive Landscape
The global Gaming as a service market is competitive owing to presence of big
international players. The ability of such players to invest in continuous R&D results in
innovation which further enhance the competitive rivalry. The competitive landscape
details strategies, products, and investments being done by key players in different
technologies and companies to boost their market presence.
Some of the major players discussed in the report are Broadmedia GC
Corporation, OnLive, NVIDIA Corporation, Vortex, Sony Interactive Entertainment LLC,
Microsoft, and IBM.
Segmentation
Thirdly, Gaming as a service market has been segmented by Device and geography.
 By Device
o Mobile
 Tablet
 Smartphone
 Others
o PC
 Consol
 Boxed/Downloaded PC games
 Others
 By Geography
o Americas
 North America
 South America
o Europe Middle East and Africa
 Europe
 MEA
Gaming As a Service Market – Forecasts from 2017 to 2022

o Asia Pacific
Key questions answered by the report
 What will be the Gaming as a Service market size from 2017 to 2022?
 How are the major drivers and restraints affecting the Gaming as a Service market
growth and the opportunities which exist for key vendors?
 Which segment and region will drive or lead the market growth and why?
 A comprehensive analysis of competitive landscape and key market participants’
behaviour
 Key strategies being adopted by vendors, with in-depth analysis along with their
impact on competition and market growth

Gaming As a Service Market – Forecasts from 2017 to 2022

TABLE OF CONTENTS
1. Introduction
1.1. Market Definition
1.2. Scope of the Study
1.3. Currency
1.4. Assumptions
1.5. Base, and Forecast Years Timeline
2. Research Methodology
2.1. Research Design
2.2. Secondary Sources
2.3. Validation
3. Key Findings Of The Study
4. Market Dynamics
4.1. Drivers
4.2. Restraints
4.3. Opportunities and Market Trends
4.4. Market Segmentation
4.5. Porter’s Five Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Industry Value Chain Analysis
4.7. Industry Regulations
4.8. Scenario Analysis
5. Global Gaming as a Service Market Forecast By Device (US$ billion)
5.1. Introduction
5.2. Mobile
5.2.1. Tablet
5.2.2. Smartphone
5.2.3. Others
Gaming As a Service Market – Forecasts from 2017 to 2022

5.3. PC
5.3.1. Consol
5.3.2. Boxed/Downloaded PC games
5.3.3. Others
6. Global Gaming as a Service Market Forecast By Geography (US$ billion)
6.1. Introduction
6.2. Americas
6.2.1. North America
6.2.2. South America
6.3. Europe and EMEA
6.3.1. Europe
6.3.2. Middle East And Africa (MEA)
6.4. Asia Pacific
7. Competitive intelligence
7.1. Market Share Analysis
7.2. Strategies of Key Players
7.3. Recent Investments And Deals
8. Company profiles
8.1. Broadmedia GC Corporation
8.1.1. Overview
8.1.2. Financials
8.1.3. Products and Services
8.1.4. Key Developments
8.2. OnLive
8.2.1. Overview
8.2.2. Financials
8.2.3. Products and Services
8.2.4. Key Developments
8.3. NVIDIA Corporation
8.3.1. Overview
8.3.2. Financials
8.3.3. Products and Services
8.3.4. Key Developments
Gaming As a Service Market – Forecasts from 2017 to 2022

8.4. Vortex
8.4.1. Overview
8.4.2. Financials
8.4.3. Products and Services
8.4.4. Key Developments
8.5. Sony Interactive Entertainment LLC
8.5.1. Overview
8.5.2. Financials
8.5.3. Products and Services
8.5.4. Key Developments
8.6. Microsoft
8.6.1. Overview
8.6.2. Financials
8.6.3. Products and Services
8.6.4. Key Developments
8.7. IBM
8.7.1. Overview
8.7.2. Financials
8.7.3. Products and Services
8.7.4. Key Developments

Gaming As a Service Market – Forecasts from 2017 to 2022

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Gaming As a Service Market – Forecasts from 2017 to 2022


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