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Asia Pacific Cloud Gaming Market Report 2016-2022

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Report Summary-Asia Pacific Cloud Gaming Market

From the past 10 years, there is a drastic change in the gaming market. The traditional video gaming market is moving towards the declining stage, where the gaming players are drastically seeing a negative impact on their gaming revenue. In Asia Pacific, major drivers for cloud gaming market growth are smartphones and electronic devices penetration, growing number of the gaming audience, and low cost of cloud gaming.

Asia Pacific cloud gaming market is analyzed based on gaming audience, devices, technologies, and countries. Gaming audience segment is further divided into social gamers, serious gamers, and core gamers. The social gamers hold the major market share in Asia Pacific cloud gaming market followed by core gamers.

In devices segment, smartphones are the leading gaming devices in cloud gaming market followed by tablets, console units, PCs and smart TVs. In technologies segment, data streaming technology will hold the major market share in cloud gaming market followed by server technology. Gaming-as-a-Service is set to be the emerging technology. The countries covered include ANZ, China, India, Indonesia, Japan, Malaysia, Singapore, South Korea, Taiwan, Thailand, and Others. China is the leading country for Asia Pacific cloud gaming market growth followed by Japan and South Korea.

The Asia Pacific cloud gaming market is expected to reach USD 1,123.9 million by 2022, growing at a CAGR of 46.8% during the forecast period 2016-2022. In Asia Pacific, increasing online gaming population, internet user base, and emerging gaming technologies such as e-learning, machine learning, gaming analytics are the major drivers for the cloud gaming market growth.

The digital infrastructure development in the region is expected to support the cloud gaming market in the upcoming years. Few of the major players in Asia Pacific include Sony, Nintendo, Microsoft, NVIDIA, Samsung, LG, etc.

 

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Table Of Content

Scope

Table of Contents

1 Industry Outlook

1.1 Industry Overview

1.2 Industry Trends

1.3 Pest Analysis

2 Report Outline

2.1 Report Scope

2.2 Report Summary

2.3 Research Methodology

2.4 Report Assumptions

3 Market Snapshot

3.1 Total Addressable Market (TAM)

3.2 Segmented Addressable Market (SAM)

3.3 Related Markets

3.3.1 Smartphones and Tablets Gaming

3.3.2 PCs/Console Games/Smart TVs

4 Market Outlook

4.1 Overview

4.2 Market Definition-Infoholic Research

4.3 Market Trends and Impact

4.4 Market Segmentation

4.5 Technology Roadmap

4.6 Porter 5 (Five) Forces

5 Market Characteristics

5.1 Evolution

5.2 Ecosystem

5.3 Market Dynamics

5.3.1 Drivers

5.3.1.1 Smartphones and electronic devices penetration

5.3.1.2 Increasing gaming audience

5.3.1.3 Low cost

5.3.2 Restraints

5.3.2.1 Lack of digital infrastructure

5.3.2.2 Supports only high-end smart devices

5.3.3 Opportunities

5.3.3.1 Increase in the usage of cloud gamification

5.3.3.2 Cloud virtual gaming

5.3.3.3 Business opportunities in South-East Asian countries

5.3.4 DRO-Impact Analysis

5.3.5 Key Stakeholders

6 Gaming Audience: Market Size and Analysis

6.1 Overview

6.1.1 Market Size and Analysis

6.2 Social Gamers

6.2.1 Overview

6.2.2 Market Size and Analysis

6.3 Serious Gamers

6.3.1 Overview

6.3.2 Market Size and Analysis

6.4 Core Gamers

6.4.1 Overview

6.4.2 Market Size and Analysis

7 Devices: Market Size and Analysis

7.1 Overview

7.1.1 Market Size and Analysis

7.2 Smartphones

7.2.1 Overview

7.2.2 Market Size and Analysis

7.3 Smart TVs

7.3.1 Overview

7.3.2 Market Size and Analysis

7.4 Console Units

7.4.1 Overview

7.4.2 Market Size and Analysis

7.5 Tablets

7.5.1 Overview

7.5.2 Market Size and Analysis

7.6 PCs

7.6.1 Overview

7.6.2 Market Size and Analysis

8 Technology: Market Size and Analysis

8.1 Overview

8.1.1 Market Size and Analysis

8.2 Data Streaming Technology

8.2.1 Overview

8.2.2 Market Size and Analysis

8.3 Server Technology

8.3.1 Overview

8.3.2 Market Size and Analysis

8.4 Gaming as a Service

8.4.1 Overview

8.4.2 Market Size and Analysis

9 Countries: Market Size and Analysis

9.1 Overview

9.1.1 Market Size and Analysis

9.2 ANZ

9.2.1 Overview

9.2.1.1 Key facts

9.2.1.2 Market trends

9.2.2 Market Size and Analysis

9.3 China

9.3.1 Overview

9.3.1.1 Key facts

9.3.1.2 Market trends

9.3.2 Market Size and Analysis

9.4 India

9.4.1 Overview

9.4.1.1 Key facts

9.4.1.2 Market trends

9.4.2 Market Size and Analysis

9.5 Indonesia

9.5.1 Overview

9.5.1.1 Key facts

9.5.1.2 Market trends

9.5.2 Market Size and Analysis

9.6 Japan

9.6.1 Overview

9.6.1.1 Key facts

9.6.1.2 Market trends

9.6.2 Market Size and Analysis

9.7 Malaysia

9.7.1 Overview

9.7.1.1 Key facts

9.7.1.2 Market trends

9.7.2 Market Size and Analysis

9.8 Singapore

9.8.1 Overview

9.8.1.1 Key facts

9.8.1.2 Market trends

9.8.2 Market Size and Analysis

9.9 South Korea

9.9.1 Overview

9.9.1.1 Key facts

9.9.1.2 Market trends

9.9.2 Market Size and Analysis

9.10 Taiwan

9.10.1 Overview

9.10.1.1 Key facts

9.10.1.2 Market trends

9.10.2 Market Size and Analysis

9.11 Thailand

9.11.1 Overview

9.11.1.1 Key facts

9.11.1.2 Market trends

9.11.2 Market Size and Analysis

9.12 Others

9.12.1 Overview

9.12.2 Market Size and Analysis

10 Vendor Profiles

10.1 Sony Corporation

10.1.1 Overview

10.1.2 Business Units

10.1.3 Geographic Revenue

10.1.4 Business Focus

10.1.5 SWOT Analysis

10.1.6 Business Strategy

10.2 Nintendo Co., Ltd.

10.2.1 Overview

10.2.2 Business Units

10.2.3 Geographic Revenue

10.2.4 Business Focus

10.2.5 SWOT Analysis

10.2.6 Business Strategy

10.3 Microsoft

10.3.1 Overview

10.3.2 Business Units

10.3.3 Geographic Revenue

10.3.4 Business Focus

10.3.5 SWOT Analysis

10.3.6 Business Strategy

10.4 NVIDIA

10.4.1 Overview

10.4.2 Business Units

10.4.3 Geographic Revenue

10.4.4 Business Focus

10.4.5 SWOT Analysis

10.4.6 Business Strategy

10.5 Samsung Electronics

10.5.1 Overview

10.5.2 Business Units

10.5.3 Geographic Revenue

10.5.4 Business Focus

10.5.5 SWOT Analysis

10.5.6 Business Strategy

10.6 LG

10.6.1 Overview

10.6.2 Business Units

10.6.3 Geographic Revenue

10.6.4 Business Focus

10.6.5 SWOT Analysis

10.6.6 Business Strategy

Other Prominent vendors

11 Competitive Landscape

11.1 Competitor Comparison Analysis

11.1.1 Analysis by Gaming Audience

11.1.2 Analysis by Gaming Devices

11.1.3 Analysis by Technology

11.1.4 Analysis by Countries

11.2 Mergers & Acquisitions (M&A)

11.3 Joint Ventures (JV)

11.4 Venture Capital (VC) Funding

12 Global Generalists

12.1 Amazon Web Services, Inc.

12.1.1 Overview

12.1.2 Key Offerings

12.1.3 Amazon Web Services in Cloud Gaming

12.2 Google

12.2.1 Overview

12.2.2 Key Offerings

12.2.3 Google in Cloud Gaming

12.3 IBM

12.3.1 Overview

12.3.2 Key Offerings

12.3.3 IBM in Cloud Gaming

13 Companies to Watch for

13.1 Razer Inc.

13.1.1 Overview

13.1.2 Razer Inc. Market Offerings

13.1.3 Razer Inc. in Cloud Gaming Market

13.2 Ubitus Inc.,

13.2.1 Overview

13.2.2 Ubitus Market Offerings

13.2.3 Ubitus in Cloud Gaming Market

13.3 Zynga Inc.,

13.3.1 Overview

13.3.2 Zynga Market Offerings

13.3.3 Zynga in Cloud Gaming Market

Annexure

Abbreviations


List Of Figure

CHART 1 PEST ANALYSIS OF ASIA PACIFIC CLOUD GAMING MARKET 14

CHART 2 RESEARCH METHODOLOGY OF ASIA PACIFIC CLOUD GAMING MARKET 16

CHART 3 WORLDWIDE CLOUD GAMING MARKET REVENUE, 2016-2022 (USD MILLION) 18

CHART 4 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, 2016-2022 (USD MILLION) 19

CHART 5 ASIA PACIFIC CLOUD GAMING MARKET SEGMENTATION 22

CHART 6 TECHNOLOGY ROADMAP OF CLOUD GAMING MARKET 23

CHART 7 PORTERS 5 FORCES OF ASIA PACIFIC CLOUD GAMING MARKET 24

CHART 8 EVOLUTION OF CLOUD GAMING MARKET 26

CHART 9 ECOSYSTEM OF CLOUD GAMING MARKET 27

CHART 10 MARKET DYNAMICS-DRIVERS, RESTRAINTS AND OPPORTUNITIES 27

CHART 11 DRO-IMPACT ANALYSIS OF ASIA PACIFIC CLOUD GAMING MARKET 29

CHART 12 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2016-2022 (USD MILLION) 31

CHART 13 SOCIAL GAMERS MARKET REVENUE, 2016-2022 (USD MILLION) 32

CHART 14 SERIOUS GAMERS MARKET REVENUE, 2016-2022 (USD MILLION) 34

CHART 15 CORE GAMERS MARKET REVENUE, 2016-2022 (USD MILLION) 35

CHART 16 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY DEVICES, 2016-2022 (USD MILLION) 36

CHART 17 SMARTPHONES MARKET REVENUE, 2016-2022 (USD MILLION) 37

CHART 18 SMART TVS MARKET REVENUE, 2016-2022 (USD MILLION) 38

CHART 19 CONSOLE UNITS MARKET REVENUE, 2016-2022 (USD MILLION) 39

CHART 20 TABLETS MARKET REVENUE, 2016-2022 (USD MILLION) 40

CHART 21 PCS MARKET REVENUE, 2016-2022 (USD MILLION) 41

CHART 22 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY TECHNOLOGY, 2016-2022 (USD MILLION) 43

CHART 23 DATA STREAMING TECHNOLOGY MARKET REVENUE, 2016-2022 (USD MILLION) 44

CHART 24 SERVER TECHNOLOGY MARKET REVENUE, 2016-2022 (USD MILLION) 45

CHART 25 GAMING AS A SERVICE MARKET REVENUE, 2016-2022 (USD MILLION) 47

CHART 26 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY COUNTRIES, 2016-2022 (USD MILLION) 49

CHART 27 ANZ MARKET REVENUE, 2016-2022 (USD MILLION) 51

CHART 28 CHINA MARKET REVENUE, 2016-2022 (USD MILLION) 53

CHART 29 INDIA MARKET REVENUE, 2016-2022 (USD MILLION) 55

CHART 30 INDONESIA MARKET REVENUE, 2016-2022 (USD MILLION) 57

CHART 31 JAPAN MARKET REVENUE, 2016-2022 (USD MILLION) 59

CHART 32 MALAYSIA MARKET REVENUE, 2016-2022 (USD MILLION) 61

CHART 33 SINGAPORE MARKET REVENUE, 2016-2022 (USD MILLION) 64

CHART 34 SOUTH KOREA MARKET REVENUE, 2016-2022 (USD MILLION) 66

CHART 35 TAIWAN MARKET REVENUE, 2016-2022 (USD MILLION) 68

CHART 36 THAILAND MARKET REVENUE, 2016-2022 (USD MILLION) 69

CHART 37 OTHERS MARKET REVENUE, 2016-2022 (USD MILLION) 70

CHART 38 SONY CORPORATION: OVERVIEW SNAPSHOT 71

CHART 39 SONY CORPORATION: BUSINESS UNITS 72

CHART 40 SONY CORPORATION: GEOGRAPHIC REVENUE 73

CHART 41 SONY CORPORATION: SWOT ANALYSIS 74

CHART 42 NINTENDO CO LTD.: OVERVIEW SNAPSHOT 76

CHART 43 NINTENDO CO LTD.: BUSINESS UNITS 77

CHART 44 NINTENDO CO LTD.: GEOGRAPHIC REVENUE 77

CHART 45 NINTENDO CO LTD.: SWOT ANALYSIS 78

CHART 46 MICROSOFT: OVERVIEW SNAPSHOT 80

CHART 47 MICROSOFT: BUSINESS UNITS 80

CHART 48 MICROSOFT: GEOGRAPHIC REVENUE 81

CHART 49 MICROSOFT: SWOT ANALYSIS 82

CHART 50 NVIDIA CORPORATION: OVERVIEW SNAPSHOT 84

CHART 51 NVIDIA CORPORATION: BUSINESS UNITS 85

CHART 52 NVIDIA CORPORATION: GEOGRAPHIC REVENUE 85

CHART 53 NVIDIA CORPORATION: SWOT ANALYSIS 87

CHART 54 SAMSUNG ELECTRONICS: OVERVIEW SNAPSHOT 88

CHART 55 SAMSUNG ELECTRONICS: BUSINESS UNITS 89

CHART 56 SAMSUNG ELECTRONICS: GEOGRAPHIC REVENUE 89

CHART 57 SAMSUNG ELECTRONICS: SWOT ANALYSIS 90

CHART 58 LG: OVERVIEW SNAPSHOT 92

CHART 59 LG: BUSINESS UNITS 93

CHART 60 LG: GEOGRAPHIC REVENUE 93

CHART 61 LG: SWOT ANALYSIS 94

CHART 62 GAMING AUDIENCE MARKET SHARE, 2016 AND 2022 (%) 96

CHART 63 GAMING DEVICES MARKET SHARE, 2016 AND 2022 (%) 96

CHART 64 GAMING TECHNOLOGY MARKET SHARE, 2016 AND 2022 (%) 97

CHART 65 COUNTRIES POSITION BY CLOUD GAMING MARKET SHARE, 2016 AND 2022 (%) 97

CHART 66 COUNTRIES POSITION BY GAMING MARKET SHARE, 2016 AND 2022 (%) 98

CHART 67 AMAZON WEB SERVICES, INC.: OVERVIEW SNAPSHOT 101

CHART 68 GOOGLE: OVERVIEW SNAPSHOT 103

CHART 69 IBM: OVERVIEW SNAPSHOT 105

CHART 70 RAZER INC.: MARKET OFFERINGS 107

CHART 71 UBITUS: MARKET OFFERINGS 109

CHART 72 ZYNGA: MARKET OFFERINGS 110

 


List Of Table

TABLE 1 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, 2016-2022 (USD MILLION) 18

TABLE 2 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, 2016-2022, Y-O-Y (%) 19

TABLE 3 KEY STAKEHOLDERS OF ASIA PACIFIC CLOUD GAMING MARKET 30

TABLE 4 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2016-2022 (USD MILLION) 31

TABLE 5 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY GAMING AUDIENCE, 2016-2022, Y-O-Y (%) 31

TABLE 6 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY DEVICES, 2016-2022 (USD MILLION) 36

TABLE 7 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY DEVICES, 2016-2022, Y-O-Y (%) 36

TABLE 8 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY TECHNOLOGY, 2016-2022 (USD MILLION) 43

TABLE 9 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY TECHNOLOGY, 2016-2022, Y-O-Y (%) 43

TABLE 10 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY COUNTRIES, 2016-2022 (USD MILLION) 48

TABLE 11 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY COUNTRIES, 2016-2022, Y-O-Y (%) 48

TABLE 12 ANZ MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 51

TABLE 13 ANZ MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 51

TABLE 14 CHINA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 53

TABLE 15 CHINA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 53

TABLE 16 INDIA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 55

TABLE 17 INDIA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 55

TABLE 18 INDONESIA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 57

TABLE 19 INDONESIA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 57

TABLE 20 JAPAN MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 59

TABLE 21 JAPAN MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 59

TABLE 22 MALAYSIA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 61

TABLE 23 MALAYSIA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 61

TABLE 24 SINGAPORE MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 63

TABLE 25 SINGAPORE MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 63

TABLE 26 SOUTH KOREA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 65

TABLE 27 SOUTH KOREA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 66

TABLE 28 TAIWAN MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 67

TABLE 29 TAIWAN MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 67

TABLE 30 THAILAND MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 69

TABLE 31 THAILAND MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 69

TABLE 32 MERGER & ACQUISITIONS, 2014-2016 98

TABLE 33 JOINT VENTURES,2014-2016 99

TABLE 34 VENTURE CAPITAL FUNDING, 2013-2016 100

TABLE 35 AMAZON: KEY OFFERINGS 102

TABLE 36 GOOGLE: KEY OFFERINGS 104

TABLE 37 IBM: KEY OFFERINGS 106

 

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Products and Companies


Companies

Sony Corporation,Nintendo Co Ltd, Microsoft,NVIDIA,Samsung Electronics,LG, Other Prominent Vendors, Amazon Web Services, Google, IBM, Razer Inc, Ubitus Inc, Zynga Inc

Report Summary-Asia Pacific Cloud Gaming Market

From the past 10 years, there is a drastic change in the gaming market. The traditional video gaming market is moving towards the declining stage, where the gaming players are drastically seeing a negative impact on their gaming revenue. In Asia Pacific, major drivers for cloud gaming market growth are smartphones and electronic devices penetration, growing number of the gaming audience, and low cost of cloud gaming.

Asia Pacific cloud gaming market is analyzed based on gaming audience, devices, technologies, and countries. Gaming audience segment is further divided into social gamers, serious gamers, and core gamers. The social gamers hold the major market share in Asia Pacific cloud gaming market followed by core gamers.

In devices segment, smartphones are the leading gaming devices in cloud gaming market followed by tablets, console units, PCs and smart TVs. In technologies segment, data streaming technology will hold the major market share in cloud gaming market followed by server technology. Gaming-as-a-Service is set to be the emerging technology. The countries covered include ANZ, China, India, Indonesia, Japan, Malaysia, Singapore, South Korea, Taiwan, Thailand, and Others. China is the leading country for Asia Pacific cloud gaming market growth followed by Japan and South Korea.

The Asia Pacific cloud gaming market is expected to reach USD 1,123.9 million by 2022, growing at a CAGR of 46.8% during the forecast period 2016-2022. In Asia Pacific, increasing online gaming population, internet user base, and emerging gaming technologies such as e-learning, machine learning, gaming analytics are the major drivers for the cloud gaming market growth.

The digital infrastructure development in the region is expected to support the cloud gaming market in the upcoming years. Few of the major players in Asia Pacific include Sony, Nintendo, Microsoft, NVIDIA, Samsung, LG, etc.

 

READ MORE

Scope

Table of Contents

1 Industry Outlook

1.1 Industry Overview

1.2 Industry Trends

1.3 Pest Analysis

2 Report Outline

2.1 Report Scope

2.2 Report Summary

2.3 Research Methodology

2.4 Report Assumptions

3 Market Snapshot

3.1 Total Addressable Market (TAM)

3.2 Segmented Addressable Market (SAM)

3.3 Related Markets

3.3.1 Smartphones and Tablets Gaming

3.3.2 PCs/Console Games/Smart TVs

4 Market Outlook

4.1 Overview

4.2 Market Definition-Infoholic Research

4.3 Market Trends and Impact

4.4 Market Segmentation

4.5 Technology Roadmap

4.6 Porter 5 (Five) Forces

5 Market Characteristics

5.1 Evolution

5.2 Ecosystem

5.3 Market Dynamics

5.3.1 Drivers

5.3.1.1 Smartphones and electronic devices penetration

5.3.1.2 Increasing gaming audience

5.3.1.3 Low cost

5.3.2 Restraints

5.3.2.1 Lack of digital infrastructure

5.3.2.2 Supports only high-end smart devices

5.3.3 Opportunities

5.3.3.1 Increase in the usage of cloud gamification

5.3.3.2 Cloud virtual gaming

5.3.3.3 Business opportunities in South-East Asian countries

5.3.4 DRO-Impact Analysis

5.3.5 Key Stakeholders

6 Gaming Audience: Market Size and Analysis

6.1 Overview

6.1.1 Market Size and Analysis

6.2 Social Gamers

6.2.1 Overview

6.2.2 Market Size and Analysis

6.3 Serious Gamers

6.3.1 Overview

6.3.2 Market Size and Analysis

6.4 Core Gamers

6.4.1 Overview

6.4.2 Market Size and Analysis

7 Devices: Market Size and Analysis

7.1 Overview

7.1.1 Market Size and Analysis

7.2 Smartphones

7.2.1 Overview

7.2.2 Market Size and Analysis

7.3 Smart TVs

7.3.1 Overview

7.3.2 Market Size and Analysis

7.4 Console Units

7.4.1 Overview

7.4.2 Market Size and Analysis

7.5 Tablets

7.5.1 Overview

7.5.2 Market Size and Analysis

7.6 PCs

7.6.1 Overview

7.6.2 Market Size and Analysis

8 Technology: Market Size and Analysis

8.1 Overview

8.1.1 Market Size and Analysis

8.2 Data Streaming Technology

8.2.1 Overview

8.2.2 Market Size and Analysis

8.3 Server Technology

8.3.1 Overview

8.3.2 Market Size and Analysis

8.4 Gaming as a Service

8.4.1 Overview

8.4.2 Market Size and Analysis

9 Countries: Market Size and Analysis

9.1 Overview

9.1.1 Market Size and Analysis

9.2 ANZ

9.2.1 Overview

9.2.1.1 Key facts

9.2.1.2 Market trends

9.2.2 Market Size and Analysis

9.3 China

9.3.1 Overview

9.3.1.1 Key facts

9.3.1.2 Market trends

9.3.2 Market Size and Analysis

9.4 India

9.4.1 Overview

9.4.1.1 Key facts

9.4.1.2 Market trends

9.4.2 Market Size and Analysis

9.5 Indonesia

9.5.1 Overview

9.5.1.1 Key facts

9.5.1.2 Market trends

9.5.2 Market Size and Analysis

9.6 Japan

9.6.1 Overview

9.6.1.1 Key facts

9.6.1.2 Market trends

9.6.2 Market Size and Analysis

9.7 Malaysia

9.7.1 Overview

9.7.1.1 Key facts

9.7.1.2 Market trends

9.7.2 Market Size and Analysis

9.8 Singapore

9.8.1 Overview

9.8.1.1 Key facts

9.8.1.2 Market trends

9.8.2 Market Size and Analysis

9.9 South Korea

9.9.1 Overview

9.9.1.1 Key facts

9.9.1.2 Market trends

9.9.2 Market Size and Analysis

9.10 Taiwan

9.10.1 Overview

9.10.1.1 Key facts

9.10.1.2 Market trends

9.10.2 Market Size and Analysis

9.11 Thailand

9.11.1 Overview

9.11.1.1 Key facts

9.11.1.2 Market trends

9.11.2 Market Size and Analysis

9.12 Others

9.12.1 Overview

9.12.2 Market Size and Analysis

10 Vendor Profiles

10.1 Sony Corporation

10.1.1 Overview

10.1.2 Business Units

10.1.3 Geographic Revenue

10.1.4 Business Focus

10.1.5 SWOT Analysis

10.1.6 Business Strategy

10.2 Nintendo Co., Ltd.

10.2.1 Overview

10.2.2 Business Units

10.2.3 Geographic Revenue

10.2.4 Business Focus

10.2.5 SWOT Analysis

10.2.6 Business Strategy

10.3 Microsoft

10.3.1 Overview

10.3.2 Business Units

10.3.3 Geographic Revenue

10.3.4 Business Focus

10.3.5 SWOT Analysis

10.3.6 Business Strategy

10.4 NVIDIA

10.4.1 Overview

10.4.2 Business Units

10.4.3 Geographic Revenue

10.4.4 Business Focus

10.4.5 SWOT Analysis

10.4.6 Business Strategy

10.5 Samsung Electronics

10.5.1 Overview

10.5.2 Business Units

10.5.3 Geographic Revenue

10.5.4 Business Focus

10.5.5 SWOT Analysis

10.5.6 Business Strategy

10.6 LG

10.6.1 Overview

10.6.2 Business Units

10.6.3 Geographic Revenue

10.6.4 Business Focus

10.6.5 SWOT Analysis

10.6.6 Business Strategy

Other Prominent vendors

11 Competitive Landscape

11.1 Competitor Comparison Analysis

11.1.1 Analysis by Gaming Audience

11.1.2 Analysis by Gaming Devices

11.1.3 Analysis by Technology

11.1.4 Analysis by Countries

11.2 Mergers & Acquisitions (M&A)

11.3 Joint Ventures (JV)

11.4 Venture Capital (VC) Funding

12 Global Generalists

12.1 Amazon Web Services, Inc.

12.1.1 Overview

12.1.2 Key Offerings

12.1.3 Amazon Web Services in Cloud Gaming

12.2 Google

12.2.1 Overview

12.2.2 Key Offerings

12.2.3 Google in Cloud Gaming

12.3 IBM

12.3.1 Overview

12.3.2 Key Offerings

12.3.3 IBM in Cloud Gaming

13 Companies to Watch for

13.1 Razer Inc.

13.1.1 Overview

13.1.2 Razer Inc. Market Offerings

13.1.3 Razer Inc. in Cloud Gaming Market

13.2 Ubitus Inc.,

13.2.1 Overview

13.2.2 Ubitus Market Offerings

13.2.3 Ubitus in Cloud Gaming Market

13.3 Zynga Inc.,

13.3.1 Overview

13.3.2 Zynga Market Offerings

13.3.3 Zynga in Cloud Gaming Market

Annexure

Abbreviations


List Of Figure

CHART 1 PEST ANALYSIS OF ASIA PACIFIC CLOUD GAMING MARKET 14

CHART 2 RESEARCH METHODOLOGY OF ASIA PACIFIC CLOUD GAMING MARKET 16

CHART 3 WORLDWIDE CLOUD GAMING MARKET REVENUE, 2016-2022 (USD MILLION) 18

CHART 4 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, 2016-2022 (USD MILLION) 19

CHART 5 ASIA PACIFIC CLOUD GAMING MARKET SEGMENTATION 22

CHART 6 TECHNOLOGY ROADMAP OF CLOUD GAMING MARKET 23

CHART 7 PORTERS 5 FORCES OF ASIA PACIFIC CLOUD GAMING MARKET 24

CHART 8 EVOLUTION OF CLOUD GAMING MARKET 26

CHART 9 ECOSYSTEM OF CLOUD GAMING MARKET 27

CHART 10 MARKET DYNAMICS-DRIVERS, RESTRAINTS AND OPPORTUNITIES 27

CHART 11 DRO-IMPACT ANALYSIS OF ASIA PACIFIC CLOUD GAMING MARKET 29

CHART 12 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2016-2022 (USD MILLION) 31

CHART 13 SOCIAL GAMERS MARKET REVENUE, 2016-2022 (USD MILLION) 32

CHART 14 SERIOUS GAMERS MARKET REVENUE, 2016-2022 (USD MILLION) 34

CHART 15 CORE GAMERS MARKET REVENUE, 2016-2022 (USD MILLION) 35

CHART 16 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY DEVICES, 2016-2022 (USD MILLION) 36

CHART 17 SMARTPHONES MARKET REVENUE, 2016-2022 (USD MILLION) 37

CHART 18 SMART TVS MARKET REVENUE, 2016-2022 (USD MILLION) 38

CHART 19 CONSOLE UNITS MARKET REVENUE, 2016-2022 (USD MILLION) 39

CHART 20 TABLETS MARKET REVENUE, 2016-2022 (USD MILLION) 40

CHART 21 PCS MARKET REVENUE, 2016-2022 (USD MILLION) 41

CHART 22 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY TECHNOLOGY, 2016-2022 (USD MILLION) 43

CHART 23 DATA STREAMING TECHNOLOGY MARKET REVENUE, 2016-2022 (USD MILLION) 44

CHART 24 SERVER TECHNOLOGY MARKET REVENUE, 2016-2022 (USD MILLION) 45

CHART 25 GAMING AS A SERVICE MARKET REVENUE, 2016-2022 (USD MILLION) 47

CHART 26 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY COUNTRIES, 2016-2022 (USD MILLION) 49

CHART 27 ANZ MARKET REVENUE, 2016-2022 (USD MILLION) 51

CHART 28 CHINA MARKET REVENUE, 2016-2022 (USD MILLION) 53

CHART 29 INDIA MARKET REVENUE, 2016-2022 (USD MILLION) 55

CHART 30 INDONESIA MARKET REVENUE, 2016-2022 (USD MILLION) 57

CHART 31 JAPAN MARKET REVENUE, 2016-2022 (USD MILLION) 59

CHART 32 MALAYSIA MARKET REVENUE, 2016-2022 (USD MILLION) 61

CHART 33 SINGAPORE MARKET REVENUE, 2016-2022 (USD MILLION) 64

CHART 34 SOUTH KOREA MARKET REVENUE, 2016-2022 (USD MILLION) 66

CHART 35 TAIWAN MARKET REVENUE, 2016-2022 (USD MILLION) 68

CHART 36 THAILAND MARKET REVENUE, 2016-2022 (USD MILLION) 69

CHART 37 OTHERS MARKET REVENUE, 2016-2022 (USD MILLION) 70

CHART 38 SONY CORPORATION: OVERVIEW SNAPSHOT 71

CHART 39 SONY CORPORATION: BUSINESS UNITS 72

CHART 40 SONY CORPORATION: GEOGRAPHIC REVENUE 73

CHART 41 SONY CORPORATION: SWOT ANALYSIS 74

CHART 42 NINTENDO CO LTD.: OVERVIEW SNAPSHOT 76

CHART 43 NINTENDO CO LTD.: BUSINESS UNITS 77

CHART 44 NINTENDO CO LTD.: GEOGRAPHIC REVENUE 77

CHART 45 NINTENDO CO LTD.: SWOT ANALYSIS 78

CHART 46 MICROSOFT: OVERVIEW SNAPSHOT 80

CHART 47 MICROSOFT: BUSINESS UNITS 80

CHART 48 MICROSOFT: GEOGRAPHIC REVENUE 81

CHART 49 MICROSOFT: SWOT ANALYSIS 82

CHART 50 NVIDIA CORPORATION: OVERVIEW SNAPSHOT 84

CHART 51 NVIDIA CORPORATION: BUSINESS UNITS 85

CHART 52 NVIDIA CORPORATION: GEOGRAPHIC REVENUE 85

CHART 53 NVIDIA CORPORATION: SWOT ANALYSIS 87

CHART 54 SAMSUNG ELECTRONICS: OVERVIEW SNAPSHOT 88

CHART 55 SAMSUNG ELECTRONICS: BUSINESS UNITS 89

CHART 56 SAMSUNG ELECTRONICS: GEOGRAPHIC REVENUE 89

CHART 57 SAMSUNG ELECTRONICS: SWOT ANALYSIS 90

CHART 58 LG: OVERVIEW SNAPSHOT 92

CHART 59 LG: BUSINESS UNITS 93

CHART 60 LG: GEOGRAPHIC REVENUE 93

CHART 61 LG: SWOT ANALYSIS 94

CHART 62 GAMING AUDIENCE MARKET SHARE, 2016 AND 2022 (%) 96

CHART 63 GAMING DEVICES MARKET SHARE, 2016 AND 2022 (%) 96

CHART 64 GAMING TECHNOLOGY MARKET SHARE, 2016 AND 2022 (%) 97

CHART 65 COUNTRIES POSITION BY CLOUD GAMING MARKET SHARE, 2016 AND 2022 (%) 97

CHART 66 COUNTRIES POSITION BY GAMING MARKET SHARE, 2016 AND 2022 (%) 98

CHART 67 AMAZON WEB SERVICES, INC.: OVERVIEW SNAPSHOT 101

CHART 68 GOOGLE: OVERVIEW SNAPSHOT 103

CHART 69 IBM: OVERVIEW SNAPSHOT 105

CHART 70 RAZER INC.: MARKET OFFERINGS 107

CHART 71 UBITUS: MARKET OFFERINGS 109

CHART 72 ZYNGA: MARKET OFFERINGS 110

 


List Of Table

TABLE 1 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, 2016-2022 (USD MILLION) 18

TABLE 2 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, 2016-2022, Y-O-Y (%) 19

TABLE 3 KEY STAKEHOLDERS OF ASIA PACIFIC CLOUD GAMING MARKET 30

TABLE 4 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2016-2022 (USD MILLION) 31

TABLE 5 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY GAMING AUDIENCE, 2016-2022, Y-O-Y (%) 31

TABLE 6 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY DEVICES, 2016-2022 (USD MILLION) 36

TABLE 7 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY DEVICES, 2016-2022, Y-O-Y (%) 36

TABLE 8 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY TECHNOLOGY, 2016-2022 (USD MILLION) 43

TABLE 9 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY TECHNOLOGY, 2016-2022, Y-O-Y (%) 43

TABLE 10 ASIA PACIFIC CLOUD GAMING MARKET REVENUE, BY COUNTRIES, 2016-2022 (USD MILLION) 48

TABLE 11 ASIA PACIFIC CLOUD GAMING MARKET GROWTH, BY COUNTRIES, 2016-2022, Y-O-Y (%) 48

TABLE 12 ANZ MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 51

TABLE 13 ANZ MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 51

TABLE 14 CHINA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 53

TABLE 15 CHINA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 53

TABLE 16 INDIA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 55

TABLE 17 INDIA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 55

TABLE 18 INDONESIA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 57

TABLE 19 INDONESIA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 57

TABLE 20 JAPAN MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 59

TABLE 21 JAPAN MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 59

TABLE 22 MALAYSIA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 61

TABLE 23 MALAYSIA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 61

TABLE 24 SINGAPORE MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 63

TABLE 25 SINGAPORE MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 63

TABLE 26 SOUTH KOREA MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 65

TABLE 27 SOUTH KOREA MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 66

TABLE 28 TAIWAN MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 67

TABLE 29 TAIWAN MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 67

TABLE 30 THAILAND MARKET REVENUE, BY TYPES, 2016-2022 (USD MILLION) 69

TABLE 31 THAILAND MARKET GROWTH, BY TYPES, 2016-2022, Y-O-Y (%) 69

TABLE 32 MERGER & ACQUISITIONS, 2014-2016 98

TABLE 33 JOINT VENTURES,2014-2016 99

TABLE 34 VENTURE CAPITAL FUNDING, 2013-2016 100

TABLE 35 AMAZON: KEY OFFERINGS 102

TABLE 36 GOOGLE: KEY OFFERINGS 104

TABLE 37 IBM: KEY OFFERINGS 106

 

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