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Cloud Gaming Market 2018: Global Analysis By Key Players – Sony, GameFly, Nvidia, Ubitus, PlayGiga, PlayKey, Cyber Cloud

Wiseguyreports.Com Publish New Market Research Report On -“Cloud Gaming Market - Global Industry Analysis, Size, Share, Trends, Growth and Forecast 2018 - 2025”
Published 17 August 2018

Cloud Gaming Market 2018

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming.

Scope of the Report: 
This report studies the Cloud Gaming market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Cloud Gaming market by product type and applications/end industries. 
In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients. 

While the rapid growth of cloud gaming, challenges especially security risk, latency and bandwidth as well as packet loss are gradually arisen to impede technology developments. Benefits and impacts follow the appearance of cloud gaming and change the way players experience games traditionally. No heavy deployment on hardware or further downloading or updating is required and therefore less production such as disc will be made by vendors. 

Because of gamers might expect higher standard experience is met, quality of experience (QoS) is proposed to deal with explosively increased requirements to enhance the performance of gaming. Two research covered on different topics are given to analyse the factors that influence the QoS. 

The global Cloud Gaming market is valued at 45 million USD in 2017 and is expected to reach 450 million USD by the end of 2023, growing at a CAGR of 46.7% between 2017 and 2023.
 

Request a Sample Report @ https://www.wiseguyreports.com/sample-request/3337867-global-anti-money-laundering-software-market-2018-by

 
Market Segment by Companies, this report covers 
Sony 
GameFly (PlayCast) 
Nvidia 
Ubitus 
PlayGiga 
Crytek GmbH 
PlayKey 
Utomik (Kalydo) 
51ias.com (Gloud) 
Cyber Cloud 
Yunlian Technology 
Liquidsky 
BlacknutSAS 
Alibaba Cloud 
Baidu 
Tencent Cloud 
Ksyun (Kingsoft) 
LeCloud

Market Segment by Regions, regional analysis covers 
North America (United States, Canada and Mexico) 
Europe (Germany, France, UK, Russia and Italy) 
Asia-Pacific (China, Japan, Korea, India and Southeast Asia) 
South America (Brazil, Argentina, Colombia) 
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers 
Video Streaming 
File Streaming

Market Segment by Applications, can be divided into 
PC 
Connected TV 
Tablet 
Smartphone
 

Complete Report Details @ https://www.wiseguyreports.com/reports/3337865-global-cloud-gaming-market-2018-by-manufacturers-countries
 

Table of Contents –Analysis of Key Points

1 Cloud Gaming Market Overview 
1.1 Product Overview and Scope of Cloud Gaming 
1.2 Classification of Cloud Gaming by Types 
1.2.1 Global Cloud Gaming Revenue Comparison by Types (2017-2023) 
1.2.2 Global Cloud Gaming Revenue Market Share by Types in 2017 
1.3 Global Cloud Gaming Market by Application 
1.3.1 Global Cloud Gaming Market Size and Market Share Comparison by Applications (2013-2023) 
1.4 Global Cloud Gaming Market by Regions 
1.4.1 Global Cloud Gaming Market Size (Million USD) Comparison by Regions (2013-2023) 
1.5 Global Market Size of Cloud Gaming (2013-2023) 

2 Manufacturers Profiles 
2.1 Sony 
2.1.1 Business Overview 
2.1.2 Cloud Gaming Type and Applications 
2.1.2.1 Product A 
2.1.2.2 Product B 
2.1.3 Sony Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.2 GameFly (PlayCast) 
2.2.1 Business Overview 
2.2.2 Cloud Gaming Type and Applications 
2.2.2.1 Product A 
2.2.2.2 Product B 
2.2.3 GameFly (PlayCast) Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.3 Nvidia 
2.3.1 Business Overview 
2.3.2 Cloud Gaming Type and Applications 
2.3.2.1 Product A 
2.3.2.2 Product B 
2.3.3 Nvidia Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.4 Ubitus 
2.4.1 Business Overview 
2.4.2 Cloud Gaming Type and Applications 
2.4.2.1 Product A 
2.4.2.2 Product B 
2.4.3 Ubitus Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.5 PlayGiga 
2.5.1 Business Overview 
2.5.2 Cloud Gaming Type and Applications 
2.5.2.1 Product A 
2.5.2.2 Product B 
2.5.3 PlayGiga Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.6 Crytek GmbH 
2.6.1 Business Overview 
2.6.2 Cloud Gaming Type and Applications 
2.6.2.1 Product A 
2.6.2.2 Product B 
2.6.3 Crytek GmbH Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.7 PlayKey 
2.7.1 Business Overview 
2.7.2 Cloud Gaming Type and Applications 
2.7.2.1 Product A 
2.7.2.2 Product B 
2.7.3 PlayKey Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.8 Utomik (Kalydo) 
2.8.1 Business Overview 
2.8.2 Cloud Gaming Type and Applications 
2.8.2.1 Product A 
2.8.2.2 Product B 
2.8.3 Utomik (Kalydo) Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017)
2.9 51ias.com (Gloud) 
2.9.1 Business Overview 
2.9.2 Cloud Gaming Type and Applications 
2.9.2.1 Product A 
2.9.2.2 Product B 
2.9.3 51ias.com (Gloud) Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
2.10 Cyber Cloud 
2.10.1 Business Overview 
2.10.2 Cloud Gaming Type and Applications 
2.10.2.1 Product A 
2.10.2.2 Product B 
2.10.3 Cyber Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2016-2017) 
Continued…..
 
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