クラウド・ゲームの世界市場2016-2020

◆英語タイトル:Global Cloud Gaming Market 2016-2020
◆商品コード:IRTNTR8675
◆発行会社(調査会社):Technavio
◆発行日:2016年5月27日
◆ページ数:57
◆レポート言語:英語
◆レポート形式:PDF
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:ゲーム
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当調査レポートでは、クラウド・ゲームの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、クラウド・ゲームの世界市場規模及び予測、地域別分析/市場規模、主要国別分析、購買基準、市場の成長要因、市場の課題、市場動向、競争状況などの情報をお届けいたします。
【レポートの概要】

About the Cloud Gaming Market
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.

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

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?

※You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【レポートの目次】

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

PART 17: Vendor landscape
• Summary of figures

PART 18: Appendix
• List of abbreviations

PART 19: Explore Technavio

[List of Exhibits]

Exhibit 01: Currency conversion rates 2013-2015
Exhibit 02: Product offerings
Exhibit 03: Type of screens used for gaming
Exhibit 04: Global gaming market by type
Exhibit 05: Value chain of the global games market
Exhibit 06: Overview of global cloud gaming market
Exhibit 07: Product lifecycle of cloud gaming 2015
Exhibit 08: Product lifecycle of cloud gaming 2020
Exhibit 09: Global gaming market 2014-2019 ($ billions)
Exhibit 10: Global cloud gaming market 2015-2020 ($ millions)
Exhibit 11: Share of cloud gaming in overall gaming market 2014-2019
Exhibit 12: Five forces analysis
Exhibit 13: Global gaming market by type 2015
Exhibit 14: CAGR comparison of types of gaming platforms 2015-2020
Exhibit 15: Segmentation of global cloud gaming market by geography 2015
Exhibit 16: Global cloud gaming market by geography 2015-2020
Exhibit 17: Revenue comparison of global cloud gaming market by geography 2015-2020 ($ millions)
Exhibit 18: CAGR comparison of global cloud gaming market by geography 2015-2020
Exhibit 19: Cloud gaming market in Americas 2015-2020 ($ millions)
Exhibit 20: Cloud gaming market in EMEA 2015-2020 ($ millions)
Exhibit 21: Cloud gaming market in APAC 2015-2020 ($ millions)
Exhibit 22: Buying criteria for cloud gaming
Exhibit 23: Market attractiveness of global gaming market by geography 2014-2019
Exhibit 24: Market attractiveness of global cloud gaming market by geography 2015-2020
Exhibit 25: Global smartphones and tablets shipments 2011-2015 (millions of units)
Exhibit 26: Impact of drivers
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Summary of figures



【掲載企業】

G-Cluster, Nvidia, PlayGiga, Sony Computer Entertainment, Ubisoft Entertainment, Amazon, CiiNOW, Crytek, GamingCloud, Google, Happy Cloud, IBM, Microsoft, Nintendo, Playcast Media Systems, Samsung Electronics, TransGaming, Ubitus, Valve.

【レポートのキーワード】

ゲーム、クラウド、ウェブ、インターネット

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

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