Tuesday, April 11, 2017

Cloud Gaming Market - Global Industry Analysis, Size, Share, Growth and Forecast Report To 2022

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.
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Scope of the Report:
This report focuses on the Cloud Gaming in Global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Market Segment by Manufacturers, this report covers:
Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias.com (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
Blacknut SAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud

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

Market Segment by Type, covers:
Type 1
Type 2

Market Segment by Applications, can be divided into:
PC
Connected TV
Tablet
Smartphone
There are 15 Chapters to deeply display the global Cloud Gaming market.

Chapter 1, to describe Cloud Gaming Introduction, product scope, market overview, market opportunities, market risk, market driving force;

Chapter 2, to analyze the top manufacturers of Cloud Gaming, with sales, revenue, and price of Cloud Gaming, in 2016 and 2017;

Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;

Chapter 4, to show the global market by regions, with sales, revenue and market share of Cloud Gaming, for each region, from 2012 to 2017;

Chapter 5, 6, 7, 8 and 9, to analyze the key regions, with sales, revenue and market share by key countries in these regions;

Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2012 to 2017;

Chapter 12, Cloud Gaming market forecast, by regions, type and application, with sales and revenue, from 2017 to 2022;

Chapter 13, 14 and 15, to describe Cloud Gaming sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.
Some points from TOC:-
1 Market Overview
1.1 Cloud Gaming Introduction
1.2 Market Analysis by Type
1.2.1 Type 1
1.2.2 Type 2
1.3 Market Analysis by Applications
1.3.1 PC
1.3.2 Connected TV
1.3.3 Tablet
1.3.4 Smartphone
1.4 Market Analysis by Regions
1.4.1 North America (USA, Canada and Mexico)
1.4.1.1 USA Market States and Outlook (2012-2022)
1.4.1.2 Canada Market States and Outlook (2012-2022)
1.4.1.3 Mexico Market States and Outlook (2012-2022)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2012-2022)
1.4.2.2 France Market States and Outlook (2012-2022)
1.4.2.3 UK Market States and Outlook (2012-2022)
1.4.2.4 Russia Market States and Outlook (2012-2022)
1.4.2.5 Italy Market States and Outlook (2012-2022)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2012-2022)
1.4.3.2 Japan Market States and Outlook (2012-2022)
1.4.3.3 Korea Market States and Outlook (2012-2022)
1.4.3.4 India Market States and Outlook (2012-2022)
1.4.3.5 Southeast Asia Market States and Outlook (2012-2022)
1.4.4 South America, Middle East and Africa………more
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