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CLOUD GAMING

Global Market Trajectory & Analytics

MCP-7658

VALIDATED EXECUTIVE ENGAGEMENTS

Number of executives repeatedly engaged by snail & email outreach*

POOL + OUTREACH

12364

Interactions with Platform & by Email *

INTERACTIONS

1484

Unique # Participated *

PARTICIPANTS

371

Responses Validated *

VALIDATIONS

167

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  •  DATE

    MAY 2020

  •  TABLES

    36

  •  PAGES

    94

  •  EDITION

    17

  •  PRICE

    US$5450


COVID-19 IMPACT SURVEY MAY 2020

Amid the COVID-19 crisis and the looming economic recession, the Cloud Gaming market worldwide will grow by a projected US$5.9 Billion, during the analysis period, driven by a revised compounded annual growth rate (CAGR) of 32.2%. Video Streaming, one of the segments analyzed and sized in this study, is forecast to grow at over 35.9% and reach a market size of US$4.8 Billion by the end of the analysis period. An unusual period in history, the coronavirus pandemic has unleashed a series of unprecedented events affecting every industry. The Video Streaming market will be reset to a new normal which going forwards in a post COVID-19 era will be continuously redefined and redesigned. Staying on top of trends and accurate analysis is paramount now more than ever to manage uncertainty, change and continuously adapt to new and evolving market conditions.

As part of the new emerging geographic scenario, the United States is forecast to readjust to a 30.7% CAGR. Within Europe, the region worst hit by the pandemic, Germany will add over US$160.8 Million to the region's size over the next 7 to 8 years. In addition, over US$264 Million worth of projected demand in the region will come from Rest of European markets. In Japan, the Video Streaming segment will reach a market size of US$204.5 Million by the close of the analysis period. Blamed for the pandemic, significant political and economic challenges confront China. Amid the growing push for decoupling and economic distancing, the changing relationship between China and the rest of the world will influence competition and opportunities in the Cloud Gaming market. Against this backdrop and the changing geopolitical, business and consumer sentiments, the world's second largest economy will grow at 27.7% over the next couple of years and add approximately US$614.8 Million in terms of addressable market opportunity. Continuous monitoring for emerging signs of a possible new world order post-COVID-19 crisis is a must for aspiring businesses and their astute leaders seeking to find success in the now changing Cloud Gaming market landscape. All research viewpoints presented are based on validated engagements from influencers in the market, whose opinions supersede all other research methodologies.

Competitors identified in this market include, among others, Amazon Web Services, Inc.; Cirrascale Corporation; GameFly Inc.; Google Inc.; IBM Corp.; Leap Computing Inc.; LiquidSky Software Inc.; Microsoft Corp.; NVIDIA Corporation; PlayGiga; Playkey; Sony Interactive Entertainment LLC; TransGaming Interactive UK Ltd.; Ubitus Inc.; Utomik Inc.; Valve Corporation; Zynga Inc.

SEGMENTS

» Type (Video Streaming, File Streaming)

GEOGRAPHIES

» World » United States » Canada » Japan » China » Europe » France » Germany » Italy » United Kingdom » and Rest of Europe » Asia-Pacific » Rest of World

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