At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders. Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Cloud Gaming industries have also been greatly affected.
In the past few years, the Cloud Gaming market experienced a growth of 0.33447998294, the global market size of Cloud Gaming reached 23.7 million $ in 2020, of what is about 5.6 million $ in 2015.
From 2015 to 2019, the growth rate of global Cloud Gaming market size was in the range of xxx%. At the end of 2019, COVID-19 began to erupt in China, Due to the huge decrease of global economy; we forecast the growth rate of global economy will show a decrease of about 4%, due to this reason, Cloud Gaming market size in 2020 will be 23.7 with a growth rate of xxx%. This is xxx percentage points lower than in previous years.
As of the date of the report, there have been more than 20 million confirmed cases of CVOID-19 worldwide, and the epidemic has not been effectively controlled. Therefore, we predict that the global epidemic will be basically controlled by the end of 2020 and the global Cloud Gaming market size will reach 120.3 million $ in 2025, with a CAGR of xxx% between 2020-2025.
This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.
Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers.
Section 1: Free——Definition
Section (2 3): 1200 USD——Manufacturer Detail
Sony(Gaikai,Onlive)
GameFly(PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik(Kalydo)
Gloud
Cyber Cloud
Yunlian Tech
Section 4: 900 USD——Region Segmentation
North America Country (United States, Canada)
South America
Asia Country (China, Japan, India, Korea)
Europe Country (Germany, UK, France, Italy)
Other Country (Middle East, Africa, GCC)
Section (5 6 7): 500 USD——
Product Type Segmentation
Battle game
Sports games
Puzzle games
Industry Segmentation
PC
Connected TV
Tablet
Smartphone
Channel (Direct Sales, Distributor) Segmentation
Section 8: 400 USD——Trend (2020-2025)
Section 9: 300 USD——Product Type Detail
Section 10: 700 USD——Downstream Consumer
Section 11: 200 USD——Cost Structure
Section 12: 500 USD——Conclusion
Section 1 Cloud Gaming Product Definition
Section 2 Global Cloud Gaming Market Manufacturer Share and Market Overview
2.1 Global Manufacturer Cloud Gaming Shipments
2.2 Global Manufacturer Cloud Gaming Business Revenue
2.3 Global Cloud Gaming Market Overview
2.4 COVID-19 Impact on Cloud Gaming Industry
Section 3 Manufacturer Cloud Gaming Business Introduction
3.1 Sony(Gaikai,Onlive) Cloud Gaming Business Introduction
3.1.1 Sony(Gaikai,Onlive) Cloud Gaming Shipments, Price, Revenue and Gross profit 2015-2020
3.1.2 Sony(Gaikai,Onlive) Cloud Gaming Business Distribution by Region
3.1.3 Sony(Gaikai,Onlive) Interview Record
3.1.4 Sony(Gaikai,Onlive) Cloud Gaming Business Profile
3.1.5 Sony(Gaikai,Onlive) Cloud Gaming Product Specification
3.2 GameFly(PlayCast) Cloud Gaming Business Introduction
3.2.1 GameFly(PlayCast) Cloud Gaming Shipments, Price, Revenue and Gross profit 2015-2020
3.2.2 GameFly(PlayCast) Cloud Gaming Business Distribution by Region
3.2.3 Interview Record
3.2.4 GameFly(PlayCast) Cloud Gaming Business Overview
3.2.5 GameFly(PlayCast) Cloud Gaming Product Specification
3.3 Nvidia Cloud Gaming Business Introduction
3.3.1 Nvidia Cloud Gaming Shipments, Price, Revenue and Gross profit 2015-2020
3.3.2 Nvidia Cloud Gaming Business Distribution by Region
3.3.3 Interview Record
3.3.4 Nvidia Cloud Gaming Business Overview
3.3.5 Nvidia Cloud Gaming Product Specification
3.4 Ubitus Cloud Gaming Business Introduction
3.5 PlayGiga Cloud Gaming Business Introduction
3.6 Crytek GmbH Cloud Gaming Business Introduction
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Section 4 Global Cloud Gaming Market Segmentation (Region Level)
4.1 North America Country
4.1.1 United States Cloud Gaming Market Size and Price Analysis 2015-2020
4.1.2 Canada Cloud Gaming Market Size and Price Analysis 2015-2020
4.2 South America Country
4.2.1 South America Cloud Gaming Market Size and Price Analysis 2015-2020
4.3 Asia Country
4.3.1 China Cloud Gaming Market Size and Price Analysis 2015-2020
4.3.2 Japan Cloud Gaming Market Size and Price Analysis 2015-2020
4.3.3 India Cloud Gaming Market Size and Price Analysis 2015-2020
4.3.4 Korea Cloud Gaming Market Size and Price Analysis 2015-2020
4.4 Europe Country
4.4.1 Germany Cloud Gaming Market Size and Price Analysis 2015-2020
4.4.2 UK Cloud Gaming Market Size and Price Analysis 2015-2020
4.4.3 France Cloud Gaming Market Size and Price Analysis 2015-2020
4.4.4 Italy Cloud Gaming Market Size and Price Analysis 2015-2020
4.4.5 Europe Cloud Gaming Market Size and Price Analysis 2015-2020
4.5 Other Country and Region
4.5.1 Middle East Cloud Gaming Market Size and Price Analysis 2015-2020
4.5.2 Africa Cloud Gaming Market Size and Price Analysis 2015-2020
4.5.3 GCC Cloud Gaming Market Size and Price Analysis 2015-2020
4.6 Global Cloud Gaming Market Segmentation (Region Level) Analysis 2015-2020
4.7 Global Cloud Gaming Market Segmentation (Region Level) Analysis
Section 5 Global Cloud Gaming Market Segmentation (Product Type Level)
5.1 Global Cloud Gaming Market Segmentation (Product Type Level) Market Size 2015-2020
5.2 Different Cloud Gaming Product Type Price 2015-2020
5.3 Global Cloud Gaming Market Segmentation (Product Type Level) Analysis
Section 6 Global Cloud Gaming Market Segmentation (Industry Level)
6.1 Global Cloud Gaming Market Segmentation (Industry Level) Market Size 2015-2020
6.2 Different Industry Price 2015-2020
6.3 Global Cloud Gaming Market Segmentation (Industry Level) Analysis
Section 7 Global Cloud Gaming Market Segmentation (Channel Level)
7.1 Global Cloud Gaming Market Segmentation (Channel Level) Sales Volume and Share 2015-2020
7.2 Global Cloud Gaming Market Segmentation (Channel Level) Analysis
Section 8 Cloud Gaming Market Forecast 2020-2025
8.1 Cloud Gaming Segmentation Market Forecast (Region Level)
8.2 Cloud Gaming Segmentation Market Forecast (Product Type Level)
8.3 Cloud Gaming Segmentation Market Forecast (Industry Level)
8.4 Cloud Gaming Segmentation Market Forecast (Channel Level)
Section 9 Cloud Gaming Segmentation Product Type
9.1 Battle game Product Introduction
9.2 Sports games Product Introduction
9.3 Puzzle games Product Introduction
Section 10 Cloud Gaming Segmentation Industry
10.1 PC Clients
10.2 Connected TV Clients
10.3 Tablet Clients
10.4 Smartphone Clients
Section 11 Cloud Gaming Cost of Production Analysis
11.1 Raw Material Cost Analysis
11.2 Technology Cost Analysis
11.3 Labor Cost Analysis
11.4 Cost Overview
Section 12 Conclusion
Chart and Figure
Figure Cloud Gaming Product Picture from Sony(Gaikai,Onlive)
Chart 2015-2020 Global Manufacturer Cloud Gaming Shipments (Units)
Chart 2015-2020 Global Manufacturer Cloud Gaming Shipments Share
Chart 2015-2020 Global Manufacturer Cloud Gaming Business Revenue (Million USD)
Chart 2015-2020 Global Manufacturer Cloud Gaming Business Revenue Share
Chart Sony(Gaikai,Onlive) Cloud Gaming Shipments, Price, Revenue and Gross profit 2015-2020
Chart Sony(Gaikai,Onlive) Cloud Gaming Business Distribution
Chart Sony(Gaikai,Onlive) Interview Record (Partly)
Figure Sony(Gaikai,Onlive) Cloud Gaming Product Picture
Chart Sony(Gaikai,Onlive) Cloud Gaming Business Profile
Table Sony(Gaikai,Onlive) Cloud Gaming Product Specification
Chart GameFly(PlayCast) Cloud Gaming Shipments, Price, Revenue and Gross profit 2015-2020
Chart GameFly(PlayCast) Cloud Gaming Business Distribution
Chart GameFly(PlayCast) Interview Record (Partly)
Figure GameFly(PlayCast) Cloud Gaming Product Picture
Chart GameFly(PlayCast) Cloud Gaming Business Overview
Table GameFly(PlayCast) Cloud Gaming Product Specification
Chart Nvidia Cloud Gaming Shipments, Price, Revenue and Gross profit 2015-2020
Chart Nvidia Cloud Gaming Business Distribution
Chart Nvidia Interview Record (Partly)
Figure Nvidia Cloud Gaming Product Picture
Chart Nvidia Cloud Gaming Business Overview
Table Nvidia Cloud Gaming Product Specification
3.4 Ubitus Cloud Gaming Business Introduction
…
Chart United States Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart United States Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Canada Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Canada Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart South America Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart South America Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart China Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart China Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Japan Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Japan Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart India Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart India Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Korea Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Korea Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Germany Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Germany Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart UK Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart UK Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart France Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart France Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Italy Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Italy Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Europe Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Europe Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Middle East Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Middle East Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Africa Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Africa Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart GCC Cloud Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart GCC Cloud Gaming Sales Price ($/Unit) 2015-2020
Chart Global Cloud Gaming Market Segmentation (Region Level) Sales Volume 2015-2020
Chart Global Cloud Gaming Market Segmentation (Region Level) Market size 2015-2020
Chart Cloud Gaming Market Segmentation (Product Type Level) Volume (Units) 2015-2020
Chart Cloud Gaming Market Segmentation (Product Type Level) Market Size (Million $) 2015-2020
Chart Different Cloud Gaming Product Type Price ($/Unit) 2015-2020
Chart Cloud Gaming Market Segmentation (Industry Level) Market Size (Volume) 2015-2020
Chart Cloud Gaming Market Segmentation (Industry Level) Market Size (Share) 2015-2020
Chart Cloud Gaming Market Segmentation (Industry Level) Market Size (Value) 2015-2020
Chart Global Cloud Gaming Market Segmentation (Channel Level) Sales Volume (Units) 2015-2020
Chart Global Cloud Gaming Market Segmentation (Channel Level) Share 2015-2020
Chart Cloud Gaming Segmentation Market Forecast (Region Level) 2020-2025
Chart Cloud Gaming Segmentation Market Forecast (Product Type Level) 2020-2025
Chart Cloud Gaming Segmentation Market Forecast (Industry Level) 2020-2025
Chart Cloud Gaming Segmentation Market Forecast (Channel Level) 2020-2025
Chart Battle game Product Figure
Chart Battle game Product Advantage and Disadvantage Comparison
Chart Sports games Product Figure
Chart Sports games Product Advantage and Disadvantage Comparison
Chart Puzzle games Product Figure
Chart Puzzle games Product Advantage and Disadvantage Comparison
Chart PC Clients
Chart Connected TV Clients
Chart Tablet Clients
Chart Smartphone Clients
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
Market Size |
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Market Position of Top Company |
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
Market Segments(by Application, by Type) |
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Total Market |
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