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市場調查報告書
商品編碼
1563233

雲端Gaming的演進

Evolution of the Cloud Gaming Market - Is the Future of Cloud Gaming in Bundles?

出版日期: | 出版商: IDATE | 英文 47 Pages | 商品交期: 最快1-2個工作天內

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本報告探討了雲端遊戲的演變,並全面概述了雲端遊戲這一雲端運算領域中充滿希望的領域。然而,雲端遊戲市場很複雜,對於無法掌握它的公司來說會帶來重大的財務風險。

雖然很多公司正在進入雲端遊戲領域,但也有一些公司在幾次失敗後退出,我們也在研究這些失敗的原因。我們分析了雲端遊戲的未來可用性、其作為收入來源的潛力以及其作為其他服務補充的獨特作用。它提供了整個雲端遊戲生態系統的鳥瞰圖,分析了關鍵參與者採用的各種策略以及各種可能的用例。我們也關注這些進入者建立的合作關係。

目錄

第1章 摘要

第2章 雲端遊戲定義和背景

  • 雲端遊戲所扮演的角色
  • 雲端遊戲供應商:隨選遊戲平台
  • 雲端遊戲供應商:遙控平台
  • 雲端遊戲供應商:B2B雲端遊戲解決方案
  • 週邊設備
  • 雲端遊戲的分析(優點·缺點)
  • 對象者
  • 雲端遊戲市場主要加入企業
  • 電玩遊戲市場
  • Google Stadia的失敗

第3章 雲端遊戲供應商的使用案例

  • Xcloud(Microsoft)
  • GeForce Now(Nvidia)
  • PlayStationPlus(SONY)
  • Runa(Amazon)
  • Netflix的案例
  • Pleio(Bouygues Teleco)
  • antosutorimu
  • 其他的雲端遊戲配銷商
  • 市場定位

第4章 夥伴關係

  • 雲端遊戲的未來是捆綁嗎?
  • 微軟與蘋果
  • 通訊業者
  • 智慧電視供應商

第5章 有益的技術創新

  • 邊緣運算
  • 5G對雲端遊戲來說重要的技術性催化劑
  • 開放式閘道器API
  • Wifi 7來到

第6章 市場預測

  • 對雲端遊戲服務的訂閱
  • 雲端遊戲市場世界的價值

第7章 關於IDATE

Product Code: M00130

This report provides a comprehensive overview of cloud gaming, a promising area within the cloud computing sector. However, the cloud gaming market is complex and carries significant economic risks for those who do not master it.

    • It examines the reasons why many companies are entering the cloud gaming sector, while others are leaving after several failures. It also examines the reasons for these failures.
    • It analyses the possible future uses of cloud gaming, determining its potential as a source of revenue or its exclusive role as a complement to other offerings.
    • Looking at the cloud gaming ecosystem as a whole, the report analyses the different strategies adopted by the main players, as well as the various possible use cases. It also highlights the partnerships established by these players.
    • It identifies the challenges and limitations of this technology, providing an overview of future issues for companies. It analyses the new technologies to come, the players involved, and the possibilities for changing cloud gaming trends with the introduction of these technologies and the potential they offer.

Table of Contents

1. Summary

2. Definition and context of cloud gaming

  • 2.1. The role of cloud gaming
  • 2.2. Cloud games providers: On-demand games platforms
  • 2.3 Cloud game providers: Remote platform
  • 2.4. Cloud gaming providers: B2B cloud gaming solutions
  • 2.5. Peripherals
  • 2.6. Analysis of cloud gaming (positive points / negative points)
  • 2.7. The target audience
  • 2.8. Key players in the cloud gaming market
  • 2.9. The video game market
  • 2.10. The failure of Google Stadia

3. Use cases for cloud gaming providers

  • 3.1 Xcloud (Microsoft)
  • 3.2 GeForce Now (Nvidia)
  • 3.3. Playstation Plus (SONY)
  • 3.4. Luna (Amazon)
  • 3.5. The Netflix case
  • 3.6. Pleio (Bouygues Telecom)
  • 3.7. Antstream
  • 3.8. Other cloud gaming distributors
  • 3.9. Market positioning

4. Partnerships

  • 4.1. Does the future of cloud gaming lie in bundles?
  • 4.2 Microsoft versus Apple
  • 4.3. Telecommunications operators
  • 4.4. Smart TV Suppliers

5. Beneficial technological innovations

  • 5.1. Edge Computing
  • 5.2. 5G is a key technological catalyst for cloud gaming
  • 5.3. Open Gateway APIs
  • 5.4. The arrival of Wifi 7

6. Market forecasts

  • 6.1. Subscriptions to Cloud Gaming services
  • 6.2. Global value of the Cloud Gaming market

7. About IDATE

List of Tables

2. Definition and context of cloud gaming

    • Cloud gaming providers: On-demand gaming platforms
    • Cloud gaming providers: Remote platform
    • Cloud gaming providers: B2B cloud gaming solutions
    • Cloud gaming value chain
    • Number of players worldwide in millions by region
    • World video game market in billions of euros by segment
    • Largest companies by revenue in the video games market in 2024 in billions of EUR

3. Use cases for cloud gaming providers

    • List of other cloud gaming providers
    • Market position of cloud gaming providers

4. Partnerships

    • List of the major partnerships between telecommunications operators and cloud gaming providers

5. Beneficial technological innovations

    • Global revenues from Edge computing, 2021-2030 (in billions of EUR)
    • Global 5G subscriptions by use case 2023-2028 (billion), Share of 5G subscriptions in total subscriptions, 2023-2028 (%)
    • Wifi generation speed in Mb/s

6. Market forecasts

    • Regional breakdown of cloud gaming subscribers worldwide, 2023-2030 in %
    • Number of Cloud Gaming subscribers worldwide in millions
    • Breakdown of global cloud gaming market value, 2023-2030 in %
    • Global value of the Cloud Gaming market in billions of euros, 2023-2030