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Big Market Research presents a new survey on "Global Cloud Gaming Market 2015-2019" Download The Full Report On : http://www.bigmarketresearch.com/global-cloud-gaming-2015-2019-market In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. Further, in cloud games, the need for high-processing computer system is eliminated and only fast strong connectivity is required. In addition to this, cloud gaming authorizes the vendors to upgrade games without worrying much about the gamers' hardware capabilities. Hence, cloud gaming benefits both game publishers as well as individual gamers. Analysts forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2014-2019.
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Report Description • About Cloud Gaming • In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Cloud games offer cross-platform capability, which provide gamers a cost-effective as well as time-effective gaming experience. Further, in cloud games, the need for high-processing computer system is eliminated and only fast strong connectivity is required. In addition to this, cloud gaming authorizes the vendors to upgrade games without worrying much about the gamers' hardware capabilities. Hence, cloud gaming benefits both game publishers as well as individual gamers. • Analysts forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2014-2019. • Download The Full Report On : http://www.bigmarketresearch.com/global-cloud-gaming-2015-2019-market
Covered in this report • This report covers the present scenario and the growth prospects of the Global Cloud Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the subscription and rental revenue generated from the provision of cloud-based gaming as a web-based subscription service offered to game publishers and gamers. • Global Cloud Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Segment Key Regions • America • APAC • EMEA Key Vendors • G-Cluster • Nvidia • OnLive • Sony Computer Entertainment • Ubisoft Entertainment Other Prominent Vendors • Agawi • CiiNOW • Cloud Games • Crytek • GameTree TV
Key Market Market Driver • Technological Developments and Product Innovation • For a full, detailed list, view our report Market Challenge • Privacy Concerns over Gamers' Information • For a full, detailed list, view our report Market Trend • Changing Demographics of Gamers • For a full, detailed list, view our report To Get More Details Enquire @ http://www.bigmarketresearch.com/report-enquiry/221036
Key Questions Answered in this Report • What will the market size be in 2019 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?
Table Of Content 01. Executive Summary 02. List of Abbreviations 03. Scope of the Report 04. Market Research Methodology 05. Introduction 06. Market Landscape 07. Segmentation of Market by Geography 08. Key Leading Countries 09. Buying Criteria 10. Market Growth Drivers 11. Drivers and their Impact 12. Market Challenges 13. Impact of Drivers and Challenges 14. Market Trends 15. Trends and their Impact 16. Vendor Landscape 17. Key Vendor Analysis 18. Other Reports in this Series
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