- The key vendors in the Global Cloud Gaming Market 2015-2019 are G-Cluster Global Corp., NVIDIA Corp., OnLive Inc., Sony Computer Entertainment Inc. and Ubisoft Entertainment SA
London, 31 March 2015: TechNavio, an independent tech-focused global research firm, has announced the publication of its market research report on the Global Cloud Gaming Market 2015-2019. Changing demographics of gamers is one of the major trends observed in the market. The market has been witnessing a shift in the demographics of gamers from only male gamers to females and children along with the existing male gamers. This change in gamers’ demographics results in a shift in vendors’ focus from the traditional box sale to sale of virtual goods, subscription-based games, ad-based games, and GaaS. The Global Cloud Gaming market is expected to grow at a CAGR of 23.36 percent during the forecast period of 2014-2019.
The swelling popularity of video games is one of the major drivers in the market. With improved technology and product innovations, cloud games are experiencing advances at a fast rate. Also, cloud games offer convenience and save time for users. The Americas accounted for more than 50 percent of the revenue in the Global Cloud Gaming market in 2014, with the US being the largest revenue generator.
“The demand for cloud gaming is increasing as the number of smartphone and tablet users increases. Smartphones and tablets are equipped with the latest cloud gaming applications and many gamers use smartphones for playing games, which is mutually beneficial for both cloud gaming providers and gamers,” says Faisal Ghaus, Vice President of Technavio Research.
“Smart TV is another widely preferred platform for gamers. Many smart TV vendors such as Samsung and LG have started developing TVs with the option of cloud gaming.”
To define the market conditions in the next 3-4 years, TechNavio analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in the order of importance.
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