クラウドゲームの世界市場2015-2019...市場調査レポートについてご紹介

【英文タイトル】Global Cloud Gaming Market 2015-2019

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【レポートの概要(一部)】

01. Executive Summary

02.List of Abbreviations

03.Scope of the Report
03.1 Market Overview
03.2 End-user Segments
03.2.1 Game Publishers
03.2.2 Individual Gamers
03.3 Base Year
03.4 Product Offerings

04.Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology

05.Introduction

06.Market Landscape
06.1 Market Snapshot
06.2 Market Overview
06.3 Product Lifecycle of Cloud Gaming
06.4 Global Video Game Market
06.4.1 Market Size and Forecast
06.5 Share of Cloud Gaming in Global Video Game Market
06.6 Global Cloud Gaming Market
06.6.1 Market Size and Forecast
06.7 Five Forces Analysis

07.Segmentation of Market by Geography
07.1 Segmentation of Global Cloud Gaming Market by Geography 2014

08.Key Leading Countries
08.1 US
08.2 Japan

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
16.1 Competitive Scenario
16.2 Competitive Analysis
16.3 Other Prominent Vendors

17.Key Vendor Analysis
17.1 G-Cluster
17.1.1 Key Facts
17.1.2 Business Overview
17.1.3 Geographical Presence
17.1.4 Recent Developments
17.1.5 SWOT Analysis
17.2 NVIDIA
17.2.1 Key Facts
17.2.2 Business Overview
17.2.3 Business Segmentation by Revenue 2014
17.2.4 Business Segmentation by Revenue 2013 and 2014
17.2.5 Geographical Segmentation by Revenue 2014
17.2.6 Business Strategy
17.2.7 Recent Developments
17.2.8 SWOT Analysis
17.3 OnLive
17.3.1 Key Facts
17.3.2 Business Overview
17.3.3 Key Offerings
17.3.4 Recent Developments
17.3.5 SWOT Analysis
17.4 Sony Computer Entertainment
17.4.1 Key Facts
17.4.2 Business Overview
17.4.3 Product Segmentation
17.4.4 Geographical Segmentation
17.4.5 Business Strategy
17.4.6 Recent Developments
17.4.7 SWOT Analysis
17.5 Ubisoft Entertainment
17.5.1 Key Facts
17.5.2 Business Overview
17.5.3 Business Segmentation by Revenue 2013
17.5.4 Business Segmentation by Revenue 2013
17.5.5 Geographical Segmentation by Revenue 2013
17.5.6 Business Strategy
17.5.7 Recent Developments
17.5.8 SWOT Analysis

18.Other Reports in this Series

[List of Exhibits]

Exhibit 1: Market Research Methodology
Exhibit 2: Global Video Game Market 2014-2019 (US$ billion)
Exhibit 3: Share of Cloud Gaming in Global Video Game Market 2014 and 2019
Exhibit 4: Global Cloud Gaming Market 2014-2019 (US$ million)
Exhibit 5: Segmentation of Global Cloud Gaming Market by Geography 2014
Exhibit 6: G-cluster: Geographical Presence
Exhibit 7: NVIDIA: Business Segmentation by Revenue 2014
Exhibit 8: NVIDIA: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 9: NVIDIA: Geographical Segmentation by Revenue 2014
Exhibit 10: OnLive: Key Offerings
Exhibit 11: Sony Computer Entertainment: Product Segmentation
Exhibit 12: Sony Computer Entertainment: Geographical Segmentation
Exhibit 13: Ubisoft Entertainment: Business Segmentation by Revenue 2013
Exhibit 14: Ubisoft Entertainment: Business Segmentation by Revenue 2013 (US$ million)
Exhibit 15: Ubisoft Entertainment: Geographical Segmentation by Revenue 2013


【レポート販売概要】

■ タイトル:クラウドゲームの世界市場2015-2019
■ 英文:Global Cloud Gaming Market 2015-2019
■ 発行日:2015年4月8日
■ 調査会社:Technavio
■ 商品コード:IRTNTR5609
■ 調査対象地域:グローバル
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