Research and Markets has announced the addition of the "Global Cloud Gaming Market 2017-2021" report to their offering.

The analysts forecast the global cloud gaming market to grow at a CAGR of 28.86% during the period 2017-2021.

Global Cloud Gaming Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market. To calculate the market size, the report considers the revenue generated from the web-based subscription of cloud-based gaming.

Cloud gaming is a type of online gaming that allows gamers to access and play games that are stored on a remote server. These games can be accessed using internet-connected devices for free or by paying a subscription fee. The latest trend gaining momentum in the market is penetration of cloud gaming in multiplayer scenario. The global gaming industry is currently witnessing the increased preference for multiplayer gaming.

Online and cloud gaming are gaining substantial traction in the industry because they involve multiplayer gaming within the same game environment and allow gamers to connect with a large online gamer population. Apart from this, the growing popularity of cloud gaming in multiplayer games is because of the benefits it provides to users.

Key vendors

  • Microsoft
  • NVIDIA
  • PlayGiga
  • Playkey
  • Sony

Other prominent vendors

  • Amazon Web Services
  • CiiNOW
  • Crytek
  • GamingCloud
  • Google
  • Happy Cloud
  • IBM
  • Kalydo
  • LiquidSky Software
  • Playcast Media Systems
  • Samsung Electronics
  • Sling Media
  • TransGaming
  • Ubitus
  • Utomik
  • Valve

Key Topics Covered:

Part 01: Executive summary

Part 02: Scope of the report

Part 03: Market research methodology

Part 04: Introduction

Part 05: Industry overview

Part 06: Market landscape

Part 07: Market segmentation by type

Part 08: Market segmentation by platform

Part 09: Market segmentation by gamers

Part 10: Geographical segmentation

Part 11: Key leading countries

Part 12: Buying criteria

Part 13: Market drivers

Part 14: Impact of drivers

Part 15: Market challenges

Part 16: Impact of drivers and challenges

Part 17: Market trends

Part 18: Vendor landscape

Part 19: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/lrt6jb/global_cloud