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As per the latest report by IMARC Group, the global cloud gaming market size reached US$ 980 Million in 2019.<br>Also known as game streaming or gaming-as-a-service, cloud gaming is a type of web gaming that enables users to rely on internet streaming for playing games instead of downloading them onto their devices.
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Global Cloud Gaming Market Research and Upcoming Forecast Report Author: Elena Anderson, Marketing Manager | Copyright © IMARC Service Pvt Ltd. All Rights Reserved IMARC Group © 2019 IMARC All Rights Reserved
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Report Description and Highlights Report Description GLOBAL Cloud Gaming Market Outlook: As per the latest report by IMARC Group, titled “Cloud Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026,” the global cloud gaming market size reached US$ 980 Million in 2019. Also known as game streaming or gaming-as-a-service, cloud gaming is a type of web gaming that enables users to rely on internet streaming for playing games instead of downloading them onto their devices. It does not utilize the space available on the internal hardware to power the games but requires a paid subscription for accessing the gaming content. The objective of cloud gaming is to make high-end gaming experience simpler and affordable for users. It helps developers in upgrading their games without taking into consideration the capabilities of users’ devices. At present, the demand for cloud gaming is escalating around the world as it does not require investments or upgrades of expensive hardware. Request Free Sample Report: https://www.imarcgroup.com/cloud-gaming-market/requestsample
Report Description and Highlights Report Description Global Cloud Gaming Market Trends : 5G refers to a next-generation wireless technology that helps in faster data transmission speeds. Its advent has completely changed the connectivity landscape and introduced a fundamental change in the gaming industry. Currently, countries such as the United States, China, Japan and South Korea are undertaking numerous initiatives to improve the 5G infrastructure. As cloud gaming requires high transmission speeds, these factors collectively are strengthening the market growth. Apart from this, the high prices of gaming systems are preventing their adoption. Moreover, most of the users do not have access to computer systems that can handle the requirements of the AAA level games at acceptable quality. This is projected to escalate the demand for cloud gaming in the upcoming years. Looking forward, the market value is projected to reach a strong growth during the forecast period (2021-2026).
Report Description and Highlights Report Description Market Summary: Breakup by Device Type: • Smartphones • smart TVs • consoles • tablets and PCs Breakup By Genre: • Adventure/role-playing game • Puzzles • Social games • strategy • simulation Note: We are updating our research report 2021-2026. If you want to need latest primary and secondary data with Cost Module, Business Strategy, Distribution Channel, etc.
Report Description Report Description and Highlights Breakup by Gamers: • Hardcore gamers • casual gamers Breakup By Technology: • video • file streaming Breakup by Region: • North America • Asia Pacific • Europe • Latin America • Middle East and Africa View Full Customization Report with TOC and List of figure: https://www.imarcgroup.com/cloud- gaming-market
Report Description and Highlights Report Description Competitive Landscape with Key Player: • Utomik B.V • Nvidia Corporation • Numecent Holdings Ltd. • RemoteMyApp Sp. Z O.O. • Parsec Cloud, Inc. • Paperspace • LiquidSky Software, Inc. • Simplay Gaming Ltd. • Ubitus Inc. • Microsoft Corporation • Sony Corporation • Amazon Web Services • Google LLC • International Business Machines (IBM) Corporation • Samsung Electronics Co. Ltd. • GameFly Holdings • LLC and CiiNow, Inc.
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Report Description and Highlights Report Description © 2019 IMARC All Rights Reserved This Publication and all it’s contents unless otherwise mentioned are copyrighted in the name of International Market Analysis Research and Consulting (IMARC). No part of this publication may be reproduced, repackaged, redistributed or resold in whole or in any part. The publication may also not be used in any form or by and means graphic electronic or mechanical, including photocopying, recording, taping or by information storage or retrieval, or by any other form, without the express consent of International Market Analysis Research and Consulting (IMARC). Disclaimer: All contents and data of this publication, including forecasts, data analysis and opinion have been based on information and sources believed to be accurate and reliable at the time of publishing. International Market Analysis Research and Consulting makes no representation of warranty of any kind as to the accuracy or completeness of any Information provided. IMARC accepts no liability whatsoever for any loss or damage resulting from opinion, errors or inaccuracies if any found this publication. IMARC, IMARC Group and Global Therapy Insight Series are registered trademarks of International Market Analysis Research and Consulting. All other trademarks used in this publication are registered trademarks of their respective companies.
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