COVID-19 Impact on Global Game Video Technology and Services Market Size, Status and Forecast 2020-2026
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered: Ranking by Game Video Technology and Services Revenue
- 1.4 Market Analysis by Type
- 1.4.1 Global Game Video Technology and Services Market Size Growth Rate by Type: 2020 VS 2026
- 1.4.2 Official promotional Video
- 1.4.3 User-made Video
- 1.5 Market by Application
- 1.5.1 Global Game Video Technology and Services Market Share by Application: 2020 VS 2026
- 1.5.2 Client Ggame
- 1.5.3 Web Games
- 1.5.4 Mobile Game
- 1.6 Coronavirus Disease 2019 (Covid-19): Game Video Technology and Services Industry Impact
- 1.6.1 How the Covid-19 is Affecting the Game Video Technology and Services Industry
- 1.6.1.1 Game Video Technology and Services Business Impact Assessment - Covid-19
- 1.6.1.2 Supply Chain Challenges
- 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
- 1.6.2 Market Trends and Game Video Technology and Services Potential Opportunities in the COVID-19 Landscape
- 1.6.3 Measures / Proposal against Covid-19
- 1.6.3.1 Government Measures to Combat Covid-19 Impact
- 1.6.3.2 Proposal for Game Video Technology and Services Players to Combat Covid-19 Impact
- 1.6.1 How the Covid-19 is Affecting the Game Video Technology and Services Industry
- 1.7 Study Objectives
- 1.8 Years Considered
2 Global Growth Trends by Regions
- 2.1 Game Video Technology and Services Market Perspective (2015-2026)
- 2.2 Game Video Technology and Services Growth Trends by Regions
- 2.2.1 Game Video Technology and Services Market Size by Regions: 2015 VS 2020 VS 2026
- 2.2.2 Game Video Technology and Services Historic Market Share by Regions (2015-2020)
- 2.2.3 Game Video Technology and Services Forecasted Market Size by Regions (2021-2026)
- 2.3 Industry Trends and Growth Strategy
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Porter’s Five Forces Analysis
- 2.3.5 Game Video Technology and Services Market Growth Strategy
- 2.3.6 Primary Interviews with Key Game Video Technology and Services Players (Opinion Leaders)
3 Competition Landscape by Key Players
- 3.1 Global Top Game Video Technology and Services Players by Market Size
- 3.1.1 Global Top Game Video Technology and Services Players by Revenue (2015-2020)
- 3.1.2 Global Game Video Technology and Services Revenue Market Share by Players (2015-2020)
- 3.1.3 Global Game Video Technology and Services Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
- 3.2 Global Game Video Technology and Services Market Concentration Ratio
- 3.2.1 Global Game Video Technology and Services Market Concentration Ratio (CR5 and HHI)
- 3.2.2 Global Top 10 and Top 5 Companies by Game Video Technology and Services Revenue in 2019
- 3.3 Game Video Technology and Services Key Players Head office and Area Served
- 3.4 Key Players Game Video Technology and Services Product Solution and Service
- 3.5 Date of Enter into Game Video Technology and Services Market
- 3.6 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type (2015-2026)
- 4.1 Global Game Video Technology and Services Historic Market Size by Type (2015-2020)
- 4.2 Global Game Video Technology and Services Forecasted Market Size by Type (2021-2026)
5 Game Video Technology and Services Breakdown Data by Application (2015-2026)
- 5.1 Global Game Video Technology and Services Market Size by Application (2015-2020)
- 5.2 Global Game Video Technology and Services Forecasted Market Size by Application (2021-2026)
6 North America
- 6.1 North America Game Video Technology and Services Market Size (2015-2020)
- 6.2 Game Video Technology and Services Key Players in North America (2019-2020)
- 6.3 North America Game Video Technology and Services Market Size by Type (2015-2020)
- 6.4 North America Game Video Technology and Services Market Size by Application (2015-2020)
7 Europe
- 7.1 Europe Game Video Technology and Services Market Size (2015-2020)
- 7.2 Game Video Technology and Services Key Players in Europe (2019-2020)
- 7.3 Europe Game Video Technology and Services Market Size by Type (2015-2020)
- 7.4 Europe Game Video Technology and Services Market Size by Application (2015-2020)
8 China
- 8.1 China Game Video Technology and Services Market Size (2015-2020)
- 8.2 Game Video Technology and Services Key Players in China (2019-2020)
- 8.3 China Game Video Technology and Services Market Size by Type (2015-2020)
- 8.4 China Game Video Technology and Services Market Size by Application (2015-2020)
9 Japan
- 9.1 Japan Game Video Technology and Services Market Size (2015-2020)
- 9.2 Game Video Technology and Services Key Players in Japan (2019-2020)
- 9.3 Japan Game Video Technology and Services Market Size by Type (2015-2020)
- 9.4 Japan Game Video Technology and Services Market Size by Application (2015-2020)
10 Southeast Asia
- 10.1 Southeast Asia Game Video Technology and Services Market Size (2015-2020)
- 10.2 Game Video Technology and Services Key Players in Southeast Asia (2019-2020)
- 10.3 Southeast Asia Game Video Technology and Services Market Size by Type (2015-2020)
- 10.4 Southeast Asia Game Video Technology and Services Market Size by Application (2015-2020)
11 India
- 11.1 India Game Video Technology and Services Market Size (2015-2020)
- 11.2 Game Video Technology and Services Key Players in India (2019-2020)
- 11.3 India Game Video Technology and Services Market Size by Type (2015-2020)
- 11.4 India Game Video Technology and Services Market Size by Application (2015-2020)
12 Central & South America
- 12.1 Central & South America Game Video Technology and Services Market Size (2015-2020)
- 12.2 Game Video Technology and Services Key Players in Central & South America (2019-2020)
- 12.3 Central & South America Game Video Technology and Services Market Size by Type (2015-2020)
- 12.4 Central & South America Game Video Technology and Services Market Size by Application (2015-2020)
13 Key Players Profiles
- 13.1 BSPlayer
- 13.1.1 BSPlayer Company Details
- 13.1.2 BSPlayer Business Overview and Its Total Revenue
- 13.1.3 BSPlayer Game Video Technology and Services Introduction
- 13.1.4 BSPlayer Revenue in Game Video Technology and Services Business (2015-2020))
- 13.1.5 BSPlayer Recent Development
- 13.2 KMPlayer
- 13.2.1 KMPlayer Company Details
- 13.2.2 KMPlayer Business Overview and Its Total Revenue
- 13.2.3 KMPlayer Game Video Technology and Services Introduction
- 13.2.4 KMPlayer Revenue in Game Video Technology and Services Business (2015-2020)
- 13.2.5 KMPlayer Recent Development
- 13.3 Tencent
- 13.3.1 Tencent Company Details
- 13.3.2 Tencent Business Overview and Its Total Revenue
- 13.3.3 Tencent Game Video Technology and Services Introduction
- 13.3.4 Tencent Revenue in Game Video Technology and Services Business (2015-2020)
- 13.3.5 Tencent Recent Development
- 13.4 Youku
- 13.4.1 Youku Company Details
- 13.4.2 Youku Business Overview and Its Total Revenue
- 13.4.3 Youku Game Video Technology and Services Introduction
- 13.4.4 Youku Revenue in Game Video Technology and Services Business (2015-2020)
- 13.4.5 Youku Recent Development
- 13.5 VideoLAN
- 13.5.1 VideoLAN Company Details
- 13.5.2 VideoLAN Business Overview and Its Total Revenue
- 13.5.3 VideoLAN Game Video Technology and Services Introduction
- 13.5.4 VideoLAN Revenue in Game Video Technology and Services Business (2015-2020)
- 13.5.5 VideoLAN Recent Development
- 13.6 IINA
- 13.6.1 IINA Company Details
- 13.6.2 IINA Business Overview and Its Total Revenue
- 13.6.3 IINA Game Video Technology and Services Introduction
- 13.6.4 IINA Revenue in Game Video Technology and Services Business (2015-2020)
- 13.6.5 IINA Recent Development
- 13.7 5KPlayer
- 13.7.1 5KPlayer Company Details
- 13.7.2 5KPlayer Business Overview and Its Total Revenue
- 13.7.3 5KPlayer Game Video Technology and Services Introduction
- 13.7.4 5KPlayer Revenue in Game Video Technology and Services Business (2015-2020)
- 13.7.5 5KPlayer Recent Development
- 13.8 Bandicam
- 13.8.1 Bandicam Company Details
- 13.8.2 Bandicam Business Overview and Its Total Revenue
- 13.8.3 Bandicam Game Video Technology and Services Introduction
- 13.8.4 Bandicam Revenue in Game Video Technology and Services Business (2015-2020)
- 13.8.5 Bandicam Recent Development
- 13.9 Fraps
- 13.9.1 Fraps Company Details
- 13.9.2 Fraps Business Overview and Its Total Revenue
- 13.9.3 Fraps Game Video Technology and Services Introduction
- 13.9.4 Fraps Revenue in Game Video Technology and Services Business (2015-2020)
- 13.9.5 Fraps Recent Development
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.2 Data Source
- 15.2 Disclaimer
This report focuses on the global Game Video Technology and Services status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Game Video Technology and Services development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
BSPlayer
KMPlayer
Tencent
Youku
VideoLAN
IINA
5KPlayer
Bandicam
Fraps
Market segment by Type, the product can be split into
Official promotional Video
User-made Video
Market segment by Application, split into
Client Ggame
Web Games
Mobile Game
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Game Video Technology and Services status, future forecast, growth opportunity, key market and key players.
To present the Game Video Technology and Services development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of Game Video Technology and Services are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.