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Global TV and Cloud Gaming Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by TV and Cloud Gaming Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global TV and Cloud Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Touch Screen Control
    • 1.4.3 Handle Control
    • 1.4.4 Keyboard Control
    • 1.4.5 Dance Mat Control
    • 1.4.6 Other
  • 1.5 Market by Application
    • 1.5.1 Global TV and Cloud Gaming Market Share by Application: 2020 VS 2026
    • 1.5.2 Single
    • 1.5.3 Double
    • 1.5.4 Multiplayer
  • 1.6 Coronavirus Disease 2019 (Covid-19): TV and Cloud Gaming Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the TV and Cloud Gaming Industry
      • 1.6.1.1 TV and Cloud Gaming 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 TV and Cloud Gaming 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 TV and Cloud Gaming Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 TV and Cloud Gaming Market Perspective (2015-2026)
  • 2.2 TV and Cloud Gaming Growth Trends by Regions
    • 2.2.1 TV and Cloud Gaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 TV and Cloud Gaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 TV and Cloud Gaming 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 TV and Cloud Gaming Market Growth Strategy
    • 2.3.6 Primary Interviews with Key TV and Cloud Gaming Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top TV and Cloud Gaming Players by Market Size
    • 3.1.1 Global Top TV and Cloud Gaming Players by Revenue (2015-2020)
    • 3.1.2 Global TV and Cloud Gaming Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global TV and Cloud Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global TV and Cloud Gaming Market Concentration Ratio
    • 3.2.1 Global TV and Cloud Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by TV and Cloud Gaming Revenue in 2019
  • 3.3 TV and Cloud Gaming Key Players Head office and Area Served
  • 3.4 Key Players TV and Cloud Gaming Product Solution and Service
  • 3.5 Date of Enter into TV and Cloud Gaming Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global TV and Cloud Gaming Historic Market Size by Type (2015-2020)
  • 4.2 Global TV and Cloud Gaming Forecasted Market Size by Type (2021-2026)

5 TV and Cloud Gaming Breakdown Data by Application (2015-2026)

  • 5.1 Global TV and Cloud Gaming Market Size by Application (2015-2020)
  • 5.2 Global TV and Cloud Gaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America TV and Cloud Gaming Market Size (2015-2020)
  • 6.2 TV and Cloud Gaming Key Players in North America (2019-2020)
  • 6.3 North America TV and Cloud Gaming Market Size by Type (2015-2020)
  • 6.4 North America TV and Cloud Gaming Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe TV and Cloud Gaming Market Size (2015-2020)
  • 7.2 TV and Cloud Gaming Key Players in Europe (2019-2020)
  • 7.3 Europe TV and Cloud Gaming Market Size by Type (2015-2020)
  • 7.4 Europe TV and Cloud Gaming Market Size by Application (2015-2020)

8 China

  • 8.1 China TV and Cloud Gaming Market Size (2015-2020)
  • 8.2 TV and Cloud Gaming Key Players in China (2019-2020)
  • 8.3 China TV and Cloud Gaming Market Size by Type (2015-2020)
  • 8.4 China TV and Cloud Gaming Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan TV and Cloud Gaming Market Size (2015-2020)
  • 9.2 TV and Cloud Gaming Key Players in Japan (2019-2020)
  • 9.3 Japan TV and Cloud Gaming Market Size by Type (2015-2020)
  • 9.4 Japan TV and Cloud Gaming Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia TV and Cloud Gaming Market Size (2015-2020)
  • 10.2 TV and Cloud Gaming Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia TV and Cloud Gaming Market Size by Type (2015-2020)
  • 10.4 Southeast Asia TV and Cloud Gaming Market Size by Application (2015-2020)

11 India

  • 11.1 India TV and Cloud Gaming Market Size (2015-2020)
  • 11.2 TV and Cloud Gaming Key Players in India (2019-2020)
  • 11.3 India TV and Cloud Gaming Market Size by Type (2015-2020)
  • 11.4 India TV and Cloud Gaming Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America TV and Cloud Gaming Market Size (2015-2020)
  • 12.2 TV and Cloud Gaming Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America TV and Cloud Gaming Market Size by Type (2015-2020)
  • 12.4 Central & South America TV and Cloud Gaming Market Size by Application (2015-2020)

13Key Players Profiles

  • 13.1 Google Stadia
    • 13.1.1 Google Stadia Company Details
    • 13.1.2 Google Stadia Business Overview and Its Total Revenue
    • 13.1.3 Google Stadia TV and Cloud Gaming Introduction
    • 13.1.4 Google Stadia Revenue in TV and Cloud Gaming Business (2015-2020))
    • 13.1.5 Google Stadia Recent Development
  • 13.2 Nvidia GeForce Now
    • 13.2.1 Nvidia GeForce Now Company Details
    • 13.2.2 Nvidia GeForce Now Business Overview and Its Total Revenue
    • 13.2.3 Nvidia GeForce Now TV and Cloud Gaming Introduction
    • 13.2.4 Nvidia GeForce Now Revenue in TV and Cloud Gaming Business (2015-2020)
    • 13.2.5 Nvidia GeForce Now Recent Development
  • 13.3 Sony PlayStation
    • 13.3.1 Sony PlayStation Company Details
    • 13.3.2 Sony PlayStation Business Overview and Its Total Revenue
    • 13.3.3 Sony PlayStation TV and Cloud Gaming Introduction
    • 13.3.4 Sony PlayStation Revenue in TV and Cloud Gaming Business (2015-2020)
    • 13.3.5 Sony PlayStation Recent Development
  • 13.4 Microsoft
    • 13.4.1 Microsoft Company Details
    • 13.4.2 Microsoft Business Overview and Its Total Revenue
    • 13.4.3 Microsoft TV and Cloud Gaming Introduction
    • 13.4.4 Microsoft Revenue in TV and Cloud Gaming Business (2015-2020)
    • 13.4.5 Microsoft Recent Development
  • 13.5 TenCent Start
    • 13.5.1 TenCent Start Company Details
    • 13.5.2 TenCent Start Business Overview and Its Total Revenue
    • 13.5.3 TenCent Start TV and Cloud Gaming Introduction
    • 13.5.4 TenCent Start Revenue in TV and Cloud Gaming Business (2015-2020)
    • 13.5.5 TenCent Start Recent Development
  • 13.6 AppleTV
    • 13.6.1 AppleTV Company Details
    • 13.6.2 AppleTV Business Overview and Its Total Revenue
    • 13.6.3 AppleTV TV and Cloud Gaming Introduction
    • 13.6.4 AppleTV Revenue in TV and Cloud Gaming Business (2015-2020)
    • 13.6.5 AppleTV Recent Development
  • 13.7 China Digital TV Holding
    • 13.7.1 China Digital TV Holding Company Details
    • 13.7.2 China Digital TV Holding Business Overview and Its Total Revenue
    • 13.7.3 China Digital TV Holding TV and Cloud Gaming Introduction
    • 13.7.4 China Digital TV Holding Revenue in TV and Cloud Gaming Business (2015-2020)
    • 13.7.5 China Digital TV Holding Recent Development

14Analyst's Viewpoints/Conclusions

    15Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the TV and Cloud Gaming market in 2020.
    COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.
    The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
    This report also analyses the impact of Coronavirus COVID-19 on the TV and Cloud Gaming industry.
    Based on our recent survey, we have several different scenarios about the TV and Cloud Gaming YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of TV and Cloud Gaming will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.
    With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global TV and Cloud Gaming market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global TV and Cloud Gaming market in terms of revenue.
    Players, stakeholders, and other participants in the global TV and Cloud Gaming market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.
    Regional and Country-level Analysis
    The report offers an exhaustive geographical analysis of the global TV and Cloud Gaming market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, UAE, etc.
    The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.
    Competition Analysis
    In the competitive analysis section of the report, leading as well as prominent players of the global TV and Cloud Gaming market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global TV and Cloud Gaming market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global TV and Cloud Gaming market.
    The following players are covered in this report:
    Google Stadia
    Nvidia GeForce Now
    Sony PlayStation
    Microsoft
    TenCent Start
    AppleTV
    China Digital TV Holding
    ...
    TV and Cloud Gaming Breakdown Data by Type
    Touch Screen Control
    Handle Control
    Keyboard Control
    Dance Mat Control
    Other
    TV and Cloud Gaming Breakdown Data by Application
    Single
    Double
    Multiplayer

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