Global Cloud-based Gaming Market 2012-2016

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TechNavio Announces the Publication of its Research Report – Global Cloud-based Gaming Market 2012-2016

TechNavio today launched its report Global Cloud-based Gaming Market 2012-2016 based on an in-depth analysis covering the Americas, the EMEA region, and the APAC region. The report aims to aid decision makers’ understanding of the present and future landscape of the market.

Commenting on the report, an analyst from TechNavio’s Enterprise Computing team said: ”Cloud-based gaming provides large opportunities to publishers for promotions and marketing. One such opportunity is the free-to-play business model, which is also known as the freemium model. It consists of the consumer playing the core loop of a game for free, but then eventually paying for virtual goods and currency via micro-transactions. Freemium is the most productive business model in the present age of digital distribution. Apple opened the doors for this model in the App Store allowing free apps to include in-app purchases. Also, the freemium business model is aimed to convert free users to premium paid users. This is a significant trend in the Global Cloud-based Gaming market.”

According to the report, one of the major drivers is the increase in audience numbers for social media games and mobile games. This audience is different from the PC or console-based gaming audience. Social media gaming and mobile gaming audiences require an instant streaming of video games, which is possible only through cloud-based gaming services.

Further, the report states that the requirement of a high broadband speed is one of the major challenges in the market. Several countries in Asia, the Middle East and Africa, and Eastern and Central Europe are not equipped with high broadband connections, which means that gamers cannot access cloud-based gaming in these regions which is also hindering the growth of the market.

The report also includes a discussion of the key vendors operating in this market. The key vendors dominating this market space OnLive Inc., Gaikai Inc., BetStone Ltd., and G-cluster Global Corp.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

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