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クラウドゲーム技術の中国市場2021-2026:成長・動向・新型コロナの影響・市場予測

• 英文タイトル:China Cloud Gaming Technology Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)

Mordor Intelligenceが調査・発行した産業分析レポートです。クラウドゲーム技術の中国市場2021-2026:成長・動向・新型コロナの影響・市場予測 / China Cloud Gaming Technology Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026) / MRC2103B385資料のイメージです。• レポートコード:MRC2103B385
• 出版社/出版日:Mordor Intelligence / 2021年1月
• レポート形態:英文、PDF、120ページ
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レポート概要

The market for cloud gaming in China is expected to register a CAGR of 20.2% over the forecast period (2021-2026). With China’s population spending heavily on mobile games, the industry growth rate is five times that of the region’s average. Also, with capabilities growing at about four times the rate of its domestic internet service, the country is well on its way to being the leader in meeting the cloud data storage needs of the gaming industry.
– In June 2016, Chinese President Xi Jinping outlined his vision for China to become the leading player in science and technology. It is slowly emerging as a technology superpower, competing with the United States. The rapid growth in the economy, in the technological scenario, has shown improvements in the fiscal deficits and gradual progressive economic reforms.
– In August 2018, the Chinese government asked marketing executives to control their cash flow and curtail spending on new games. It also stopped approving licenses of new games. Chinese gaming giant, Tencent, suffered its first profit decline since 2005 on lower gaming revenue. In December, the government lifted the ban expected on Tencent. These kinds of fluctuations negatively affect the market.

Key Market Trends

Growth of Smartphones to Drive the Market Demand

– Smartphones provide an inexpensive way and a common platform for users of all demographics to access games over the cloud.
– China is home to many millions of tech-savvy consumers who are keen adopters of games, placing greater demands on developers and network operators.
– Chinese policymakers have taken important steps to modernize the country’s regulatory framework for telecoms, establishing a platform for further digital progression.
– China is also home to several smartphone manufacturers, including Huawei, Vivo, Oppo, and Xiaomi. Demand from Chinese consumers for the latest flagship devices remains strong.
– According to GSM Report 2019, the unique mobile subscribers grew from 1.17 billion in 2018, and it is forecast to grow to 1.22 billion in 2025.

Cloud Proliferation to Expand the Market Reach

– Huge private sector investment, strong government backing, and young talent are together rallying behind the growth of China’s cloud computing industry.
– Gaming companies in China are adopting cloud services, such as content delivery networks, server load balancers, object storage services, and database management tools, to power their businesses.
– According to Alibaba Cloud, cloud sales will grow from 5% to 20%, in the Chinese IT market by 2020
– In April 2019, Microsoft launched its cloud service Dynamics 365 and was operational through local partner 21 Vianet Group Inc.

Competitive Landscape

The market is concentrated with few legacy vendors like Tencent, 37 Interactive Entertainment, and NetEase dominating the market. The gaming scenario is much more controlled by the publishers and channels than the developers.

– April 2019 – Tencent launched a website for a product called “Start” and is allowing people in Shanghai and the Southern China province of Guangdong to sign up for the test. The description on the website, written in Mandarin, translates as “you can play on any device.”
– March 2019 – Intel & Tencent partnered for new game streaming service called ‘Tencent Instant Play’.It works similar to already announced services such as Microsoft’s Xcloud and Google’s Project Stream.

Reasons to Purchase this report:

– The market estimate (ME) sheet in Excel format
– 3 months of analyst support

レポート目次

1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Rapid Advances in Technological Developments is Driving the Market Demand
4.4 Market Restraints
4.4.1 Fluctuating Government Regulations Regarding Gaming Industry is Discouraging the Market Growth
4.5 Industry Attractiveness – Porter’s Five Forces Analysis
4.5.1 Threat of New Entrants
4.5.2 Bargaining Power of Buyers/Consumers
4.5.3 Bargaining Power of Suppliers
4.5.4 Threat of Substitute Products
4.5.5 Intensity of Competitive Rivalry

5 MARKET SEGMENTATION
5.1 By Type
5.1.1 Video Streaming
5.1.2 File Streaming
5.2 By Device
5.2.1 IPTV
5.2.2 Smartphones
5.2.3 Computers
5.2.4 Consoles
5.2.5 Connected TVs

6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Tencent Holdings
6.1.2 NetEase Inc.
6.1.3 37 Interactive Entertainment
6.1.4 Perfect World Games
6.1.5 Elex Technology
6.1.6 Shanda Games
6.1.7 KongZhong Corporation
6.1.8 The9 Limited
6.1.9 NetDragon Websoft

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS