1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Market Segmentation
2. RESEARCH METHODOLOGY
2.1. Research Data
2.2. Assumptions
3. EXECUTIVE SUMMARY
3.1. Research Highlights
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Bandwidth Availability
4.4. Number of Users
5. GOVERNMENT REGULATIONS/POLICIES
6. 5G CLOUD GAMING MARKET, BY DEVICE
6.1. Introduction
6.2. Smartphones
6.3. Laptops/PCs
6.4. Smart TVs
6.5. Others
7. 5G CLOUD GAMING MARKET, BY SUBSCRIBER
7.1. Introduction
7.2. eMBB
7.3. Moderate-performance gamers
7.4. Advanced performance gamers
8. 5G CLOUD GAMING MARKET, BY GAME TYPE
8.1. Introduction
8.2. Casual
8.3. Action
8.4. Arcade
8.5. Others
9. 5G CLOUD GAMING MARKET, BY GEOGRAPHY
9.1. Introduction
9.2. Americas
9.2.1. United States
9.2.2. Others
9.3. Europe, Middle East and Africa
9.3.1. Germany
9.3.2. UK
9.3.3. Others
9.4. Asia Pacific
9.4.1. China
9.4.2. Japan
9.4.3. South Korea
9.4.4. Others
10. RECENT DEVELOPMENT AND INVESTMENTS
11. COMPETITIVE ENVIRONMENT AND ANALYSIS
11.1. Major Players and Strategy Analysis
11.2. Vendor Competitiveness Matrix
12. COMPANY PROFILES
12.1. Activision Blizzard, Inc.
12.2. Nvidia Corporation
12.3. Ubitus Inc.
12.4. Microsoft Corporation
12.5. Tencent Holdings Ltd.
12.6. Hatch