1. EXECUTIVE SUMMARY
1.1. Key Findings
1.2. Analyst View
2. MARKET SNAPSHOT
2.1. Market Overview
2.2. Market Definition
2.3. Scope of the Study
2.4. Market Segmentation
3. BUSINESS LANDSCAPE
3.1. Market Drivers
3.2. Market Restraints
3.3. Porter’s Five Forces Analysis
3.4. Industry Value Chain Analysis
3.5. Policies and Regulations
3.6. Strategic Recommendations
4. TECHNOLOGICAL OUTLOOK
5. GAMING AS A SERVICE MARKET BY PLATFORM
5.1. Introduction
5.2. PCs and Laptops
5.3. Smartphones and Tablets
5.4. Gaming Consoles
6. GAMING AS A SERVICE MARKET BY TECHNOLOGY
6.1. Introduction
6.2. File Streaming
6.3. Video Streaming
7. GAMING AS A SERVICE MARKET BY REVENUE MODEL
7.1. Introduction
7.2. Subscriptions
7.3. In-Game Purchases
7.4. Advertising-supported Free-to-Play Approach
8. GAMING AS A SERVICE MARKET BY END USER
8.1. Introduction
8.2. Individual
8.3. Commercial
9. GAMING AS A SERVICE MARKET BY GEOGRAPHY
9.1. Introduction
9.2. North America
9.2.1. By Platform
9.2.2. By Technology
9.2.3. By Revenue Model
9.2.4. By End-User
9.2.5. By Country
9.2.5.1. United States
9.2.5.2. Canada
9.2.5.3. Mexico
9.3. South America
9.3.1. By Platform
9.3.2. By Technology
9.3.3. By Revenue Model
9.3.4. By End-User
9.3.5. By Country
9.3.5.1. Brazil
9.3.5.2. Argentina
9.3.5.3. Others
9.4. Europe
9.4.1. By Platform
9.4.2. By Technology
9.4.3. By Revenue Model
9.4.4. By End-User
9.4.5. By Country
9.4.5.1. Germany
9.4.5.2. France
9.4.5.3. United Kingdom
9.4.5.4. Spain
9.4.5.5. Others
9.5. Middle East and Africa
9.5.1. By Platform
9.5.2. By Technology
9.5.3. By Revenue Model
9.5.4. By End-User
9.5.5. By Country
9.5.5.1. Saudi Arabia
9.5.5.2. Israel
9.5.5.3. UAE
9.5.5.4. Others
9.6. Asia Pacific
9.6.1. By Platform
9.6.2. By Technology
9.6.3. By Revenue Model
9.6.4. By End-User
9.6.5. By Country
9.6.5.1. China
9.6.5.2. Japan
9.6.5.3. South Korea
9.6.5.4. India
9.6.5.5. Thailand
9.6.5.6. Taiwan
9.6.5.7. Indonesia
9.6.5.8. Others
10. COMPETITIVE ENVIRONMENT AND ANALYSIS
10.1. Major Players and Strategy Analysis
10.2. Market Share Analysis
10.3. Mergers, Acquisitions, Agreements, and Collaborations
10.4. Competitive Dashboard
11. COMPANY PROFILES
11.1. NVIDIA Corporation
11.2. Microsoft Corporation
11.3. Tencent Holdings Ltd.
11.4. Shadow
11.5. Sony Group Corporation
11.6. Amazon.com, Inc.
11.7. Ubisoft Entertainment SA
11.8. NetEase, Inc.
11.9. Blacknut
11.10. Boosteroid Inc.
11.11. Ubitus K.K.
11.12. Antstream Ltd.
12. RESEARCH METHODOLOGY
List of Figures
List of Tables