1. Introduction
1.1. Market Overview
1.2. COVID-19 Impact
1.3. Market Definition
1.4. 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. Porters Five Forces Analysis
4.4. Industry Value Chain Analysis
5. Global Gaming as a Service Market Analysis, By Platform
5.1. Introduction
5.2. PCs and Laptops
5.3. Smartphones and Tablets
5.4. Gaming Consoles
6. Global Gaming as a Service Market Analysis, By Technology
6.1. Introduction
6.2. File Streaming
6.3. Video Streaming
7. Global Gaming as a Service Market Analysis, By Geography
7.1. Introduction
7.2. North America
7.2.1. USA
7.2.2. Canada
7.2.3. Mexico
7.3. South America
7.3.1. Brazil
7.3.2. Argentina
7.3.3. Others
7.4. Europe
7.4.1. Germany
7.4.2. France
7.4.3. United Kingdom
7.4.4. Spain
7.4.5. Others
7.5. Middle East and Africa
7.5.1. Saudi Arabia
7.5.2. Israel
7.5.3. UAE
7.5.4. Others
7.6. Asia Pacific
7.6.1. China
7.6.2. Japan
7.6.3. South Korea
7.6.4. India
7.6.5. Thailand
7.6.6. Taiwan
7.6.7. Indonesia
7.6.8. Others
8. Competitive Environment and Analysis
8.1. Major Players and Strategy Analysis
8.2. Emerging Players and Market Lucrativeness
8.3. Mergers, Acquisitions, Agreements, and Collaborations
8.4. Vendor Competitiveness Matrix
9. Company Profiles
9.1. NVIDIA Corporation
9.2. Microsoft
9.3. Google
9.4. Tencent
9.5. RemoteMyApp Sp. z o.o.(Acquired by Intel Corporation)
9.6. Shadow by Blade
9.7. Sony Interactive Entertainment Inc.
9.8. Parsec Cloud, Inc.