- A comprehensive overview of the region, with a detailed breakdown by market: Mainland China, South Korea, Japan, Chinese Taipei, Indonesia, Malaysia, Singapore, Vietnam, Thailand, Philippines, and India
- Addressable market sizing and viability of each market
- Cloud gaming value chain and ecosystem
- Where cloud gaming growth will come from, and the impact on all segments of the games industry
- How companies across the entire ecosystem can benefit
- Game publishers and developers
- Platforms
- Hardware and device makers
- Peripheral makers
- Infrastructure providers
- Icafes
Table of Contents
- Executive Summary
- Cloud Gaming in Asia
- Viability Challenges for Cloud Gaming in Asia
- Cloud Gaming in Asia by Market
- Mainland China
- South Korea
- Japan
- Chinese Taipei
- Indonesia
- Malaysia
- Singapore
- Vietnam
- Thailand
- Philippines
- India
- Cloud Gaming Services Spotlights
- Conclusion
Companies Mentioned
- Activision Blizzard
- Ais
- Alibaba cloud
- AWS
- Bharti Airtel
- Bilibili
- Blacknut
- BSNL
- Capcom
- Changhwa Telecom
- China Mobile
- China Unicom
- Cisco
- Converge
- Counterpoint
- Dalong Cloud
- Dito Telecom
- Douyu
- EA
- Ericson
- Gamebox
- GameQoo
- Getforce Now
- Gignal
- Globe
- Google Cloud
- Google stadia
- Haima Cloud
- Huawei
- Huya
- IBM
- IBM Cloud
- Indihome
- Intel
- IPTV
- KDDi
- KT Gaming box
- LG
- Microsoft Azure
- Migu Cloud Gaming
- MyTV
- Netease Games
- Nintendo
- now.GG
- NVidia
- Parsec
- Perfect world
- PlayStation
- PLDT
- Reliance Jio
- RemoteMyApp
- RMA
- Shunwang Cloud Game
- Singtel
- SKT 5Gx
- Skyegrid
- Sony
- Square enix
- StarHub
- Start
- Steam Link
- Telkom
- Tencent cloud
- The Gaming Project
- Tianyi Games
- Tiktok
- True 5G Cloud Game
- Truemove
- Ubisoft
- Ubitus
- Vodafone
- Vortex.GG
- Windows
- Xbox
- Xbox Gaming Pass
- Yowa

