Synopsis
The global market for Cloud Gaming was estimated to be worth US$ 3845 million in 2024 and is forecast to a readjusted size of US$ 22148 million by 2031 with a CAGR of 30.4% during the forecast period 2025-2031.
Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming.
Technological integration accelerates: AI dynamic resource scheduling and blockchain copyright protection will enhance the security and smoothness of cloud gaming;
Business model innovation: Advertising sharing (such as Whale Cloud Wander) and cross-industry memberships (such as Xbox + Netflix) have become new profit points;
Ecological collaboration deepens: Telecommunication operators (China Mobile), hardware providers (Huawei Cloud), and content providers jointly establish a cloud gaming standard alliance.
Cloud gaming is transitioning from the verification period of technology to large-scale commercialization. From 2025 to 2029, it will rely on three driving forces: the improvement and expansion of 5G infrastructure, the reduction of costs and increase in efficiency through AI, and the formation of user habits, to achieve a leap in penetration rate from 12% to 30%.
This report aims to provide a comprehensive presentation of the global market for Cloud Gaming, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Cloud Gaming by region & country, by Type, and by Application.
The Cloud Gaming market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Cloud Gaming.
Market Segmentation
By Company
Sony
GameFly (EA)
Nvidia
Ubitus
Meta(PlayGiga)
Crytek GmbH
PlayKey
Utomik (Kalydo)
Alibaba Cloud
Baidu
BiYun Technology
Haima Cloud
Migu Interactive Entertainment
Cheersu Cloud
vClusters
TENCENT PIONEER CLOUD GAMES
WL Times
Huawei
Segment by Type
Video Streaming
File Streaming
Segment by Application
PC
Connected TV
Tablet
Smartphone
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Europe
Germany
France
U.K.
Italy
Netherlands
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Cloud Gaming company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Cloud Gaming in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Cloud Gaming in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Index
Available Upon Request