The global market for Cloud Gaming was valued at US$ 3845 million in the year 2024 and is projected to reach a revised size of US$ 22148 million by 2031, growing at a CAGR of 30.4% during the forecast period.
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, 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.
The Cloud Gaming market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Cloud Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Cloud Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
麻豆原创 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
Europe
Germany
France
U.K.
Italy
Russia
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, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Cloud Gaming company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 麻豆原创 Analysis by Type
1.2.1 Global Cloud Gaming 麻豆原创 Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Video Streaming
1.2.3 File Streaming
1.3 麻豆原创 by Application
1.3.1 Global Cloud Gaming 麻豆原创 Growth by Application: 2020 VS 2024 VS 2031
1.3.2 PC
1.3.3 Connected TV
1.3.4 Tablet
1.3.5 Smartphone
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Cloud Gaming 麻豆原创 Perspective (2020-2031)
2.2 Global Cloud Gaming Growth Trends by Region
2.2.1 Global Cloud Gaming 麻豆原创 Size by Region: 2020 VS 2024 VS 2031
2.2.2 Cloud Gaming Historic 麻豆原创 Size by Region (2020-2025)
2.2.3 Cloud Gaming Forecasted 麻豆原创 Size by Region (2026-2031)
2.3 Cloud Gaming 麻豆原创 Dynamics
2.3.1 Cloud Gaming Industry Trends
2.3.2 Cloud Gaming 麻豆原创 Drivers
2.3.3 Cloud Gaming 麻豆原创 Challenges
2.3.4 Cloud Gaming 麻豆原创 Restraints
3 Competition Landscape by Key Players
3.1 Global Top Cloud Gaming Players by Revenue
3.1.1 Global Top Cloud Gaming Players by Revenue (2020-2025)
3.1.2 Global Cloud Gaming Revenue 麻豆原创 Share by Players (2020-2025)
3.2 Global Top Cloud Gaming Players by Company Type and 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Cloud Gaming Revenue
3.4 Global Cloud Gaming 麻豆原创 Concentration Ratio
3.4.1 Global Cloud Gaming 麻豆原创 Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Cloud Gaming Revenue in 2024
3.5 Global Key Players of Cloud Gaming Head office and Area Served
3.6 Global Key Players of Cloud Gaming, Product and Application
3.7 Global Key Players of Cloud Gaming, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Cloud Gaming Breakdown Data by Type
4.1 Global Cloud Gaming Historic 麻豆原创 Size by Type (2020-2025)
4.2 Global Cloud Gaming Forecasted 麻豆原创 Size by Type (2026-2031)
5 Cloud Gaming Breakdown Data by Application
5.1 Global Cloud Gaming Historic 麻豆原创 Size by Application (2020-2025)
5.2 Global Cloud Gaming Forecasted 麻豆原创 Size by Application (2026-2031)
6 North America
6.1 North America Cloud Gaming 麻豆原创 Size (2020-2031)
6.2 North America Cloud Gaming 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Cloud Gaming 麻豆原创 Size by Country (2020-2025)
6.4 North America Cloud Gaming 麻豆原创 Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Cloud Gaming 麻豆原创 Size (2020-2031)
7.2 Europe Cloud Gaming 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Cloud Gaming 麻豆原创 Size by Country (2020-2025)
7.4 Europe Cloud Gaming 麻豆原创 Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Cloud Gaming 麻豆原创 Size (2020-2031)
8.2 Asia-Pacific Cloud Gaming 麻豆原创 Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Cloud Gaming 麻豆原创 Size by Region (2020-2025)
8.4 Asia-Pacific Cloud Gaming 麻豆原创 Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Cloud Gaming 麻豆原创 Size (2020-2031)
9.2 Latin America Cloud Gaming 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Cloud Gaming 麻豆原创 Size by Country (2020-2025)
9.4 Latin America Cloud Gaming 麻豆原创 Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Cloud Gaming 麻豆原创 Size (2020-2031)
10.2 Middle East & Africa Cloud Gaming 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Cloud Gaming 麻豆原创 Size by Country (2020-2025)
10.4 Middle East & Africa Cloud Gaming 麻豆原创 Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Sony
11.1.1 Sony Company Details
11.1.2 Sony Business Overview
11.1.3 Sony Cloud Gaming Introduction
11.1.4 Sony Revenue in Cloud Gaming Business (2020-2025)
11.1.5 Sony Recent Development
11.2 GameFly (EA)
11.2.1 GameFly (EA) Company Details
11.2.2 GameFly (EA) Business Overview
11.2.3 GameFly (EA) Cloud Gaming Introduction
11.2.4 GameFly (EA) Revenue in Cloud Gaming Business (2020-2025)
11.2.5 GameFly (EA) Recent Development
11.3 Nvidia
11.3.1 Nvidia Company Details
11.3.2 Nvidia Business Overview
11.3.3 Nvidia Cloud Gaming Introduction
11.3.4 Nvidia Revenue in Cloud Gaming Business (2020-2025)
11.3.5 Nvidia Recent Development
11.4 Ubitus
11.4.1 Ubitus Company Details
11.4.2 Ubitus Business Overview
11.4.3 Ubitus Cloud Gaming Introduction
11.4.4 Ubitus Revenue in Cloud Gaming Business (2020-2025)
11.4.5 Ubitus Recent Development
11.5 Meta(PlayGiga)
11.5.1 Meta(PlayGiga) Company Details
11.5.2 Meta(PlayGiga) Business Overview
11.5.3 Meta(PlayGiga) Cloud Gaming Introduction
11.5.4 Meta(PlayGiga) Revenue in Cloud Gaming Business (2020-2025)
11.5.5 Meta(PlayGiga) Recent Development
11.6 Crytek GmbH
11.6.1 Crytek GmbH Company Details
11.6.2 Crytek GmbH Business Overview
11.6.3 Crytek GmbH Cloud Gaming Introduction
11.6.4 Crytek GmbH Revenue in Cloud Gaming Business (2020-2025)
11.6.5 Crytek GmbH Recent Development
11.7 PlayKey
11.7.1 PlayKey Company Details
11.7.2 PlayKey Business Overview
11.7.3 PlayKey Cloud Gaming Introduction
11.7.4 PlayKey Revenue in Cloud Gaming Business (2020-2025)
11.7.5 PlayKey Recent Development
11.8 Utomik (Kalydo)
11.8.1 Utomik (Kalydo) Company Details
11.8.2 Utomik (Kalydo) Business Overview
11.8.3 Utomik (Kalydo) Cloud Gaming Introduction
11.8.4 Utomik (Kalydo) Revenue in Cloud Gaming Business (2020-2025)
11.8.5 Utomik (Kalydo) Recent Development
11.9 Alibaba Cloud
11.9.1 Alibaba Cloud Company Details
11.9.2 Alibaba Cloud Business Overview
11.9.3 Alibaba Cloud Cloud Gaming Introduction
11.9.4 Alibaba Cloud Revenue in Cloud Gaming Business (2020-2025)
11.9.5 Alibaba Cloud Recent Development
11.10 Baidu
11.10.1 Baidu Company Details
11.10.2 Baidu Business Overview
11.10.3 Baidu Cloud Gaming Introduction
11.10.4 Baidu Revenue in Cloud Gaming Business (2020-2025)
11.10.5 Baidu Recent Development
11.11 BiYun Technology
11.11.1 BiYun Technology Company Details
11.11.2 BiYun Technology Business Overview
11.11.3 BiYun Technology Cloud Gaming Introduction
11.11.4 BiYun Technology Revenue in Cloud Gaming Business (2020-2025)
11.11.5 BiYun Technology Recent Development
11.12 Haima Cloud
11.12.1 Haima Cloud Company Details
11.12.2 Haima Cloud Business Overview
11.12.3 Haima Cloud Cloud Gaming Introduction
11.12.4 Haima Cloud Revenue in Cloud Gaming Business (2020-2025)
11.12.5 Haima Cloud Recent Development
11.13 Migu Interactive Entertainment
11.13.1 Migu Interactive Entertainment Company Details
11.13.2 Migu Interactive Entertainment Business Overview
11.13.3 Migu Interactive Entertainment Cloud Gaming Introduction
11.13.4 Migu Interactive Entertainment Revenue in Cloud Gaming Business (2020-2025)
11.13.5 Migu Interactive Entertainment Recent Development
11.14 Cheersu Cloud
11.14.1 Cheersu Cloud Company Details
11.14.2 Cheersu Cloud Business Overview
11.14.3 Cheersu Cloud Cloud Gaming Introduction
11.14.4 Cheersu Cloud Revenue in Cloud Gaming Business (2020-2025)
11.14.5 Cheersu Cloud Recent Development
11.15 vClusters
11.15.1 vClusters Company Details
11.15.2 vClusters Business Overview
11.15.3 vClusters Cloud Gaming Introduction
11.15.4 vClusters Revenue in Cloud Gaming Business (2020-2025)
11.15.5 vClusters Recent Development
11.16 TENCENT PIONEER CLOUD GAMES
11.16.1 TENCENT PIONEER CLOUD GAMES Company Details
11.16.2 TENCENT PIONEER CLOUD GAMES Business Overview
11.16.3 TENCENT PIONEER CLOUD GAMES Cloud Gaming Introduction
11.16.4 TENCENT PIONEER CLOUD GAMES Revenue in Cloud Gaming Business (2020-2025)
11.16.5 TENCENT PIONEER CLOUD GAMES Recent Development
11.17 WL Times
11.17.1 WL Times Company Details
11.17.2 WL Times Business Overview
11.17.3 WL Times Cloud Gaming Introduction
11.17.4 WL Times Revenue in Cloud Gaming Business (2020-2025)
11.17.5 WL Times Recent Development
11.18 Huawei
11.18.1 Huawei Company Details
11.18.2 Huawei Business Overview
11.18.3 Huawei Cloud Gaming Introduction
11.18.4 Huawei Revenue in Cloud Gaming Business (2020-2025)
11.18.5 Huawei Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 麻豆原创 Size Estimation
13.1.1.3 麻豆原创 Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
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
听
听
*If Applicable.