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
- 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.
Table of Contents
1 Market Overview
- 1.1 Cloud Gaming Product Introduction
- 1.2 Global Cloud Gaming Market Size Forecast (2020-2031)
- 1.3 Cloud Gaming Market Trends & Drivers
- 1.3.1 Cloud Gaming Industry Trends
- 1.3.2 Cloud Gaming Market Drivers & Opportunity
- 1.3.3 Cloud Gaming Market Challenges
- 1.3.4 Cloud Gaming Market Restraints
- 1.4 Assumptions and Limitations
- 1.5 Study Objectives
- 1.6 Years Considered
2 Competitive Analysis by Company
- 2.1 Global Cloud Gaming Players Revenue Ranking (2024)
- 2.2 Global Cloud Gaming Revenue by Company (2020-2025)
- 2.3 Key Companies Cloud Gaming Manufacturing Base Distribution and Headquarters
- 2.4 Key Companies Cloud Gaming Product Offered
- 2.5 Key Companies Time to Begin Mass Production of Cloud Gaming
- 2.6 Cloud Gaming Market Competitive Analysis
- 2.6.1 Cloud Gaming Market Concentration Rate (2020-2025)
- 2.6.2 Global 5 and 10 Largest Companies by Cloud Gaming Revenue in 2024
- 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Cloud Gaming as of 2024)
- 2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
- 3.1 Introduction by Type
- 3.1.1 Video Streaming
- 3.1.2 File Streaming
- 3.2 Global Cloud Gaming Sales Value by Type
- 3.2.1 Global Cloud Gaming Sales Value by Type (2020 VS 2024 VS 2031)
- 3.2.2 Global Cloud Gaming Sales Value, by Type (2020-2031)
- 3.2.3 Global Cloud Gaming Sales Value, by Type (%) (2020-2031)
4 Segmentation by Application
- 4.1 Introduction by Application
- 4.1.1 PC
- 4.1.2 Connected TV
- 4.1.3 Tablet
- 4.1.4 Smartphone
- 4.2 Global Cloud Gaming Sales Value by Application
- 4.2.1 Global Cloud Gaming Sales Value by Application (2020 VS 2024 VS 2031)
- 4.2.2 Global Cloud Gaming Sales Value, by Application (2020-2031)
- 4.2.3 Global Cloud Gaming Sales Value, by Application (%) (2020-2031)
5 Segmentation by Region
- 5.1 Global Cloud Gaming Sales Value by Region
- 5.1.1 Global Cloud Gaming Sales Value by Region: 2020 VS 2024 VS 2031
- 5.1.2 Global Cloud Gaming Sales Value by Region (2020-2025)
- 5.1.3 Global Cloud Gaming Sales Value by Region (2026-2031)
- 5.1.4 Global Cloud Gaming Sales Value by Region (%), (2020-2031)
- 5.2 North America
- 5.2.1 North America Cloud Gaming Sales Value, 2020-2031
- 5.2.2 North America Cloud Gaming Sales Value by Country (%), 2024 VS 2031
- 5.3 Europe
- 5.3.1 Europe Cloud Gaming Sales Value, 2020-2031
- 5.3.2 Europe Cloud Gaming Sales Value by Country (%), 2024 VS 2031
- 5.4 Asia Pacific
- 5.4.1 Asia Pacific Cloud Gaming Sales Value, 2020-2031
- 5.4.2 Asia Pacific Cloud Gaming Sales Value by Region (%), 2024 VS 2031
- 5.5 South America
- 5.5.1 South America Cloud Gaming Sales Value, 2020-2031
- 5.5.2 South America Cloud Gaming Sales Value by Country (%), 2024 VS 2031
- 5.6 Middle East & Africa
- 5.6.1 Middle East & Africa Cloud Gaming Sales Value, 2020-2031
- 5.6.2 Middle East & Africa Cloud Gaming Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
- 6.1 Key Countries/Regions Cloud Gaming Sales Value Growth Trends, 2020 VS 2024 VS 2031
- 6.2 Key Countries/Regions Cloud Gaming Sales Value, 2020-2031
- 6.3 United States
- 6.3.1 United States Cloud Gaming Sales Value, 2020-2031
- 6.3.2 United States Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.3.3 United States Cloud Gaming Sales Value by Application, 2024 VS 2031
- 6.4 Europe
- 6.4.1 Europe Cloud Gaming Sales Value, 2020-2031
- 6.4.2 Europe Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.4.3 Europe Cloud Gaming Sales Value by Application, 2024 VS 2031
- 6.5 China
- 6.5.1 China Cloud Gaming Sales Value, 2020-2031
- 6.5.2 China Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.5.3 China Cloud Gaming Sales Value by Application, 2024 VS 2031
- 6.6 Japan
- 6.6.1 Japan Cloud Gaming Sales Value, 2020-2031
- 6.6.2 Japan Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.6.3 Japan Cloud Gaming Sales Value by Application, 2024 VS 2031
- 6.7 South Korea
- 6.7.1 South Korea Cloud Gaming Sales Value, 2020-2031
- 6.7.2 South Korea Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.7.3 South Korea Cloud Gaming Sales Value by Application, 2024 VS 2031
- 6.8 Southeast Asia
- 6.8.1 Southeast Asia Cloud Gaming Sales Value, 2020-2031
- 6.8.2 Southeast Asia Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.8.3 Southeast Asia Cloud Gaming Sales Value by Application, 2024 VS 2031
- 6.9 India
- 6.9.1 India Cloud Gaming Sales Value, 2020-2031
- 6.9.2 India Cloud Gaming Sales Value by Type (%), 2024 VS 2031
- 6.9.3 India Cloud Gaming Sales Value by Application, 2024 VS 2031
7 Company Profiles
- 7.1 Sony
- 7.1.1 Sony Profile
- 7.1.2 Sony Main Business
- 7.1.3 Sony Cloud Gaming Products, Services and Solutions
- 7.1.4 Sony Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.1.5 Sony Recent Developments
- 7.2 GameFly (EA)
- 7.2.1 GameFly (EA) Profile
- 7.2.2 GameFly (EA) Main Business
- 7.2.3 GameFly (EA) Cloud Gaming Products, Services and Solutions
- 7.2.4 GameFly (EA) Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.2.5 GameFly (EA) Recent Developments
- 7.3 Nvidia
- 7.3.1 Nvidia Profile
- 7.3.2 Nvidia Main Business
- 7.3.3 Nvidia Cloud Gaming Products, Services and Solutions
- 7.3.4 Nvidia Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.3.5 Nvidia Recent Developments
- 7.4 Ubitus
- 7.4.1 Ubitus Profile
- 7.4.2 Ubitus Main Business
- 7.4.3 Ubitus Cloud Gaming Products, Services and Solutions
- 7.4.4 Ubitus Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.4.5 Ubitus Recent Developments
- 7.5 Meta(PlayGiga)
- 7.5.1 Meta(PlayGiga) Profile
- 7.5.2 Meta(PlayGiga) Main Business
- 7.5.3 Meta(PlayGiga) Cloud Gaming Products, Services and Solutions
- 7.5.4 Meta(PlayGiga) Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.5.5 Meta(PlayGiga) Recent Developments
- 7.6 Crytek GmbH
- 7.6.1 Crytek GmbH Profile
- 7.6.2 Crytek GmbH Main Business
- 7.6.3 Crytek GmbH Cloud Gaming Products, Services and Solutions
- 7.6.4 Crytek GmbH Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.6.5 Crytek GmbH Recent Developments
- 7.7 PlayKey
- 7.7.1 PlayKey Profile
- 7.7.2 PlayKey Main Business
- 7.7.3 PlayKey Cloud Gaming Products, Services and Solutions
- 7.7.4 PlayKey Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.7.5 PlayKey Recent Developments
- 7.8 Utomik (Kalydo)
- 7.8.1 Utomik (Kalydo) Profile
- 7.8.2 Utomik (Kalydo) Main Business
- 7.8.3 Utomik (Kalydo) Cloud Gaming Products, Services and Solutions
- 7.8.4 Utomik (Kalydo) Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.8.5 Utomik (Kalydo) Recent Developments
- 7.9 Alibaba Cloud
- 7.9.1 Alibaba Cloud Profile
- 7.9.2 Alibaba Cloud Main Business
- 7.9.3 Alibaba Cloud Cloud Gaming Products, Services and Solutions
- 7.9.4 Alibaba Cloud Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.9.5 Alibaba Cloud Recent Developments
- 7.10 Baidu
- 7.10.1 Baidu Profile
- 7.10.2 Baidu Main Business
- 7.10.3 Baidu Cloud Gaming Products, Services and Solutions
- 7.10.4 Baidu Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.10.5 Baidu Recent Developments
- 7.11 BiYun Technology
- 7.11.1 BiYun Technology Profile
- 7.11.2 BiYun Technology Main Business
- 7.11.3 BiYun Technology Cloud Gaming Products, Services and Solutions
- 7.11.4 BiYun Technology Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.11.5 BiYun Technology Recent Developments
- 7.12 Haima Cloud
- 7.12.1 Haima Cloud Profile
- 7.12.2 Haima Cloud Main Business
- 7.12.3 Haima Cloud Cloud Gaming Products, Services and Solutions
- 7.12.4 Haima Cloud Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.12.5 Haima Cloud Recent Developments
- 7.13 Migu Interactive Entertainment
- 7.13.1 Migu Interactive Entertainment Profile
- 7.13.2 Migu Interactive Entertainment Main Business
- 7.13.3 Migu Interactive Entertainment Cloud Gaming Products, Services and Solutions
- 7.13.4 Migu Interactive Entertainment Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.13.5 Migu Interactive Entertainment Recent Developments
- 7.14 Cheersu Cloud
- 7.14.1 Cheersu Cloud Profile
- 7.14.2 Cheersu Cloud Main Business
- 7.14.3 Cheersu Cloud Cloud Gaming Products, Services and Solutions
- 7.14.4 Cheersu Cloud Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.14.5 Cheersu Cloud Recent Developments
- 7.15 vClusters
- 7.15.1 vClusters Profile
- 7.15.2 vClusters Main Business
- 7.15.3 vClusters Cloud Gaming Products, Services and Solutions
- 7.15.4 vClusters Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.15.5 vClusters Recent Developments
- 7.16 TENCENT PIONEER CLOUD GAMES
- 7.16.1 TENCENT PIONEER CLOUD GAMES Profile
- 7.16.2 TENCENT PIONEER CLOUD GAMES Main Business
- 7.16.3 TENCENT PIONEER CLOUD GAMES Cloud Gaming Products, Services and Solutions
- 7.16.4 TENCENT PIONEER CLOUD GAMES Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.16.5 TENCENT PIONEER CLOUD GAMES Recent Developments
- 7.17 WL Times
- 7.17.1 WL Times Profile
- 7.17.2 WL Times Main Business
- 7.17.3 WL Times Cloud Gaming Products, Services and Solutions
- 7.17.4 WL Times Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.17.5 WL Times Recent Developments
- 7.18 Huawei
- 7.18.1 Huawei Profile
- 7.18.2 Huawei Main Business
- 7.18.3 Huawei Cloud Gaming Products, Services and Solutions
- 7.18.4 Huawei Cloud Gaming Revenue (US$ Million) & (2020-2025)
- 7.18.5 Huawei Recent Developments
8 Industry Chain Analysis
- 8.1 Cloud Gaming Industrial Chain
- 8.2 Cloud Gaming Upstream Analysis
- 8.2.1 Key Raw Materials
- 8.2.2 Raw Materials Key Suppliers
- 8.2.3 Manufacturing Cost Structure
- 8.3 Midstream Analysis
- 8.4 Downstream Analysis (Customers Analysis)
- 8.5 Sales Model and Sales Channels
- 8.5.1 Cloud Gaming Sales Model
- 8.5.2 Sales Channel
- 8.5.3 Cloud Gaming Distributors
9 Research Findings and Conclusion
10 Appendix
- 10.1 Research Methodology
- 10.1.1 Methodology/Research Approach
- 10.1.1.1 Research Programs/Design
- 10.1.1.2 Market Size Estimation
- 10.1.1.3 Market Breakdown and Data Triangulation
- 10.1.2 Data Source
- 10.1.2.1 Secondary Sources
- 10.1.2.2 Primary Sources
- 10.2 Author Details
- 10.3 Disclaimer