封面
市場調查報告書
商品編碼
1875760

雲端遊戲:全球市場佔有率和排名、總收入和需求預測(2025-2031年)

Cloud Gaming - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

出版日期: | 出版商: QYResearch | 英文 129 Pages | 商品交期: 2-3個工作天內

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全球雲端遊戲市場預計在 2024 年達到 38.45 億美元,預計到 2031 年將達到 221.48 億美元,在預測期(2025-2031 年)內複合年成長率為 30.4%。

隨著雲端運算的快速發展,資料收集和資訊共用正邁向更高層次,逐漸取代傳統的運算流程。各領域中許多利用雲端運算的技術都在不斷發展,以適應資訊科技革命,雲端遊戲就是其中之一。

加速技術融合:人工智慧驅動的動態資源調度和區塊鏈版權保護將提高雲端遊戲的安全性和流暢性。

經營模式創新:廣告收入分成(例如,鯨魚雲漫遊)和跨行業會員服務(例如,Xbox + Netflix)將提供新的收入來源。

深化生態系統合作:通訊業者(中國行動)、硬體供應商(華為雲端)和內容供應商共同成立了雲端遊戲標準聯盟。

雲端遊戲正從技術檢驗階段走向大規模商業化,預計在 2025 年至 2029 年間,其滲透率將從 12% 呈指數級成長至 30%,這主要得益於三大推動力:5G 基礎設施的擴展和改進、人工智慧帶來的成本降低和效率提升,以及用戶習慣的養成。

本報告旨在依地區/國家、類型和應用程式對全球雲端遊戲市場進行全面分析,重點關注總收入、市場佔有率和主要企業的排名。

本報告以收入為指標,對雲端遊戲市場規模、估計值和預測進行了呈現,基準年為2024年,並包含了2020年至2031年的歷史數據和預測數據。報告運用定量和定性分析,幫助讀者制定業務和成長策略,評估市場競爭格局,分析自身在當前市場中的地位,並就雲端遊戲做出明智的商業決策。

市場區隔

公司

  • 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

依類型分類的區隔市場

  • 視訊串流媒體
  • 文件流

應用領域

  • PC
  • 聯網電視
  • 藥片
  • 智慧型手機

依地區

  • 北美洲
    • 美國
    • 加拿大
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 東南亞
    • 印度
    • 澳洲
    • 亞太其他地區
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 荷蘭
    • 北歐國家
    • 其他歐洲
  • 拉丁美洲
    • 墨西哥
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 土耳其
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 其他中東和非洲地區

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.

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

List of Tables

  • Table 1. Cloud Gaming Market Trends
  • Table 2. Cloud Gaming Market Drivers & Opportunity
  • Table 3. Cloud Gaming Market Challenges
  • Table 4. Cloud Gaming Market Restraints
  • Table 5. Global Cloud Gaming Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global Cloud Gaming Revenue Market Share by Company (2020-2025)
  • Table 7. Key Companies Cloud Gaming Manufacturing Base Distribution and Headquarters
  • Table 8. Key Companies Cloud Gaming Product Type
  • Table 9. Key Companies Time to Begin Mass Production of Cloud Gaming
  • Table 10. Global Cloud Gaming Companies Market Concentration Ratio (CR5 and HHI)
  • Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Cloud Gaming as of 2024)
  • Table 12. Mergers & Acquisitions, Expansion Plans
  • Table 13. Global Cloud Gaming Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 14. Global Cloud Gaming Sales Value by Type (2020-2025) & (US$ Million)
  • Table 15. Global Cloud Gaming Sales Value by Type (2026-2031) & (US$ Million)
  • Table 16. Global Cloud Gaming Sales Market Share in Value by Type (2020-2025)
  • Table 17. Global Cloud Gaming Sales Market Share in Value by Type (2026-2031)
  • Table 18. Global Cloud Gaming Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 19. Global Cloud Gaming Sales Value by Application (2020-2025) & (US$ Million)
  • Table 20. Global Cloud Gaming Sales Value by Application (2026-2031) & (US$ Million)
  • Table 21. Global Cloud Gaming Sales Market Share in Value by Application (2020-2025)
  • Table 22. Global Cloud Gaming Sales Market Share in Value by Application (2026-2031)
  • Table 23. Global Cloud Gaming Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 24. Global Cloud Gaming Sales Value by Region (2020-2025) & (US$ Million)
  • Table 25. Global Cloud Gaming Sales Value by Region (2026-2031) & (US$ Million)
  • Table 26. Global Cloud Gaming Sales Value by Region (2020-2025) & (%)
  • Table 27. Global Cloud Gaming Sales Value by Region (2026-2031) & (%)
  • Table 28. Key Countries/Regions Cloud Gaming Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 29. Key Countries/Regions Cloud Gaming Sales Value, (2020-2025) & (US$ Million)
  • Table 30. Key Countries/Regions Cloud Gaming Sales Value, (2026-2031) & (US$ Million)
  • Table 31. Sony Basic Information List
  • Table 32. Sony Description and Business Overview
  • Table 33. Sony Cloud Gaming Products, Services and Solutions
  • Table 34. Revenue (US$ Million) in Cloud Gaming Business of Sony (2020-2025)
  • Table 35. Sony Recent Developments
  • Table 36. GameFly (EA) Basic Information List
  • Table 37. GameFly (EA) Description and Business Overview
  • Table 38. GameFly (EA) Cloud Gaming Products, Services and Solutions
  • Table 39. Revenue (US$ Million) in Cloud Gaming Business of GameFly (EA) (2020-2025)
  • Table 40. GameFly (EA) Recent Developments
  • Table 41. Nvidia Basic Information List
  • Table 42. Nvidia Description and Business Overview
  • Table 43. Nvidia Cloud Gaming Products, Services and Solutions
  • Table 44. Revenue (US$ Million) in Cloud Gaming Business of Nvidia (2020-2025)
  • Table 45. Nvidia Recent Developments
  • Table 46. Ubitus Basic Information List
  • Table 47. Ubitus Description and Business Overview
  • Table 48. Ubitus Cloud Gaming Products, Services and Solutions
  • Table 49. Revenue (US$ Million) in Cloud Gaming Business of Ubitus (2020-2025)
  • Table 50. Ubitus Recent Developments
  • Table 51. Meta(PlayGiga) Basic Information List
  • Table 52. Meta(PlayGiga) Description and Business Overview
  • Table 53. Meta(PlayGiga) Cloud Gaming Products, Services and Solutions
  • Table 54. Revenue (US$ Million) in Cloud Gaming Business of Meta(PlayGiga) (2020-2025)
  • Table 55. Meta(PlayGiga) Recent Developments
  • Table 56. Crytek GmbH Basic Information List
  • Table 57. Crytek GmbH Description and Business Overview
  • Table 58. Crytek GmbH Cloud Gaming Products, Services and Solutions
  • Table 59. Revenue (US$ Million) in Cloud Gaming Business of Crytek GmbH (2020-2025)
  • Table 60. Crytek GmbH Recent Developments
  • Table 61. PlayKey Basic Information List
  • Table 62. PlayKey Description and Business Overview
  • Table 63. PlayKey Cloud Gaming Products, Services and Solutions
  • Table 64. Revenue (US$ Million) in Cloud Gaming Business of PlayKey (2020-2025)
  • Table 65. PlayKey Recent Developments
  • Table 66. Utomik (Kalydo) Basic Information List
  • Table 67. Utomik (Kalydo) Description and Business Overview
  • Table 68. Utomik (Kalydo) Cloud Gaming Products, Services and Solutions
  • Table 69. Revenue (US$ Million) in Cloud Gaming Business of Utomik (Kalydo) (2020-2025)
  • Table 70. Utomik (Kalydo) Recent Developments
  • Table 71. Alibaba Cloud Basic Information List
  • Table 72. Alibaba Cloud Description and Business Overview
  • Table 73. Alibaba Cloud Cloud Gaming Products, Services and Solutions
  • Table 74. Revenue (US$ Million) in Cloud Gaming Business of Alibaba Cloud (2020-2025)
  • Table 75. Alibaba Cloud Recent Developments
  • Table 76. Baidu Basic Information List
  • Table 77. Baidu Description and Business Overview
  • Table 78. Baidu Cloud Gaming Products, Services and Solutions
  • Table 79. Revenue (US$ Million) in Cloud Gaming Business of Baidu (2020-2025)
  • Table 80. Baidu Recent Developments
  • Table 81. BiYun Technology Basic Information List
  • Table 82. BiYun Technology Description and Business Overview
  • Table 83. BiYun Technology Cloud Gaming Products, Services and Solutions
  • Table 84. Revenue (US$ Million) in Cloud Gaming Business of BiYun Technology (2020-2025)
  • Table 85. BiYun Technology Recent Developments
  • Table 86. Haima Cloud Basic Information List
  • Table 87. Haima Cloud Description and Business Overview
  • Table 88. Haima Cloud Cloud Gaming Products, Services and Solutions
  • Table 89. Revenue (US$ Million) in Cloud Gaming Business of Haima Cloud (2020-2025)
  • Table 90. Haima Cloud Recent Developments
  • Table 91. Migu Interactive Entertainment Basic Information List
  • Table 92. Migu Interactive Entertainment Description and Business Overview
  • Table 93. Migu Interactive Entertainment Cloud Gaming Products, Services and Solutions
  • Table 94. Revenue (US$ Million) in Cloud Gaming Business of Migu Interactive Entertainment (2020-2025)
  • Table 95. Migu Interactive Entertainment Recent Developments
  • Table 96. Cheersu Cloud Basic Information List
  • Table 97. Cheersu Cloud Description and Business Overview
  • Table 98. Cheersu Cloud Cloud Gaming Products, Services and Solutions
  • Table 99. Revenue (US$ Million) in Cloud Gaming Business of Cheersu Cloud (2020-2025)
  • Table 100. Cheersu Cloud Recent Developments
  • Table 101. vClusters Basic Information List
  • Table 102. vClusters Description and Business Overview
  • Table 103. vClusters Cloud Gaming Products, Services and Solutions
  • Table 104. Revenue (US$ Million) in Cloud Gaming Business of vClusters (2020-2025)
  • Table 105. vClusters Recent Developments
  • Table 106. TENCENT PIONEER CLOUD GAMES Basic Information List
  • Table 107. TENCENT PIONEER CLOUD GAMES Description and Business Overview
  • Table 108. TENCENT PIONEER CLOUD GAMES Cloud Gaming Products, Services and Solutions
  • Table 109. Revenue (US$ Million) in Cloud Gaming Business of TENCENT PIONEER CLOUD GAMES (2020-2025)
  • Table 110. TENCENT PIONEER CLOUD GAMES Recent Developments
  • Table 111. WL Times Basic Information List
  • Table 112. WL Times Description and Business Overview
  • Table 113. WL Times Cloud Gaming Products, Services and Solutions
  • Table 114. Revenue (US$ Million) in Cloud Gaming Business of WL Times (2020-2025)
  • Table 115. WL Times Recent Developments
  • Table 116. Huawei Basic Information List
  • Table 117. Huawei Description and Business Overview
  • Table 118. Huawei Cloud Gaming Products, Services and Solutions
  • Table 119. Revenue (US$ Million) in Cloud Gaming Business of Huawei (2020-2025)
  • Table 120. Huawei Recent Developments
  • Table 121. Key Raw Materials Lists
  • Table 122. Raw Materials Key Suppliers Lists
  • Table 123. Cloud Gaming Downstream Customers
  • Table 124. Cloud Gaming Distributors List
  • Table 125. Research Programs/Design for This Report
  • Table 126. Key Data Information from Secondary Sources
  • Table 127. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Cloud Gaming Product Picture
  • Figure 2. Global Cloud Gaming Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 3. Global Cloud Gaming Sales Value (2020-2031) & (US$ Million)
  • Figure 4. Cloud Gaming Report Years Considered
  • Figure 5. Global Cloud Gaming Players Revenue Ranking (2024) & (US$ Million)
  • Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Cloud Gaming Revenue in 2024
  • Figure 7. Cloud Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 8. Video Streaming Picture
  • Figure 9. File Streaming Picture
  • Figure 10. Global Cloud Gaming Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 11. Global Cloud Gaming Sales Value Market Share by Type, 2024 & 2031
  • Figure 12. Product Picture of PC
  • Figure 13. Product Picture of Connected TV
  • Figure 14. Product Picture of Tablet
  • Figure 15. Product Picture of Smartphone
  • Figure 16. Global Cloud Gaming Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 17. Global Cloud Gaming Sales Value Market Share by Application, 2024 & 2031
  • Figure 18. North America Cloud Gaming Sales Value (2020-2031) & (US$ Million)
  • Figure 19. North America Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • Figure 20. Europe Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 21. Europe Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • Figure 22. Asia Pacific Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 23. Asia Pacific Cloud Gaming Sales Value by Region (%), 2024 VS 2031
  • Figure 24. South America Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 25. South America Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • Figure 26. Middle East & Africa Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 27. Middle East & Africa Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • Figure 28. Key Countries/Regions Cloud Gaming Sales Value (%), (2020-2031)
  • Figure 29. United States Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 30. United States Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 31. United States Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 32. Europe Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 33. Europe Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 34. Europe Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 35. China Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 36. China Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 37. China Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 38. Japan Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 39. Japan Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 40. Japan Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 41. South Korea Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 42. South Korea Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 43. South Korea Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 44. Southeast Asia Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 45. Southeast Asia Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 46. Southeast Asia Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 47. India Cloud Gaming Sales Value, (2020-2031) & (US$ Million)
  • Figure 48. India Cloud Gaming Sales Value by Type (%), 2024 VS 2031
  • Figure 49. India Cloud Gaming Sales Value by Application (%), 2024 VS 2031
  • Figure 50. Cloud Gaming Industrial Chain
  • Figure 51. Cloud Gaming Manufacturing Cost Structure
  • Figure 52. Channels of Distribution (Direct Sales, and Distribution)
  • Figure 53. Bottom-up and Top-down Approaches for This Report
  • Figure 54. Data Triangulation
  • Figure 55. Key Executives Interviewed