Cloud Gaming Industry Research Report 2025

Summary

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.

According to APO Research, The global Cloud Gaming market was valued at US$ million in 2024 and is anticipated to reach US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2025-2031.

North American market for Cloud Gaming is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Asia-Pacific market for Cloud Gaming is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Europe market for Cloud Gaming is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The major global companies of Cloud Gaming include Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo) and 51ias.com (Gloud), etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Scope

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 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.

Key Companies & Market Share Insights

In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue, price, and sales by manufacturers for the period 2020-2025. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses.

Cloud Gaming Segment by Company

Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias.com (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
BlacknutSAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud

Cloud Gaming Segment by Type

Video Streaming
File Streaming

Cloud Gaming Segment by Application

PC
Connected TV
Tablet
Smartphone

Cloud Gaming Segment by Application

PC
Connected TV
Tablet
Smartphone

Cloud Gaming Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Spain
Russia
Netherlands
Nordic Countries
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Saudi Arabia
Israel
United Arab Emirates
Turkey
Iran
Egypt

Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Cloud Gaming market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Cloud Gaming and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Cloud Gaming.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, 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 3: Provides the analysis of various market segments product types, 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 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: 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 6: Detailed analysis of Cloud Gaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, South 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 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.


1 Preface
1.1 Scope of Report
1.2 Reasons for Doing This Study
1.3 Research Methodology
1.4 Research Process
1.5 Data Source
1.5.1 Secondary Sources
1.5.2 Primary Sources
2 Market Overview
2.1 Product Definition
2.2 Cloud Gaming by Type
2.2.1 Market Value Comparison by Type (2020 VS 2024 VS 2031)
2.2.2 Video Streaming
2.2.3 File Streaming
2.3 Cloud Gaming by Application
2.3.1 Market Value Comparison by Application (2020 VS 2024 VS 2031)
2.3.2 PC
2.3.3 Connected TV
2.3.4 Tablet
2.3.5 Smartphone
2.4 Assumptions and Limitations
3 Cloud Gaming Breakdown Data by Type
3.1 Global Cloud Gaming Historic Market Size by Type (2020-2025)
3.2 Global Cloud Gaming Forecasted Market Size by Type (2026-2031)
4 Cloud Gaming Breakdown Data by Application
4.1 Global Cloud Gaming Historic Market Size by Application (2020-2025)
4.2 Global Cloud Gaming Forecasted Market Size by Application (2026-2031)
5 Global Growth Trends
5.1 Global Cloud Gaming Market Perspective (2020-2031)
5.2 Global Cloud Gaming Growth Trends by Region
5.2.1 Global Cloud Gaming Market Size by Region: 2020 VS 2024 VS 2031
5.2.2 Cloud Gaming Historic Market Size by Region (2020-2025)
5.2.3 Cloud Gaming Forecasted Market Size by Region (2026-2031)
5.3 Cloud Gaming Market Dynamics
5.3.1 Cloud Gaming Industry Trends
5.3.2 Cloud Gaming Market Drivers
5.3.3 Cloud Gaming Market Challenges
5.3.4 Cloud Gaming Market Restraints
6 Market Competitive Landscape by Players
6.1 Global Top Cloud Gaming Players by Revenue
6.1.1 Global Top Cloud Gaming Players by Revenue (2020-2025)
6.1.2 Global Cloud Gaming Revenue Market Share by Players (2020-2025)
6.2 Global Cloud Gaming Industry Players Ranking, 2023 VS 2024 VS 2025
6.3 Global Key Players of Cloud Gaming Head Office and Area Served
6.4 Global Cloud Gaming Players, Product Type & Application
6.5 Global Cloud Gaming Manufacturers Established Date
6.6 Global Cloud Gaming Market CR5 and HHI
6.7 Global Players Mergers & Acquisition
7 North America
7.1 North America Cloud Gaming Market Size (2020-2031)
7.2 North America Cloud Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 North America Cloud Gaming Market Size by Country (2020-2025)
7.4 North America Cloud Gaming Market Size by Country (2026-2031)
7.5 United States
7.5 United States
7.6 Canada
7.7 Mexico
8 Europe
8.1 Europe Cloud Gaming Market Size (2020-2031)
8.2 Europe Cloud Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
8.3 Europe Cloud Gaming Market Size by Country (2020-2025)
8.4 Europe Cloud Gaming Market Size by Country (2026-2031)
8.5 Germany
8.6 France
8.7 U.K.
8.8 Italy
8.9 Spain
8.10 Russia
8.11 Netherlands
8.12 Nordic Countries
9 Asia-Pacific
9.1 Asia-Pacific Cloud Gaming Market Size (2020-2031)
9.2 Asia-Pacific Cloud Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Asia-Pacific Cloud Gaming Market Size by Country (2020-2025)
9.4 Asia-Pacific Cloud Gaming Market Size by Country (2026-2031)
9.5 China
9.6 Japan
9.7 South Korea
9.8 India
9.9 Australia
9.10 China Taiwan
9.11 Southeast Asia
10 South America
10.1 South America Cloud Gaming Market Size (2020-2031)
10.2 South America Cloud Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 South America Cloud Gaming Market Size by Country (2020-2025)
10.4 South America Cloud Gaming Market Size by Country (2026-2031)
10.5 Brazil
10.6 Argentina
10.7 Chile
10.8 Colombia
10.9 Peru
11 Middle East & Africa
11.1 Middle East & Africa Cloud Gaming Market Size (2020-2031)
11.2 Middle East & Africa Cloud Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
11.3 Middle East & Africa Cloud Gaming Market Size by Country (2020-2025)
11.4 Middle East & Africa Cloud Gaming Market Size by Country (2026-2031)
11.5 Saudi Arabia
11.6 Israel
11.7 United Arab Emirates
11.8 Turkey
11.9 Iran
11.10 Egypt
12 Players Profiled
12.1 Sony
12.1.1 Sony Company Information
12.1.2 Sony Business Overview
12.1.3 Sony Revenue in Cloud Gaming Business (2020-2025)
12.1.4 Sony Cloud Gaming Product Portfolio
12.1.5 Sony Recent Developments
12.2 GameFly (PlayCast)
12.2.1 GameFly (PlayCast) Company Information
12.2.2 GameFly (PlayCast) Business Overview
12.2.3 GameFly (PlayCast) Revenue in Cloud Gaming Business (2020-2025)
12.2.4 GameFly (PlayCast) Cloud Gaming Product Portfolio
12.2.5 GameFly (PlayCast) Recent Developments
12.3 Nvidia
12.3.1 Nvidia Company Information
12.3.2 Nvidia Business Overview
12.3.3 Nvidia Revenue in Cloud Gaming Business (2020-2025)
12.3.4 Nvidia Cloud Gaming Product Portfolio
12.3.5 Nvidia Recent Developments
12.4 Ubitus
12.4.1 Ubitus Company Information
12.4.2 Ubitus Business Overview
12.4.3 Ubitus Revenue in Cloud Gaming Business (2020-2025)
12.4.4 Ubitus Cloud Gaming Product Portfolio
12.4.5 Ubitus Recent Developments
12.5 PlayGiga
12.5.1 PlayGiga Company Information
12.5.2 PlayGiga Business Overview
12.5.3 PlayGiga Revenue in Cloud Gaming Business (2020-2025)
12.5.4 PlayGiga Cloud Gaming Product Portfolio
12.5.5 PlayGiga Recent Developments
12.6 Crytek GmbH
12.6.1 Crytek GmbH Company Information
12.6.2 Crytek GmbH Business Overview
12.6.3 Crytek GmbH Revenue in Cloud Gaming Business (2020-2025)
12.6.4 Crytek GmbH Cloud Gaming Product Portfolio
12.6.5 Crytek GmbH Recent Developments
12.7 PlayKey
12.7.1 PlayKey Company Information
12.7.2 PlayKey Business Overview
12.7.3 PlayKey Revenue in Cloud Gaming Business (2020-2025)
12.7.4 PlayKey Cloud Gaming Product Portfolio
12.7.5 PlayKey Recent Developments
12.8 Utomik (Kalydo)
12.8.1 Utomik (Kalydo) Company Information
12.8.2 Utomik (Kalydo) Business Overview
12.8.3 Utomik (Kalydo) Revenue in Cloud Gaming Business (2020-2025)
12.8.4 Utomik (Kalydo) Cloud Gaming Product Portfolio
12.8.5 Utomik (Kalydo) Recent Developments
12.9 51ias.com (Gloud)
12.9.1 51ias.com (Gloud) Company Information
12.9.2 51ias.com (Gloud) Business Overview
12.9.3 51ias.com (Gloud) Revenue in Cloud Gaming Business (2020-2025)
12.9.4 51ias.com (Gloud) Cloud Gaming Product Portfolio
12.9.5 51ias.com (Gloud) Recent Developments
12.10 Cyber Cloud
12.10.1 Cyber Cloud Company Information
12.10.2 Cyber Cloud Business Overview
12.10.3 Cyber Cloud Revenue in Cloud Gaming Business (2020-2025)
12.10.4 Cyber Cloud Cloud Gaming Product Portfolio
12.10.5 Cyber Cloud Recent Developments
12.11 Yunlian Technology
12.11.1 Yunlian Technology Company Information
12.11.2 Yunlian Technology Business Overview
12.11.3 Yunlian Technology Revenue in Cloud Gaming Business (2020-2025)
12.11.4 Yunlian Technology Cloud Gaming Product Portfolio
12.11.5 Yunlian Technology Recent Developments
12.12 Liquidsky
12.12.1 Liquidsky Company Information
12.12.2 Liquidsky Business Overview
12.12.3 Liquidsky Revenue in Cloud Gaming Business (2020-2025)
12.12.4 Liquidsky Cloud Gaming Product Portfolio
12.12.5 Liquidsky Recent Developments
12.13 BlacknutSAS
12.13.1 BlacknutSAS Company Information
12.13.2 BlacknutSAS Business Overview
12.13.3 BlacknutSAS Revenue in Cloud Gaming Business (2020-2025)
12.13.4 BlacknutSAS Cloud Gaming Product Portfolio
12.13.5 BlacknutSAS Recent Developments
12.14 Alibaba Cloud
12.14.1 Alibaba Cloud Company Information
12.14.2 Alibaba Cloud Business Overview
12.14.3 Alibaba Cloud Revenue in Cloud Gaming Business (2020-2025)
12.14.4 Alibaba Cloud Cloud Gaming Product Portfolio
12.14.5 Alibaba Cloud Recent Developments
12.15 Baidu
12.15.1 Baidu Company Information
12.15.2 Baidu Business Overview
12.15.3 Baidu Revenue in Cloud Gaming Business (2020-2025)
12.15.4 Baidu Cloud Gaming Product Portfolio
12.15.5 Baidu Recent Developments
12.16 Tencent Cloud
12.16.1 Tencent Cloud Company Information
12.16.2 Tencent Cloud Business Overview
12.16.3 Tencent Cloud Revenue in Cloud Gaming Business (2020-2025)
12.16.4 Tencent Cloud Cloud Gaming Product Portfolio
12.16.5 Tencent Cloud Recent Developments
12.17 Ksyun (Kingsoft)
12.17.1 Ksyun (Kingsoft) Company Information
12.17.2 Ksyun (Kingsoft) Business Overview
12.17.3 Ksyun (Kingsoft) Revenue in Cloud Gaming Business (2020-2025)
12.17.4 Ksyun (Kingsoft) Cloud Gaming Product Portfolio
12.17.5 Ksyun (Kingsoft) Recent Developments
12.18 LeCloud
12.18.1 LeCloud Company Information
12.18.2 LeCloud Business Overview
12.18.3 LeCloud Revenue in Cloud Gaming Business (2020-2025)
12.18.4 LeCloud Cloud Gaming Product Portfolio
12.18.5 LeCloud Recent Developments
13 Report Conclusion
14 Disclaimer

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