Global Cloud Gaming Market by Size, by Type, by Application, by Region, History and Forecast 2020-2031

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 is projected to grow from US$ million in 2025 to US$ million by 2031, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The US & Canada 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.

The China 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 Includes


This report presents an overview of global market for Cloud Gaming, market size. Analyses of the global market trends, with historic market revenue data for 2020 - 2024, estimates for 2025, and projections of CAGR through 2031.

This report researches the key producers of Cloud Gaming, also provides the revenue of main regions and countries. Of the upcoming market potential for Cloud Gaming, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Cloud Gaming revenue, market share and industry ranking of main manufacturers, data from 2020 to 2025. Identification of the major stakeholders in the global Cloud Gaming market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2020 to 2031. Evaluation and forecast the market size for Cloud Gaming revenue, projected growth trends, production technology, application and end-user industry.


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 Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

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: 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. Revenue of Cloud Gaming in global and regional level. 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. 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: Analysis key trends, drivers, challenges, and opportunities within the global Cloud Gaming industry.
Chapter 3: Detailed analysis of Cloud Gaming companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Cloud Gamingrevenue, gross margin, and recent development, etc.
Chapter 7: North America (US & Canada) by type, by application and by country, revenue for each segment.
Chapter 8: Europe by type, by application and by country, revenue for each segment.
Chapter 9: China by type, and by application, revenue for each segment.
Chapter 10: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 11: South America, Middle East & Africa by type, by application and by country, revenue for each segment.
Chapter 12: Concluding Insights 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 Market Overview
1.1 Product Definition
1.2 Market Analysis by Type
1.2.1 Global Cloud Gaming Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Video Streaming
1.2.3 File Streaming
1.3 Market Analysis by Application
1.3.1 Global Cloud Gaming Market Size Growth Rate 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 Global Market Growth Prospects
1.5 Global Cloud Gaming Growth Trends by Region
1.5.1 Global Cloud Gaming Market Size by Region: 2020 VS 2024 VS 2031
1.5.2 Cloud Gaming Market Size by Region (2020-2025)
1.5.3 Cloud Gaming Market Size by Region (2026-2031)
1.6 Assumptions and Limitations
1.7 Study Goals and Objectives
1.8 Years Considered
2 Global Cloud Gaming Market Dynamics
2.1 Cloud Gaming Industry Trends
2.2 Cloud Gaming Industry Drivers
2.3 Cloud Gaming Industry Opportunities and Challenges
2.4 Cloud Gaming Industry Restraints
3 Competitive Landscape by Company
3.1 Global Cloud Gaming Revenue by Company (2020-2025)
3.2 Global Cloud Gaming Players Revenue Ranking, 2023 VS 2024 VS 2025
3.3 Global Cloud Gaming Key Company Head office and Area Served
3.4 Global Cloud Gaming Company, Product Type & Application
3.5 Global Cloud Gaming Company Establishment Date
3.6 Market Competitive Analysis
3.6.1 Global Cloud Gaming Market CR5 and HHI
3.6.2 Global Top 5 and 10 Cloud Gaming Players Market Share by Revenue in 2024
3.6.3 2024 Cloud Gaming Tier 1, Tier 2, and Tier 3
4 Cloud Gaming Market by Type
4.1 Global Cloud Gaming Market Size by Type (2020 VS 2024 VS 2031)
4.2 Global Cloud Gaming Market Size by Type (2020-2031)
4.3 Global Cloud Gaming Market Size Share by Type (2020-2031)
5 Cloud Gaming Market by Application
5.1 Global Cloud Gaming Market Size by Application (2020 VS 2024 VS 2031)
5.2 Global Cloud Gaming Market Size by Application (2020-2031)
5.3 Global Cloud Gaming Market Size Share by Application (2020-2031)
6 Company Profiles
6.1 Sony
6.1.1 Sony Comapny Information
6.1.2 Sony Business Overview
6.1.3 Sony Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.1.4 Sony Cloud Gaming Product Portfolio
6.1.5 Sony Recent Developments
6.2 GameFly (PlayCast)
6.2.1 GameFly (PlayCast) Comapny Information
6.2.2 GameFly (PlayCast) Business Overview
6.2.3 GameFly (PlayCast) Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.2.4 GameFly (PlayCast) Cloud Gaming Product Portfolio
6.2.5 GameFly (PlayCast) Recent Developments
6.3 Nvidia
6.3.1 Nvidia Comapny Information
6.3.2 Nvidia Business Overview
6.3.3 Nvidia Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.3.4 Nvidia Cloud Gaming Product Portfolio
6.3.5 Nvidia Recent Developments
6.4 Ubitus
6.4.1 Ubitus Comapny Information
6.4.2 Ubitus Business Overview
6.4.3 Ubitus Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.4.4 Ubitus Cloud Gaming Product Portfolio
6.4.5 Ubitus Recent Developments
6.5 PlayGiga
6.5.1 PlayGiga Comapny Information
6.5.2 PlayGiga Business Overview
6.5.3 PlayGiga Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.5.4 PlayGiga Cloud Gaming Product Portfolio
6.5.5 PlayGiga Recent Developments
6.6 Crytek GmbH
6.6.1 Crytek GmbH Comapny Information
6.6.2 Crytek GmbH Business Overview
6.6.3 Crytek GmbH Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.6.4 Crytek GmbH Cloud Gaming Product Portfolio
6.6.5 Crytek GmbH Recent Developments
6.7 PlayKey
6.7.1 PlayKey Comapny Information
6.7.2 PlayKey Business Overview
6.7.3 PlayKey Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.7.4 PlayKey Cloud Gaming Product Portfolio
6.7.5 PlayKey Recent Developments
6.8 Utomik (Kalydo)
6.8.1 Utomik (Kalydo) Comapny Information
6.8.2 Utomik (Kalydo) Business Overview
6.8.3 Utomik (Kalydo) Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.8.4 Utomik (Kalydo) Cloud Gaming Product Portfolio
6.8.5 Utomik (Kalydo) Recent Developments
6.9 51ias.com (Gloud)
6.9.1 51ias.com (Gloud) Comapny Information
6.9.2 51ias.com (Gloud) Business Overview
6.9.3 51ias.com (Gloud) Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.9.4 51ias.com (Gloud) Cloud Gaming Product Portfolio
6.9.5 51ias.com (Gloud) Recent Developments
6.10 Cyber Cloud
6.10.1 Cyber Cloud Comapny Information
6.10.2 Cyber Cloud Business Overview
6.10.3 Cyber Cloud Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.10.4 Cyber Cloud Cloud Gaming Product Portfolio
6.10.5 Cyber Cloud Recent Developments
6.11 Yunlian Technology
6.11.1 Yunlian Technology Comapny Information
6.11.2 Yunlian Technology Business Overview
6.11.3 Yunlian Technology Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.11.4 Yunlian Technology Cloud Gaming Product Portfolio
6.11.5 Yunlian Technology Recent Developments
6.12 Liquidsky
6.12.1 Liquidsky Comapny Information
6.12.2 Liquidsky Business Overview
6.12.3 Liquidsky Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.12.4 Liquidsky Cloud Gaming Product Portfolio
6.12.5 Liquidsky Recent Developments
6.13 BlacknutSAS
6.13.1 BlacknutSAS Comapny Information
6.13.2 BlacknutSAS Business Overview
6.13.3 BlacknutSAS Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.13.4 BlacknutSAS Cloud Gaming Product Portfolio
6.13.5 BlacknutSAS Recent Developments
6.14 Alibaba Cloud
6.14.1 Alibaba Cloud Comapny Information
6.14.2 Alibaba Cloud Business Overview
6.14.3 Alibaba Cloud Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.14.4 Alibaba Cloud Cloud Gaming Product Portfolio
6.14.5 Alibaba Cloud Recent Developments
6.15 Baidu
6.15.1 Baidu Comapny Information
6.15.2 Baidu Business Overview
6.15.3 Baidu Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.15.4 Baidu Cloud Gaming Product Portfolio
6.15.5 Baidu Recent Developments
6.16 Tencent Cloud
6.16.1 Tencent Cloud Comapny Information
6.16.2 Tencent Cloud Business Overview
6.16.3 Tencent Cloud Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.16.4 Tencent Cloud Cloud Gaming Product Portfolio
6.16.5 Tencent Cloud Recent Developments
6.17 Ksyun (Kingsoft)
6.17.1 Ksyun (Kingsoft) Comapny Information
6.17.2 Ksyun (Kingsoft) Business Overview
6.17.3 Ksyun (Kingsoft) Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.17.4 Ksyun (Kingsoft) Cloud Gaming Product Portfolio
6.17.5 Ksyun (Kingsoft) Recent Developments
6.18 LeCloud
6.18.1 LeCloud Comapny Information
6.18.2 LeCloud Business Overview
6.18.3 LeCloud Cloud Gaming Revenue and Gross Margin (US$ Million) & (2020-2025)
6.18.4 LeCloud Cloud Gaming Product Portfolio
6.18.5 LeCloud Recent Developments
7 North America
7.1 North America Cloud Gaming Market Size (2020-2031)
7.2 North America Cloud Gaming Market Size by Type
7.2.1 North America Cloud Gaming Market Size by Type (2020-2025)
7.2.2 North America Cloud Gaming Market Size by Type (2026-2031)
7.2.3 North America Cloud Gaming Market Share by Type (2020-2031)
7.3 North America Cloud Gaming Market Size by Application
7.3.1 North America Cloud Gaming Market Size by Application (2020-2025)
7.3.2 North America Cloud Gaming Market Size by Application (2026-2031)
7.3.3 North America Cloud Gaming Market Share by Application (2020-2031)
7.4 North America Cloud Gaming Market Size by Country
7.4.1 North America Cloud Gaming Market Size by Country (2020 VS 2024 VS 2031)
7.4.2 North America Cloud Gaming Market Size by Country (2020-2025)
7.4.3 North America Cloud Gaming Market Size by Country (2026-2031)
7.4.4 North America Cloud Gaming Market Share by Country (2020-2031)
7.4.5 United States
7.4.6 Canada
7.4.7 Mexico
8 Europe
8.1 Europe Cloud Gaming Market Size (2020-2031)
8.2 Europe Cloud Gaming Market Size by Type
8.2.1 Europe Cloud Gaming Market Size by Type (2020-2025)
8.2.2 Europe Cloud Gaming Market Size by Type (2026-2031)
8.2.3 Europe Cloud Gaming Market Share by Type (2020-2031)
8.3 Europe Cloud Gaming Market Size by Application
8.3.1 Europe Cloud Gaming Market Size by Application (2020-2025)
8.3.2 Europe Cloud Gaming Market Size by Application (2026-2031)
8.3.3 Europe Cloud Gaming Market Share by Application (2020-2031)
8.4 Europe Cloud Gaming Market Size by Country
8.4.1 Europe Cloud Gaming Market Size by Country (2020 VS 2024 VS 2031)
8.4.2 Europe Cloud Gaming Market Size by Country (2020-2025)
8.4.3 Europe Cloud Gaming Market Size by Country (2026-2031)
8.4.4 Europe Cloud Gaming Market Share by Country (2020-2031)
8.4.5 Germany
8.4.6 France
8.4.7 U.K.
8.4.8 Italy
8.4.9 Russia
8.4.10 Nordic Countries
9 China
9.1 China Cloud Gaming Market Size (2020-2031)
9.2 China Cloud Gaming Market Size by Type
9.2.1 China Cloud Gaming Market Size by Type (2020-2025)
9.2.2 China Cloud Gaming Market Size by Type (2026-2031)
9.2.3 China Cloud Gaming Market Share by Type (2020-2031)
9.3 China Cloud Gaming Market Size by Application
9.3.1 China Cloud Gaming Market Size by Application (2020-2025)
9.3.2 China Cloud Gaming Market Size by Application (2026-2031)
9.3.3 China Cloud Gaming Market Share by Application (2020-2031)
10 Asia (Excluding China)
10.1 Asia Cloud Gaming Market Size (2020-2031)
10.2 Asia Cloud Gaming Market Size by Type
10.2.1 Asia Cloud Gaming Market Size by Type (2020-2025)
10.2.2 Asia Cloud Gaming Market Size by Type (2026-2031)
10.2.3 Asia Cloud Gaming Market Share by Type (2020-2031)
10.3 Asia Cloud Gaming Market Size by Application
10.3.1 Asia Cloud Gaming Market Size by Application (2020-2025)
10.3.2 Asia Cloud Gaming Market Size by Application (2026-2031)
10.3.3 Asia Cloud Gaming Market Share by Application (2020-2031)
10.4 Asia Cloud Gaming Market Size by Country
10.4.1 Asia Cloud Gaming Market Size by Country (2020 VS 2024 VS 2031)
10.4.2 Asia Cloud Gaming Market Size by Country (2020-2025)
10.4.3 Asia Cloud Gaming Market Size by Country (2026-2031)
10.4.4 Asia Cloud Gaming Market Share by Country (2020-2031)
10.4.5 Japan
10.4.6 South Korea
10.4.7 Taiwan
10.4.8 Southeast Asia
10.4.9 India
10.4.10 Australia
11 South America, Middle East & Africa
11.1 South America, Middle East & Africa Cloud Gaming Market Size (2020-2031)
11.2 South America, Middle East & Africa Cloud Gaming Market Size by Type
11.2.1 South America, Middle East & Africa Cloud Gaming Market Size by Type (2020-2025)
11.2.2 South America, Middle East & Africa Cloud Gaming Market Size by Type (2026-2031)
11.2.3 South America, Middle East & Africa Cloud Gaming Market Share by Type (2020-2031)
11.3 South America, Middle East & Africa Cloud Gaming Market Size by Application
11.3.1 South America, Middle East & Africa Cloud Gaming Market Size by Application (2020-2025)
11.3.2 South America, Middle East & Africa Cloud Gaming Market Size by Application (2026-2031)
11.3.3 South America, Middle East & Africa Cloud Gaming Market Share by Application (2020-2031)
11.4 South America, Middle East & Africa Cloud Gaming Market Size by Country
11.4.1 South America, Middle East & Africa Cloud Gaming Market Size by Country (2020 VS 2024 VS 2031)
11.4.2 South America, Middle East & Africa Cloud Gaming Market Size by Country (2020-2025)
11.4.3 South America, Middle East & Africa Cloud Gaming Market Size by Country (2026-2031)
11.4.4 South America, Middle East & Africa Cloud Gaming Market Share by Country (2020-2031)
11.4.5 Brazil
11.4.6 South Africa
11.4.7 Saudi Arabia
11.4.8 Turkey
11.4.9 Argentina
11.4.9 UAE
11.4.9 Egypt
11.4.9 Chile
12 Concluding Insights
13 Appendix
13.1 Reasons for Doing This Study
13.2 Research Methodology
13.3 Research Process
13.4 Authors List of This Report
13.5 Data Source
13.5.1 Secondary Sources
13.5.2 Primary Sources
13.6 Disclaimer

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