Global Cloud Gaming Market Research Report 2024(Status and Outlook)

Global Cloud Gaming Market Research Report 2024(Status and Outlook)



Report Overview:

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.

The Global Cloud Gaming Market Size was estimated at USD 262.14 million in 2023 and is projected to reach USD 1615.28 million by 2029, exhibiting a CAGR of 35.40% during the forecast period.

This report provides a deep insight into the global Cloud Gaming market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Cloud Gaming Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.

In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Cloud Gaming market in any manner.

Global Cloud Gaming Market: Market Segmentation Analysis

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

Key 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

Market Segmentation (by Type)

Video Streaming

File Streaming

Market Segmentation (by Application)

PC

Connected TV

Tablet

Smartphone

Geographic Segmentation
  • North America (USA, Canada, Mexico)
  • Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
  • South America (Brazil, Argentina, Columbia, Rest of South America)
  • The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Key Benefits of This Market Research:
  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Cloud Gaming Market
  • Overview of the regional outlook of the Cloud Gaming Market:
Key Reasons to Buy this Report:
  • Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
  • This enables you to anticipate market changes to remain ahead of your competitors
  • You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
  • The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
  • Provision of market value (USD Billion) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come
  • 6-month post-sales analyst support
Customization of the Report

In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.

Note: this report may need to undergo a final check or review and this could take about 48 hours.

Chapter Outline

Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.

Chapter 2 is an executive summary of different market segments (by region, 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 Cloud Gaming Market and its likely evolution in the short to mid-term, and long term.

Chapter 3 makes a detailed analysis of the Market's Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.

Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porter's five forces analysis.

Chapter 5 introduces the 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 6 provides the analysis of various market segments according to 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 7 provides the analysis of various market segments according to 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 8 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 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.

Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.

Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.

Chapter 12 is the main points and conclusions of the report.


1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Cloud Gaming
1.2 Key Market Segments
1.2.1 Cloud Gaming Segment by Type
1.2.2 Cloud Gaming Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Cloud Gaming Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Cloud Gaming Market Competitive Landscape
3.1 Global Cloud Gaming Revenue Market Share by Company (2019-2024)
3.2 Cloud Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Cloud Gaming Market Size Sites, Area Served, Product Type
3.4 Cloud Gaming Market Competitive Situation and Trends
3.4.1 Cloud Gaming Market Concentration Rate
3.4.2 Global 5 and 10 Largest Cloud Gaming Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 Cloud Gaming Value Chain Analysis
4.1 Cloud Gaming Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of Cloud Gaming Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 Cloud Gaming Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Cloud Gaming Market Size Market Share by Type (2019-2024)
6.3 Global Cloud Gaming Market Size Growth Rate by Type (2019-2024)
7 Cloud Gaming Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Cloud Gaming Market Size (M USD) by Application (2019-2024)
7.3 Global Cloud Gaming Market Size Growth Rate by Application (2019-2024)
8 Cloud Gaming Market Segmentation by Region
8.1 Global Cloud Gaming Market Size by Region
8.1.1 Global Cloud Gaming Market Size by Region
8.1.2 Global Cloud Gaming Market Size Market Share by Region
8.2 North America
8.2.1 North America Cloud Gaming Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Cloud Gaming Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Cloud Gaming Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Cloud Gaming Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Cloud Gaming Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 Sony
9.1.1 Sony Cloud Gaming Basic Information
9.1.2 Sony Cloud Gaming Product Overview
9.1.3 Sony Cloud Gaming Product Market Performance
9.1.4 Sony Cloud Gaming SWOT Analysis
9.1.5 Sony Business Overview
9.1.6 Sony Recent Developments
9.2 GameFly (PlayCast)
9.2.1 GameFly (PlayCast) Cloud Gaming Basic Information
9.2.2 GameFly (PlayCast) Cloud Gaming Product Overview
9.2.3 GameFly (PlayCast) Cloud Gaming Product Market Performance
9.2.4 Sony Cloud Gaming SWOT Analysis
9.2.5 GameFly (PlayCast) Business Overview
9.2.6 GameFly (PlayCast) Recent Developments
9.3 Nvidia
9.3.1 Nvidia Cloud Gaming Basic Information
9.3.2 Nvidia Cloud Gaming Product Overview
9.3.3 Nvidia Cloud Gaming Product Market Performance
9.3.4 Sony Cloud Gaming SWOT Analysis
9.3.5 Nvidia Business Overview
9.3.6 Nvidia Recent Developments
9.4 Ubitus
9.4.1 Ubitus Cloud Gaming Basic Information
9.4.2 Ubitus Cloud Gaming Product Overview
9.4.3 Ubitus Cloud Gaming Product Market Performance
9.4.4 Ubitus Business Overview
9.4.5 Ubitus Recent Developments
9.5 PlayGiga
9.5.1 PlayGiga Cloud Gaming Basic Information
9.5.2 PlayGiga Cloud Gaming Product Overview
9.5.3 PlayGiga Cloud Gaming Product Market Performance
9.5.4 PlayGiga Business Overview
9.5.5 PlayGiga Recent Developments
9.6 Crytek GmbH
9.6.1 Crytek GmbH Cloud Gaming Basic Information
9.6.2 Crytek GmbH Cloud Gaming Product Overview
9.6.3 Crytek GmbH Cloud Gaming Product Market Performance
9.6.4 Crytek GmbH Business Overview
9.6.5 Crytek GmbH Recent Developments
9.7 PlayKey
9.7.1 PlayKey Cloud Gaming Basic Information
9.7.2 PlayKey Cloud Gaming Product Overview
9.7.3 PlayKey Cloud Gaming Product Market Performance
9.7.4 PlayKey Business Overview
9.7.5 PlayKey Recent Developments
9.8 Utomik (Kalydo)
9.8.1 Utomik (Kalydo) Cloud Gaming Basic Information
9.8.2 Utomik (Kalydo) Cloud Gaming Product Overview
9.8.3 Utomik (Kalydo) Cloud Gaming Product Market Performance
9.8.4 Utomik (Kalydo) Business Overview
9.8.5 Utomik (Kalydo) Recent Developments
9.9 51ias.com (Gloud)
9.9.1 51ias.com (Gloud) Cloud Gaming Basic Information
9.9.2 51ias.com (Gloud) Cloud Gaming Product Overview
9.9.3 51ias.com (Gloud) Cloud Gaming Product Market Performance
9.9.4 51ias.com (Gloud) Business Overview
9.9.5 51ias.com (Gloud) Recent Developments
9.10 Cyber Cloud
9.10.1 Cyber Cloud Cloud Gaming Basic Information
9.10.2 Cyber Cloud Cloud Gaming Product Overview
9.10.3 Cyber Cloud Cloud Gaming Product Market Performance
9.10.4 Cyber Cloud Business Overview
9.10.5 Cyber Cloud Recent Developments
9.11 Yunlian Technology
9.11.1 Yunlian Technology Cloud Gaming Basic Information
9.11.2 Yunlian Technology Cloud Gaming Product Overview
9.11.3 Yunlian Technology Cloud Gaming Product Market Performance
9.11.4 Yunlian Technology Business Overview
9.11.5 Yunlian Technology Recent Developments
9.12 Liquidsky
9.12.1 Liquidsky Cloud Gaming Basic Information
9.12.2 Liquidsky Cloud Gaming Product Overview
9.12.3 Liquidsky Cloud Gaming Product Market Performance
9.12.4 Liquidsky Business Overview
9.12.5 Liquidsky Recent Developments
9.13 BlacknutSAS
9.13.1 BlacknutSAS Cloud Gaming Basic Information
9.13.2 BlacknutSAS Cloud Gaming Product Overview
9.13.3 BlacknutSAS Cloud Gaming Product Market Performance
9.13.4 BlacknutSAS Business Overview
9.13.5 BlacknutSAS Recent Developments
9.14 Alibaba Cloud
9.14.1 Alibaba Cloud Cloud Gaming Basic Information
9.14.2 Alibaba Cloud Cloud Gaming Product Overview
9.14.3 Alibaba Cloud Cloud Gaming Product Market Performance
9.14.4 Alibaba Cloud Business Overview
9.14.5 Alibaba Cloud Recent Developments
9.15 Baidu
9.15.1 Baidu Cloud Gaming Basic Information
9.15.2 Baidu Cloud Gaming Product Overview
9.15.3 Baidu Cloud Gaming Product Market Performance
9.15.4 Baidu Business Overview
9.15.5 Baidu Recent Developments
9.16 Tencent Cloud
9.16.1 Tencent Cloud Cloud Gaming Basic Information
9.16.2 Tencent Cloud Cloud Gaming Product Overview
9.16.3 Tencent Cloud Cloud Gaming Product Market Performance
9.16.4 Tencent Cloud Business Overview
9.16.5 Tencent Cloud Recent Developments
9.17 Ksyun (Kingsoft)
9.17.1 Ksyun (Kingsoft) Cloud Gaming Basic Information
9.17.2 Ksyun (Kingsoft) Cloud Gaming Product Overview
9.17.3 Ksyun (Kingsoft) Cloud Gaming Product Market Performance
9.17.4 Ksyun (Kingsoft) Business Overview
9.17.5 Ksyun (Kingsoft) Recent Developments
9.18 LeCloud
9.18.1 LeCloud Cloud Gaming Basic Information
9.18.2 LeCloud Cloud Gaming Product Overview
9.18.3 LeCloud Cloud Gaming Product Market Performance
9.18.4 LeCloud Business Overview
9.18.5 LeCloud Recent Developments
10 Cloud Gaming Regional Market Forecast
10.1 Global Cloud Gaming Market Size Forecast
10.2 Global Cloud Gaming Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Cloud Gaming Market Size Forecast by Country
10.2.3 Asia Pacific Cloud Gaming Market Size Forecast by Region
10.2.4 South America Cloud Gaming Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Cloud Gaming by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global Cloud Gaming Market Forecast by Type (2025-2030)
11.2 Global Cloud Gaming Market Forecast by Application (2025-2030)
12 Conclusion and Key Findings

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