
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.
Market Analysis and Insights: Global Cloud Gaming Market
The global Cloud Gaming market is projected to grow from US$ 261.6 million in 2024 to US$ 1611.9 million by 2030, at a Compound Annual Growth Rate (CAGR) of 35.4% during the forecast period.
Global Cloud Gaming key players include Sony(Gaikai,Onlive), GameFly(PlayCast) , Nvidia, Ubitus, etc. Global top four manufacturers hold a share about 30%.
USA is the largest market, with a share over 40%, followed by Europe and China, both have a share about 40 percent.
In terms of application, the largest application is PC, followed by Connected TV, Tablet, Smartphone.
Report Covers:
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 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Cloud Gaming, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Cloud Gaming, and key regions/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 companies, data from 2019 to 2024. 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 2019 to 2030. Evaluation and forecast the market size for Cloud Gaming revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
BlacknutSAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud
Segment by Type
Video Streaming
File Streaming
Segment by Application
PC
Connected TV
Tablet
Smartphone
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
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. 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: 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. 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 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: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Cloud Gaming revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Cloud Gaming Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Video Streaming
1.2.3 File Streaming
1.3 Market by Application
1.3.1 Global Cloud Gaming Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 PC
1.3.3 Connected TV
1.3.4 Tablet
1.3.5 Smartphone
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Cloud Gaming Market Perspective (2019-2030)
2.2 Global Cloud Gaming Growth Trends by Region
2.2.1 Cloud Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Cloud Gaming Historic Market Size by Region (2019-2024)
2.2.3 Cloud Gaming Forecasted Market Size by Region (2025-2030)
2.3 Cloud Gaming Market Dynamics
2.3.1 Cloud Gaming Industry Trends
2.3.2 Cloud Gaming Market Drivers
2.3.3 Cloud Gaming Market Challenges
2.3.4 Cloud Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Cloud Gaming by Players
3.1.1 Global Cloud Gaming Revenue by Players (2019-2024)
3.1.2 Global Cloud Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Cloud Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Cloud Gaming, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Cloud Gaming Market Concentration Ratio
3.4.1 Global Cloud Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Cloud Gaming Revenue in 2023
3.5 Global Key Players of Cloud Gaming Head office and Area Served
3.6 Global Key Players of Cloud Gaming, Product and Application
3.7 Global Key Players of Cloud Gaming, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Cloud Gaming Breakdown Data by Type
4.1 Global Cloud Gaming Historic Market Size by Type (2019-2024)
4.2 Global Cloud Gaming Forecasted Market Size by Type (2025-2030)
5 Cloud Gaming Breakdown Data by Application
5.1 Global Cloud Gaming Historic Market Size by Application (2019-2024)
5.2 Global Cloud Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Cloud Gaming Market Size (2019-2030)
6.2 North America Cloud Gaming Market Size by Type
6.2.1 North America Cloud Gaming Market Size by Type (2019-2024)
6.2.2 North America Cloud Gaming Market Size by Type (2025-2030)
6.2.3 North America Cloud Gaming Market Share by Type (2019-2030)
6.3 North America Cloud Gaming Market Size by Application
6.3.1 North America Cloud Gaming Market Size by Application (2019-2024)
6.3.2 North America Cloud Gaming Market Size by Application (2025-2030)
6.3.3 North America Cloud Gaming Market Share by Application (2019-2030)
6.4 North America Cloud Gaming Market Size by Country
6.4.1 North America Cloud Gaming Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Cloud Gaming Market Size by Country (2019-2024)
6.4.3 North America Cloud Gaming Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Cloud Gaming Market Size (2019-2030)
7.2 Europe Cloud Gaming Market Size by Type
7.2.1 Europe Cloud Gaming Market Size by Type (2019-2024)
7.2.2 Europe Cloud Gaming Market Size by Type (2025-2030)
7.2.3 Europe Cloud Gaming Market Share by Type (2019-2030)
7.3 Europe Cloud Gaming Market Size by Application
7.3.1 Europe Cloud Gaming Market Size by Application (2019-2024)
7.3.2 Europe Cloud Gaming Market Size by Application (2025-2030)
7.3.3 Europe Cloud Gaming Market Share by Application (2019-2030)
7.4 Europe Cloud Gaming Market Size by Country
7.4.1 Europe Cloud Gaming Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Cloud Gaming Market Size by Country (2019-2024)
7.4.3 Europe Cloud Gaming Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Cloud Gaming Market Size (2019-2030)
8.2 China Cloud Gaming Market Size by Type
8.2.1 China Cloud Gaming Market Size by Type (2019-2024)
8.2.2 China Cloud Gaming Market Size by Type (2025-2030)
8.2.3 China Cloud Gaming Market Share by Type (2019-2030)
8.3 China Cloud Gaming Market Size by Application
8.3.1 China Cloud Gaming Market Size by Application (2019-2024)
8.3.2 China Cloud Gaming Market Size by Application (2025-2030)
8.3.3 China Cloud Gaming Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Cloud Gaming Market Size (2019-2030)
9.2 Asia Cloud Gaming Market Size by Type
9.2.1 Asia Cloud Gaming Market Size by Type (2019-2024)
9.2.2 Asia Cloud Gaming Market Size by Type (2025-2030)
9.2.3 Asia Cloud Gaming Market Share by Type (2019-2030)
9.3 Asia Cloud Gaming Market Size by Application
9.3.1 Asia Cloud Gaming Market Size by Application (2019-2024)
9.3.2 Asia Cloud Gaming Market Size by Application (2025-2030)
9.3.3 Asia Cloud Gaming Market Share by Application (2019-2030)
9.4 Asia Cloud Gaming Market Size by Region
9.4.1 Asia Cloud Gaming Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Cloud Gaming Market Size by Region (2019-2024)
9.4.3 Asia Cloud Gaming Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Cloud Gaming Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Cloud Gaming Market Size by Type
10.2.1 Middle East, Africa, and Latin America Cloud Gaming Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Cloud Gaming Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Cloud Gaming Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Cloud Gaming Market Size by Application
10.3.1 Middle East, Africa, and Latin America Cloud Gaming Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Cloud Gaming Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Cloud Gaming Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Cloud Gaming Market Size by Country
10.4.1 Middle East, Africa, and Latin America Cloud Gaming Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Cloud Gaming Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Cloud Gaming Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Sony
11.1.1 Sony Company Details
11.1.2 Sony Business Overview
11.1.3 Sony Cloud Gaming Introduction
11.1.4 Sony Revenue in Cloud Gaming Business (2019-2024)
11.1.5 Sony Recent Developments
11.2 GameFly (PlayCast)
11.2.1 GameFly (PlayCast) Company Details
11.2.2 GameFly (PlayCast) Business Overview
11.2.3 GameFly (PlayCast) Cloud Gaming Introduction
11.2.4 GameFly (PlayCast) Revenue in Cloud Gaming Business (2019-2024)
11.2.5 GameFly (PlayCast) Recent Developments
11.3 Nvidia
11.3.1 Nvidia Company Details
11.3.2 Nvidia Business Overview
11.3.3 Nvidia Cloud Gaming Introduction
11.3.4 Nvidia Revenue in Cloud Gaming Business (2019-2024)
11.3.5 Nvidia Recent Developments
11.4 Ubitus
11.4.1 Ubitus Company Details
11.4.2 Ubitus Business Overview
11.4.3 Ubitus Cloud Gaming Introduction
11.4.4 Ubitus Revenue in Cloud Gaming Business (2019-2024)
11.4.5 Ubitus Recent Developments
11.5 PlayGiga
11.5.1 PlayGiga Company Details
11.5.2 PlayGiga Business Overview
11.5.3 PlayGiga Cloud Gaming Introduction
11.5.4 PlayGiga Revenue in Cloud Gaming Business (2019-2024)
11.5.5 PlayGiga Recent Developments
11.6 Crytek GmbH
11.6.1 Crytek GmbH Company Details
11.6.2 Crytek GmbH Business Overview
11.6.3 Crytek GmbH Cloud Gaming Introduction
11.6.4 Crytek GmbH Revenue in Cloud Gaming Business (2019-2024)
11.6.5 Crytek GmbH Recent Developments
11.7 PlayKey
11.7.1 PlayKey Company Details
11.7.2 PlayKey Business Overview
11.7.3 PlayKey Cloud Gaming Introduction
11.7.4 PlayKey Revenue in Cloud Gaming Business (2019-2024)
11.7.5 PlayKey Recent Developments
11.8 Utomik (Kalydo)
11.8.1 Utomik (Kalydo) Company Details
11.8.2 Utomik (Kalydo) Business Overview
11.8.3 Utomik (Kalydo) Cloud Gaming Introduction
11.8.4 Utomik (Kalydo) Revenue in Cloud Gaming Business (2019-2024)
11.8.5 Utomik (Kalydo) Recent Developments
11.9 51ias (Gloud)
11.9.1 51ias (Gloud) Company Details
11.9.2 51ias (Gloud) Business Overview
11.9.3 51ias (Gloud) Cloud Gaming Introduction
11.9.4 51ias (Gloud) Revenue in Cloud Gaming Business (2019-2024)
11.9.5 51ias (Gloud) Recent Developments
11.10 Cyber Cloud
11.10.1 Cyber Cloud Company Details
11.10.2 Cyber Cloud Business Overview
11.10.3 Cyber Cloud Cloud Gaming Introduction
11.10.4 Cyber Cloud Revenue in Cloud Gaming Business (2019-2024)
11.10.5 Cyber Cloud Recent Developments
11.11 Yunlian Technology
11.11.1 Yunlian Technology Company Details
11.11.2 Yunlian Technology Business Overview
11.11.3 Yunlian Technology Cloud Gaming Introduction
11.11.4 Yunlian Technology Revenue in Cloud Gaming Business (2019-2024)
11.11.5 Yunlian Technology Recent Developments
11.12 Liquidsky
11.12.1 Liquidsky Company Details
11.12.2 Liquidsky Business Overview
11.12.3 Liquidsky Cloud Gaming Introduction
11.12.4 Liquidsky Revenue in Cloud Gaming Business (2019-2024)
11.12.5 Liquidsky Recent Developments
11.13 BlacknutSAS
11.13.1 BlacknutSAS Company Details
11.13.2 BlacknutSAS Business Overview
11.13.3 BlacknutSAS Cloud Gaming Introduction
11.13.4 BlacknutSAS Revenue in Cloud Gaming Business (2019-2024)
11.13.5 BlacknutSAS Recent Developments
11.14 Alibaba Cloud
11.14.1 Alibaba Cloud Company Details
11.14.2 Alibaba Cloud Business Overview
11.14.3 Alibaba Cloud Cloud Gaming Introduction
11.14.4 Alibaba Cloud Revenue in Cloud Gaming Business (2019-2024)
11.14.5 Alibaba Cloud Recent Developments
11.15 Baidu
11.15.1 Baidu Company Details
11.15.2 Baidu Business Overview
11.15.3 Baidu Cloud Gaming Introduction
11.15.4 Baidu Revenue in Cloud Gaming Business (2019-2024)
11.15.5 Baidu Recent Developments
11.16 Tencent Cloud
11.16.1 Tencent Cloud Company Details
11.16.2 Tencent Cloud Business Overview
11.16.3 Tencent Cloud Cloud Gaming Introduction
11.16.4 Tencent Cloud Revenue in Cloud Gaming Business (2019-2024)
11.16.5 Tencent Cloud Recent Developments
11.17 Ksyun (Kingsoft)
11.17.1 Ksyun (Kingsoft) Company Details
11.17.2 Ksyun (Kingsoft) Business Overview
11.17.3 Ksyun (Kingsoft) Cloud Gaming Introduction
11.17.4 Ksyun (Kingsoft) Revenue in Cloud Gaming Business (2019-2024)
11.17.5 Ksyun (Kingsoft) Recent Developments
11.18 LeCloud
11.18.1 LeCloud Company Details
11.18.2 LeCloud Business Overview
11.18.3 LeCloud Cloud Gaming Introduction
11.18.4 LeCloud Revenue in Cloud Gaming Business (2019-2024)
11.18.5 LeCloud Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Sony
GameFly (PlayCast)
Nvidia
Ubitus
PlayGiga
Crytek GmbH
PlayKey
Utomik (Kalydo)
51ias (Gloud)
Cyber Cloud
Yunlian Technology
Liquidsky
BlacknutSAS
Alibaba Cloud
Baidu
Tencent Cloud
Ksyun (Kingsoft)
LeCloud
Ìý
Ìý
*If Applicable.
