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Global Cloud Gaming Market Analysis and Forecast 2024-2030

April 2024 | 137 pages | ID: G0DA05994444EN
APO Research

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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 2024 to US$ million by 2030, at a Compound Annual Growth Rate (CAGR) of % 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 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 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. 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 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.

Descriptive company profiles of the major global players, including Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo) and 51ias.com (Gloud), etc.

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
  • U.S.
  • Canada
  • Europe
  • Germany
  • France
  • U.K.
  • Italy
  • Russia
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • India
  • Australia
  • China Taiwan
  • Indonesia
  • Thailand
  • Malaysia
  • Latin America
  • Mexico
  • Brazil
  • Argentina
  • Middle East & Africa
  • Turkey
  • Saudi Arabia
  • UAE
Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.

2. To present the key players, 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 market size), 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. 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: Introduces 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 3: 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.

Chapter 4: Detailed analysis of Cloud Gaming company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.

Chapter 5: 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 6: 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 7: 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 8: North America (US & Canada) by type, by application and by country, revenue for each segment.

Chapter 9: Europe by type, by application and by country, revenue for each segment.

Chapter 10: China type, by application, revenue for each segment.

Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.

Chapter 12: Middle East, Africa, and Latin America type, by application and by country, revenue for each segment.

Chapter 13: The main concluding insights of the report.

Chapter 13: The main concluding insights of the report.
1 MARKET OVERVIEW

1.1 Product Definition
1.2 Cloud Gaming Market by Type
  1.2.1 Global Cloud Gaming Market Size by Type, 2019 VS 2023 VS 2030
  1.2.2 Video Streaming
  1.2.3 File Streaming
1.3 Cloud Gaming Market by Application
  1.3.1 Global Cloud Gaming Market Size 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 Goals and Objectives

2 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 GLOBAL GROWTH PERSPECTIVE

3.1 Global Cloud Gaming Market Perspective (2019-2030)
3.2 Global Cloud Gaming Growth Trends by Region
  3.2.1 Global Cloud Gaming Market Size by Region: 2019 VS 2023 VS 2030
  3.2.2 Global Cloud Gaming Market Size by Region (2019-2024)
  3.2.3 Global Cloud Gaming Market Size by Region (2025-2030)

4 COMPETITIVE LANDSCAPE BY PLAYERS

4.1 Global Cloud Gaming Revenue by Players
  4.1.1 Global Cloud Gaming Revenue by Players (2019-2024)
  4.1.2 Global Cloud Gaming Revenue Market Share by Players (2019-2024)
  4.1.3 Global Cloud Gaming Players Revenue Share Top 10 and Top 5 in 2023
4.2 Global Cloud Gaming Key Players Ranking, 2022 VS 2023 VS 2024
4.3 Global Cloud Gaming Key Players Headquarters & Area Served
4.4 Global Cloud Gaming Players, Product Type & Application
4.5 Global Cloud Gaming Players Commercialization Time
4.6 Market Competitive Analysis
  4.6.1 Global Cloud Gaming Market CR5 and HHI
  4.6.2 Global Top 5 and 10 Cloud Gaming Players Market Share by Revenue in 2023
  4.6.3 2023 Cloud Gaming Tier 1, Tier 2, and Tier

5 CLOUD GAMING MARKET SIZE BY TYPE

5.1 Global Cloud Gaming Revenue by Type (2019 VS 2023 VS 2030)
5.2 Global Cloud Gaming Revenue by Type (2019-2030)
5.3 Global Cloud Gaming Revenue Market Share by Type (2019-2030)

6 CLOUD GAMING MARKET SIZE BY APPLICATION

6.1 Global Cloud Gaming Revenue by Application (2019 VS 2023 VS 2030)
6.2 Global Cloud Gaming Revenue by Application (2019-2030)
6.3 Global Cloud Gaming Revenue Market Share by Application (2019-2030)

7 COMPANY PROFILES

7.1 Sony
  7.1.1 Sony Comapny Information
  7.1.2 Sony Business Overview
  7.1.3 Sony Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.1.4 Sony Cloud Gaming Product Portfolio
  7.1.5 Sony Recent Developments
7.2 GameFly (PlayCast)
  7.2.1 GameFly (PlayCast) Comapny Information
  7.2.2 GameFly (PlayCast) Business Overview
  7.2.3 GameFly (PlayCast) Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.2.4 GameFly (PlayCast) Cloud Gaming Product Portfolio
  7.2.5 GameFly (PlayCast) Recent Developments
7.3 Nvidia
  7.3.1 Nvidia Comapny Information
  7.3.2 Nvidia Business Overview
  7.3.3 Nvidia Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.3.4 Nvidia Cloud Gaming Product Portfolio
  7.3.5 Nvidia Recent Developments
7.4 Ubitus
  7.4.1 Ubitus Comapny Information
  7.4.2 Ubitus Business Overview
  7.4.3 Ubitus Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.4.4 Ubitus Cloud Gaming Product Portfolio
  7.4.5 Ubitus Recent Developments
7.5 PlayGiga
  7.5.1 PlayGiga Comapny Information
  7.5.2 PlayGiga Business Overview
  7.5.3 PlayGiga Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.5.4 PlayGiga Cloud Gaming Product Portfolio
  7.5.5 PlayGiga Recent Developments
7.6 Crytek GmbH
  7.6.1 Crytek GmbH Comapny Information
  7.6.2 Crytek GmbH Business Overview
  7.6.3 Crytek GmbH Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.6.4 Crytek GmbH Cloud Gaming Product Portfolio
  7.6.5 Crytek GmbH Recent Developments
7.7 PlayKey
  7.7.1 PlayKey Comapny Information
  7.7.2 PlayKey Business Overview
  7.7.3 PlayKey Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.7.4 PlayKey Cloud Gaming Product Portfolio
  7.7.5 PlayKey Recent Developments
7.8 Utomik (Kalydo)
  7.8.1 Utomik (Kalydo) Comapny Information
  7.8.2 Utomik (Kalydo) Business Overview
  7.8.3 Utomik (Kalydo) Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.8.4 Utomik (Kalydo) Cloud Gaming Product Portfolio
  7.8.5 Utomik (Kalydo) Recent Developments
7.9 51ias.com (Gloud)
  7.9.1 51ias.com (Gloud) Comapny Information
  7.9.2 51ias.com (Gloud) Business Overview
  7.9.3 51ias.com (Gloud) Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.9.4 51ias.com (Gloud) Cloud Gaming Product Portfolio
  7.9.5 51ias.com (Gloud) Recent Developments
7.10 Cyber Cloud
  7.10.1 Cyber Cloud Comapny Information
  7.10.2 Cyber Cloud Business Overview
  7.10.3 Cyber Cloud Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.10.4 Cyber Cloud Cloud Gaming Product Portfolio
  7.10.5 Cyber Cloud Recent Developments
7.11 Yunlian Technology
  7.11.1 Yunlian Technology Comapny Information
  7.11.2 Yunlian Technology Business Overview
  7.11.3 Yunlian Technology Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.11.4 Yunlian Technology Cloud Gaming Product Portfolio
  7.11.5 Yunlian Technology Recent Developments
7.12 Liquidsky
  7.12.1 Liquidsky Comapny Information
  7.12.2 Liquidsky Business Overview
  7.12.3 Liquidsky Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.12.4 Liquidsky Cloud Gaming Product Portfolio
  7.12.5 Liquidsky Recent Developments
7.13 BlacknutSAS
  7.13.1 BlacknutSAS Comapny Information
  7.13.2 BlacknutSAS Business Overview
  7.13.3 BlacknutSAS Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.13.4 BlacknutSAS Cloud Gaming Product Portfolio
  7.13.5 BlacknutSAS Recent Developments
7.14 Alibaba Cloud
  7.14.1 Alibaba Cloud Comapny Information
  7.14.2 Alibaba Cloud Business Overview
  7.14.3 Alibaba Cloud Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.14.4 Alibaba Cloud Cloud Gaming Product Portfolio
  7.14.5 Alibaba Cloud Recent Developments
7.15 Baidu
  7.15.1 Baidu Comapny Information
  7.15.2 Baidu Business Overview
  7.15.3 Baidu Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.15.4 Baidu Cloud Gaming Product Portfolio
  7.15.5 Baidu Recent Developments
7.16 Tencent Cloud
  7.16.1 Tencent Cloud Comapny Information
  7.16.2 Tencent Cloud Business Overview
  7.16.3 Tencent Cloud Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.16.4 Tencent Cloud Cloud Gaming Product Portfolio
  7.16.5 Tencent Cloud Recent Developments
7.17 Ksyun (Kingsoft)
  7.17.1 Ksyun (Kingsoft) Comapny Information
  7.17.2 Ksyun (Kingsoft) Business Overview
  7.17.3 Ksyun (Kingsoft) Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.17.4 Ksyun (Kingsoft) Cloud Gaming Product Portfolio
  7.17.5 Ksyun (Kingsoft) Recent Developments
7.18 LeCloud
  7.18.1 LeCloud Comapny Information
  7.18.2 LeCloud Business Overview
  7.18.3 LeCloud Cloud Gaming Revenue and Gross Margin (2019-2024)
  7.18.4 LeCloud Cloud Gaming Product Portfolio
  7.18.5 LeCloud Recent Developments

8 NORTH AMERICA

8.1 North America Cloud Gaming Revenue (2019-2030)
8.2 North America Cloud Gaming Revenue by Type (2019-2030)
  8.2.1 North America Cloud Gaming Revenue by Type (2019-2024)
  8.2.2 North America Cloud Gaming Revenue by Type (2025-2030)
8.3 North America Cloud Gaming Revenue Share by Type (2019-2030)
8.4 North America Cloud Gaming Revenue by Application (2019-2030)
  8.4.1 North America Cloud Gaming Revenue by Application (2019-2024)
  8.4.2 North America Cloud Gaming Revenue by Application (2025-2030)
8.5 North America Cloud Gaming Revenue Share by Application (2019-2030)
8.6 North America Cloud Gaming Revenue by Country
  8.6.1 North America Cloud Gaming Revenue by Country (2019 VS 2023 VS 2030)
  8.6.2 North America Cloud Gaming Revenue by Country (2019-2024)
  8.6.3 North America Cloud Gaming Revenue by Country (2025-2030)
  8.6.4 U.S.
  8.6.5 Canada

9 EUROPE

9.1 Europe Cloud Gaming Revenue (2019-2030)
9.2 Europe Cloud Gaming Revenue by Type (2019-2030)
  9.2.1 Europe Cloud Gaming Revenue by Type (2019-2024)
  9.2.2 Europe Cloud Gaming Revenue by Type (2025-2030)
9.3 Europe Cloud Gaming Revenue Share by Type (2019-2030)
9.4 Europe Cloud Gaming Revenue by Application (2019-2030)
  9.4.1 Europe Cloud Gaming Revenue by Application (2019-2024)
  9.4.2 Europe Cloud Gaming Revenue by Application (2025-2030)
9.5 Europe Cloud Gaming Revenue Share by Application (2019-2030)
9.6 Europe Cloud Gaming Revenue by Country
  9.6.1 Europe Cloud Gaming Revenue by Country (2019 VS 2023 VS 2030)
  9.6.2 Europe Cloud Gaming Revenue by Country (2019-2024)
  9.6.3 Europe Cloud Gaming Revenue by Country (2025-2030)
  9.6.4 Germany
  9.6.5 France
  9.6.6 U.K.
  9.6.7 Italy
  9.6.8 Russia

10 CHINA

10.1 China Cloud Gaming Revenue (2019-2030)
10.2 China Cloud Gaming Revenue by Type (2019-2030)
  10.2.1 China Cloud Gaming Revenue by Type (2019-2024)
  10.2.2 China Cloud Gaming Revenue by Type (2025-2030)
10.3 China Cloud Gaming Revenue Share by Type (2019-2030)
10.4 China Cloud Gaming Revenue by Application (2019-2030)
  10.4.1 China Cloud Gaming Revenue by Application (2019-2024)
  10.4.2 China Cloud Gaming Revenue by Application (2025-2030)
10.5 China Cloud Gaming Revenue Share by Application (2019-2030)

11 ASIA (EXCLUDING CHINA)

11.1 Asia Cloud Gaming Revenue (2019-2030)
11.2 Asia Cloud Gaming Revenue by Type (2019-2030)
  11.2.1 Asia Cloud Gaming Revenue by Type (2019-2024)
  11.2.2 Asia Cloud Gaming Revenue by Type (2025-2030)
11.3 Asia Cloud Gaming Revenue Share by Type (2019-2030)
11.4 Asia Cloud Gaming Revenue by Application (2019-2030)
  11.4.1 Asia Cloud Gaming Revenue by Application (2019-2024)
  11.4.2 Asia Cloud Gaming Revenue by Application (2025-2030)
11.5 Asia Cloud Gaming Revenue Share by Application (2019-2030)
11.6 Asia Cloud Gaming Revenue by Country
  11.6.1 Asia Cloud Gaming Revenue by Country (2019 VS 2023 VS 2030)
  11.6.2 Asia Cloud Gaming Revenue by Country (2019-2024)
  11.6.3 Asia Cloud Gaming Revenue by Country (2025-2030)
  11.6.4 Japan
  11.6.5 South Korea
  11.6.6 India
  11.6.7 Australia
  11.6.8 China Taiwan
  11.6.9 Southeast Asia

12 MIDDLE EAST, AFRICA, LATIN AMERICA

12.1 MEALA Cloud Gaming Revenue (2019-2030)
12.2 MEALA Cloud Gaming Revenue by Type (2019-2030)
  12.2.1 MEALA Cloud Gaming Revenue by Type (2019-2024)
  12.2.2 MEALA Cloud Gaming Revenue by Type (2025-2030)
12.3 MEALA Cloud Gaming Revenue Share by Type (2019-2030)
12.4 MEALA Cloud Gaming Revenue by Application (2019-2030)
  12.4.1 MEALA Cloud Gaming Revenue by Application (2019-2024)
  12.4.2 MEALA Cloud Gaming Revenue by Application (2025-2030)
12.5 MEALA Cloud Gaming Revenue Share by Application (2019-2030)
12.6 MEALA Cloud Gaming Revenue by Country
  12.6.1 MEALA Cloud Gaming Revenue by Country (2019 VS 2023 VS 2030)
  12.6.2 MEALA Cloud Gaming Revenue by Country (2019-2024)
  12.6.3 MEALA Cloud Gaming Revenue by Country (2025-2030)
  12.6.4 Mexico
  12.6.5 Brazil
  12.6.6 Israel
  12.6.7 Argentina
  12.6.8 Colombia
  12.6.9 Turkey
  12.6.10 Saudi Arabia
  12.6.11 UAE

13 CONCLUDING INSIGHTS

14 APPENDIX

14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
  14.5.1 Secondary Sources
  14.5.2 Primary Sources
14.6 Disclaimer


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