Report Detail

Service & Software Global Cloud Gaming Market 2025 by Company, Regions, Type and Application, Forecast to 2031

  • RnM4654310
  • |
  • 05 December, 2025
  • |
  • Global
  • |
  • 130 Pages
  • |
  • GIR
  • |
  • Service & Software

According to our (Global Info Research) latest study, the global Cloud Gaming market size was valued at US$ 355 million in 2024 and is forecast to a readjusted size of USD 2779 million by 2031 with a CAGR of 34.6% during review period.
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.
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.
This report is a detailed and comprehensive analysis for global Cloud Gaming market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Cloud Gaming market size and forecasts, in consumption value ($ Million), 2020-2031
Global Cloud Gaming market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Cloud Gaming market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Cloud Gaming market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Cloud Gaming
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Cloud Gaming market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Sony, GameFly (PlayCast), Nvidia, Ubitus, PlayGiga, Crytek GmbH, PlayKey, Utomik (Kalydo), 51ias.com (Gloud), Cyber Cloud, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Cloud Gaming market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Video Streaming
File Streaming
Market segment by Application
PC
Connected TV
Tablet
Smartphone
Market segment by players, this report covers
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 segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Cloud Gaming product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Cloud Gaming, with revenue, gross margin, and global market share of Cloud Gaming from 2020 to 2025.
Chapter 3, the Cloud Gaming competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Cloud Gaming market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Cloud Gaming.
Chapter 13, to describe Cloud Gaming research findings and conclusion.


1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Cloud Gaming by Type
    • 1.3.1 Overview: Global Cloud Gaming Market Size by Type: 2020 Versus 2024 Versus 2031
    • 1.3.2 Global Cloud Gaming Consumption Value Market Share by Type in 2024
    • 1.3.3 Video Streaming
    • 1.3.4 File Streaming
  • 1.4 Global Cloud Gaming Market by Application
    • 1.4.1 Overview: Global Cloud Gaming Market Size by Application: 2020 Versus 2024 Versus 2031
    • 1.4.2 PC
    • 1.4.3 Connected TV
    • 1.4.4 Tablet
    • 1.4.5 Smartphone
  • 1.5 Global Cloud Gaming Market Size & Forecast
  • 1.6 Global Cloud Gaming Market Size and Forecast by Region
    • 1.6.1 Global Cloud Gaming Market Size by Region: 2020 VS 2024 VS 2031
    • 1.6.2 Global Cloud Gaming Market Size by Region, (2020-2031)
    • 1.6.3 North America Cloud Gaming Market Size and Prospect (2020-2031)
    • 1.6.4 Europe Cloud Gaming Market Size and Prospect (2020-2031)
    • 1.6.5 Asia-Pacific Cloud Gaming Market Size and Prospect (2020-2031)
    • 1.6.6 South America Cloud Gaming Market Size and Prospect (2020-2031)
    • 1.6.7 Middle East & Africa Cloud Gaming Market Size and Prospect (2020-2031)

2 Company Profiles

  • 2.1 Sony
    • 2.1.1 Sony Details
    • 2.1.2 Sony Major Business
    • 2.1.3 Sony Cloud Gaming Product and Solutions
    • 2.1.4 Sony Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.1.5 Sony Recent Developments and Future Plans
  • 2.2 GameFly (PlayCast)
    • 2.2.1 GameFly (PlayCast) Details
    • 2.2.2 GameFly (PlayCast) Major Business
    • 2.2.3 GameFly (PlayCast) Cloud Gaming Product and Solutions
    • 2.2.4 GameFly (PlayCast) Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.2.5 GameFly (PlayCast) Recent Developments and Future Plans
  • 2.3 Nvidia
    • 2.3.1 Nvidia Details
    • 2.3.2 Nvidia Major Business
    • 2.3.3 Nvidia Cloud Gaming Product and Solutions
    • 2.3.4 Nvidia Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.3.5 Nvidia Recent Developments and Future Plans
  • 2.4 Ubitus
    • 2.4.1 Ubitus Details
    • 2.4.2 Ubitus Major Business
    • 2.4.3 Ubitus Cloud Gaming Product and Solutions
    • 2.4.4 Ubitus Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.4.5 Ubitus Recent Developments and Future Plans
  • 2.5 PlayGiga
    • 2.5.1 PlayGiga Details
    • 2.5.2 PlayGiga Major Business
    • 2.5.3 PlayGiga Cloud Gaming Product and Solutions
    • 2.5.4 PlayGiga Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.5.5 PlayGiga Recent Developments and Future Plans
  • 2.6 Crytek GmbH
    • 2.6.1 Crytek GmbH Details
    • 2.6.2 Crytek GmbH Major Business
    • 2.6.3 Crytek GmbH Cloud Gaming Product and Solutions
    • 2.6.4 Crytek GmbH Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.6.5 Crytek GmbH Recent Developments and Future Plans
  • 2.7 PlayKey
    • 2.7.1 PlayKey Details
    • 2.7.2 PlayKey Major Business
    • 2.7.3 PlayKey Cloud Gaming Product and Solutions
    • 2.7.4 PlayKey Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.7.5 PlayKey Recent Developments and Future Plans
  • 2.8 Utomik (Kalydo)
    • 2.8.1 Utomik (Kalydo) Details
    • 2.8.2 Utomik (Kalydo) Major Business
    • 2.8.3 Utomik (Kalydo) Cloud Gaming Product and Solutions
    • 2.8.4 Utomik (Kalydo) Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.8.5 Utomik (Kalydo) Recent Developments and Future Plans
  • 2.9 51ias.com (Gloud)
    • 2.9.1 51ias.com (Gloud) Details
    • 2.9.2 51ias.com (Gloud) Major Business
    • 2.9.3 51ias.com (Gloud) Cloud Gaming Product and Solutions
    • 2.9.4 51ias.com (Gloud) Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.9.5 51ias.com (Gloud) Recent Developments and Future Plans
  • 2.10 Cyber Cloud
    • 2.10.1 Cyber Cloud Details
    • 2.10.2 Cyber Cloud Major Business
    • 2.10.3 Cyber Cloud Cloud Gaming Product and Solutions
    • 2.10.4 Cyber Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.10.5 Cyber Cloud Recent Developments and Future Plans
  • 2.11 Yunlian Technology
    • 2.11.1 Yunlian Technology Details
    • 2.11.2 Yunlian Technology Major Business
    • 2.11.3 Yunlian Technology Cloud Gaming Product and Solutions
    • 2.11.4 Yunlian Technology Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.11.5 Yunlian Technology Recent Developments and Future Plans
  • 2.12 Liquidsky
    • 2.12.1 Liquidsky Details
    • 2.12.2 Liquidsky Major Business
    • 2.12.3 Liquidsky Cloud Gaming Product and Solutions
    • 2.12.4 Liquidsky Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.12.5 Liquidsky Recent Developments and Future Plans
  • 2.13 BlacknutSAS
    • 2.13.1 BlacknutSAS Details
    • 2.13.2 BlacknutSAS Major Business
    • 2.13.3 BlacknutSAS Cloud Gaming Product and Solutions
    • 2.13.4 BlacknutSAS Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.13.5 BlacknutSAS Recent Developments and Future Plans
  • 2.14 Alibaba Cloud
    • 2.14.1 Alibaba Cloud Details
    • 2.14.2 Alibaba Cloud Major Business
    • 2.14.3 Alibaba Cloud Cloud Gaming Product and Solutions
    • 2.14.4 Alibaba Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.14.5 Alibaba Cloud Recent Developments and Future Plans
  • 2.15 Baidu
    • 2.15.1 Baidu Details
    • 2.15.2 Baidu Major Business
    • 2.15.3 Baidu Cloud Gaming Product and Solutions
    • 2.15.4 Baidu Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.15.5 Baidu Recent Developments and Future Plans
  • 2.16 Tencent Cloud
    • 2.16.1 Tencent Cloud Details
    • 2.16.2 Tencent Cloud Major Business
    • 2.16.3 Tencent Cloud Cloud Gaming Product and Solutions
    • 2.16.4 Tencent Cloud Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.16.5 Tencent Cloud Recent Developments and Future Plans
  • 2.17 Ksyun (Kingsoft)
    • 2.17.1 Ksyun (Kingsoft) Details
    • 2.17.2 Ksyun (Kingsoft) Major Business
    • 2.17.3 Ksyun (Kingsoft) Cloud Gaming Product and Solutions
    • 2.17.4 Ksyun (Kingsoft) Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.17.5 Ksyun (Kingsoft) Recent Developments and Future Plans
  • 2.18 LeCloud
    • 2.18.1 LeCloud Details
    • 2.18.2 LeCloud Major Business
    • 2.18.3 LeCloud Cloud Gaming Product and Solutions
    • 2.18.4 LeCloud Cloud Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.18.5 LeCloud Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Cloud Gaming Revenue and Share by Players (2020-2025)
  • 3.2 Market Share Analysis (2024)
    • 3.2.1 Market Share of Cloud Gaming by Company Revenue
    • 3.2.2 Top 3 Cloud Gaming Players Market Share in 2024
    • 3.2.3 Top 6 Cloud Gaming Players Market Share in 2024
  • 3.3 Cloud Gaming Market: Overall Company Footprint Analysis
    • 3.3.1 Cloud Gaming Market: Region Footprint
    • 3.3.2 Cloud Gaming Market: Company Product Type Footprint
    • 3.3.3 Cloud Gaming Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Cloud Gaming Consumption Value and Market Share by Type (2020-2025)
  • 4.2 Global Cloud Gaming Market Forecast by Type (2026-2031)

5 Market Size Segment by Application

  • 5.1 Global Cloud Gaming Consumption Value Market Share by Application (2020-2025)
  • 5.2 Global Cloud Gaming Market Forecast by Application (2026-2031)

6 North America

  • 6.1 North America Cloud Gaming Consumption Value by Type (2020-2031)
  • 6.2 North America Cloud Gaming Market Size by Application (2020-2031)
  • 6.3 North America Cloud Gaming Market Size by Country
    • 6.3.1 North America Cloud Gaming Consumption Value by Country (2020-2031)
    • 6.3.2 United States Cloud Gaming Market Size and Forecast (2020-2031)
    • 6.3.3 Canada Cloud Gaming Market Size and Forecast (2020-2031)
    • 6.3.4 Mexico Cloud Gaming Market Size and Forecast (2020-2031)

7 Europe

  • 7.1 Europe Cloud Gaming Consumption Value by Type (2020-2031)
  • 7.2 Europe Cloud Gaming Consumption Value by Application (2020-2031)
  • 7.3 Europe Cloud Gaming Market Size by Country
    • 7.3.1 Europe Cloud Gaming Consumption Value by Country (2020-2031)
    • 7.3.2 Germany Cloud Gaming Market Size and Forecast (2020-2031)
    • 7.3.3 France Cloud Gaming Market Size and Forecast (2020-2031)
    • 7.3.4 United Kingdom Cloud Gaming Market Size and Forecast (2020-2031)
    • 7.3.5 Russia Cloud Gaming Market Size and Forecast (2020-2031)
    • 7.3.6 Italy Cloud Gaming Market Size and Forecast (2020-2031)

8 Asia-Pacific

  • 8.1 Asia-Pacific Cloud Gaming Consumption Value by Type (2020-2031)
  • 8.2 Asia-Pacific Cloud Gaming Consumption Value by Application (2020-2031)
  • 8.3 Asia-Pacific Cloud Gaming Market Size by Region
    • 8.3.1 Asia-Pacific Cloud Gaming Consumption Value by Region (2020-2031)
    • 8.3.2 China Cloud Gaming Market Size and Forecast (2020-2031)
    • 8.3.3 Japan Cloud Gaming Market Size and Forecast (2020-2031)
    • 8.3.4 South Korea Cloud Gaming Market Size and Forecast (2020-2031)
    • 8.3.5 India Cloud Gaming Market Size and Forecast (2020-2031)
    • 8.3.6 Southeast Asia Cloud Gaming Market Size and Forecast (2020-2031)
    • 8.3.7 Australia Cloud Gaming Market Size and Forecast (2020-2031)

9 South America

  • 9.1 South America Cloud Gaming Consumption Value by Type (2020-2031)
  • 9.2 South America Cloud Gaming Consumption Value by Application (2020-2031)
  • 9.3 South America Cloud Gaming Market Size by Country
    • 9.3.1 South America Cloud Gaming Consumption Value by Country (2020-2031)
    • 9.3.2 Brazil Cloud Gaming Market Size and Forecast (2020-2031)
    • 9.3.3 Argentina Cloud Gaming Market Size and Forecast (2020-2031)

10 Middle East & Africa

  • 10.1 Middle East & Africa Cloud Gaming Consumption Value by Type (2020-2031)
  • 10.2 Middle East & Africa Cloud Gaming Consumption Value by Application (2020-2031)
  • 10.3 Middle East & Africa Cloud Gaming Market Size by Country
    • 10.3.1 Middle East & Africa Cloud Gaming Consumption Value by Country (2020-2031)
    • 10.3.2 Turkey Cloud Gaming Market Size and Forecast (2020-2031)
    • 10.3.3 Saudi Arabia Cloud Gaming Market Size and Forecast (2020-2031)
    • 10.3.4 UAE Cloud Gaming Market Size and Forecast (2020-2031)

11 Market Dynamics

  • 11.1 Cloud Gaming Market Drivers
  • 11.2 Cloud Gaming Market Restraints
  • 11.3 Cloud Gaming Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Cloud Gaming Industry Chain
  • 12.2 Cloud Gaming Upstream Analysis
  • 12.3 Cloud Gaming Midstream Analysis
  • 12.4 Cloud Gaming Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    Summary:
    Get latest Market Research Reports on Cloud Gaming. Industry analysis & Market Report on Cloud Gaming is a syndicated market report, published as Global Cloud Gaming Market 2025 by Company, Regions, Type and Application, Forecast to 2031. It is complete Research Study and Industry Analysis of Cloud Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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