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PUBLISHER: Fairfield Market Research | PRODUCT CODE: 1552419

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PUBLISHER: Fairfield Market Research | PRODUCT CODE: 1552419

Cloud Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2031 - By Product, Technology, Grade, Application, End-user, Region: (North America, Europe, Asia Pacific, Latin America and Middle East and Africa)

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The cloud gaming market is experiencing rapid growth, driven by its ability to provide users with access to video games without the need for high-end devices or significant storage space. Projected to grow from $1.85 billion in 2024 to $37.29 billion by 2031, this market is set to expand at a compound annual growth rate (CAGR) of 53.5%. This innovation enables gamers to enjoy a wide variety of video games through streaming services, bypassing the traditional method of downloading or installing games directly onto their devices. Cloud gaming allows vendors to shift from physical copies to a fully digital distribution model, offering users a comprehensive library of games, often requiring only a game controller to play on various devices.

Cloud gaming offers several advantages, including eliminating the need for long download and update times, as well as removing hardware limitations that gamers might face. These factors have significantly contributed to the market's expansion in recent years. Furthermore, the ongoing developments in 5G technology and the widespread adoption of cloud-based services are expected to drive this demand even further. Many companies now offer cloud gaming services through subscription models that cater to different types of gamers, from casual players to more serious or family-oriented users, expanding the appeal and accessibility of cloud gaming to a broader demographic.

The transition from physical to digital distribution is a trend that is consolidating, and if the market continues to grow, we may see a future where certain games are only available through cloud platforms. The growing interest in cloud gaming reflects this evolution in how games are distributed and consumed, and the market is expected to continue expanding as challenges are overcome.

One of the key factors driving demand for cloud gaming is its appeal to casual gamers. These individuals play video games for leisure, often using smartphones, laptops, or smart TVs. Unlike professional gamers, casual gamers are less likely to invest in expensive, gaming-specific hardware, which has traditionally been a barrier to accessing the latest video games. However, cloud gaming removes this barrier, allowing casual players to enjoy a variety of games without the need for high-performance devices or costly hardware.

As video games continue to evolve and require more advanced technology, cloud gaming provides a solution that bypasses these hardware limitations. Casual gamers can access high-quality games on any device with internet access, making it a convenient option for those who want to play without making significant investments in gaming equipment. This increased accessibility is contributing to the growing popularity of cloud gaming among this demographic.

Regionally, East Asia is emerging as a highly lucrative market for cloud gaming. This region, which includes countries like China, Japan, and South Korea, has a strong video game industry and a culture that supports both casual and professional gaming. Japan, in particular, is known for its influence on the development of video games, while South Korea has a thriving eSports scene, which is encouraging more players to transition from casual to professional gaming. The availability of advanced technology and cloud infrastructure in East Asia is further supporting the expansion of cloud gaming in this region.

The United States is another leading market for cloud gaming, with widespread access to high-speed internet, gaming consoles, PCs, and laptops. The country also has a large number of cloud gaming service providers, as well as data centers and servers that make it easier for users to access cloud gaming platforms. Companies like Nvidia, which are based in the U.S., have introduced cloud gaming services, although their reach is currently limited to certain regions. As infrastructure continues to improve, the adoption of cloud gaming in the U.S. is expected to grow significantly.

South Korea is an especially promising market for cloud gaming due to its large base of both casual and professional gamers. The country's gaming community is heavily focused on genres such as MMORPGs (Massively Multiplayer Online Role-Playing Games) and MOBA (Multiplayer Online Battle Arena) games, which are also popular in the competitive gaming scene. With advancements being made to reduce latency and improve the overall experience, cloud gaming is set to grow in South Korea as more companies roll out these services.

India is also emerging as a growing market for cloud gaming, particularly due to the widespread use of smartphones for gaming. In a country where gaming devices like PCs and consoles are not as widely adopted, smartphones have become the primary platform for gaming. Cloud gaming's ability to provide high-quality gaming experiences on mobile devices makes it a particularly attractive option for Indian gamers. However, one of the challenges facing the cloud gaming industry in India is the lack of sufficient data centers, which can slow down the streaming of games. Addressing this issue could unlock significant potential for growth in the Indian market.

One of the major challenges for cloud gaming is its acceptance among professional gamers. Competitive gamers, who often play First-Person Shooters (FPS) or MOBA games, are more sensitive to issues such as latency and lag, which can affect their performance and gameplay experience. These gamers rely on minimal delays and smooth graphics to compete effectively, and any disruption in these areas can influence the outcome of their games. However, early feedback from professional gamers using cloud gaming services has been largely positive, with many noting that the lag is manageable. With continued development, cloud gaming may soon provide an experience comparable to on-device gaming, making it more appealing to competitive players.

Smartphones are expected to play a major role in driving the growth of cloud gaming, as they are the most widely used devices globally. The portability and accessibility of smartphones make them an ideal platform for gaming, especially in regions where other devices, such as gaming consoles and PCs, are not as commonly used for gaming. Many games are being designed specifically for smartphones, which helps expand the cloud gaming market. Additionally, the ability to play games on the go without the need for high-end hardware makes cloud gaming on smartphones particularly attractive.

The competitive Analysis of the cloud gaming industry is still developing, as it is a relatively new segment of the gaming market. Established video game companies, tech giants, and cloud service providers are all investing in cloud gaming solutions, with some companies already making significant moves to expand their offerings. For example, LG has announced plans to integrate cloud gaming services into its smart TVs, allowing users to access a range of games without the need for a console or gaming PC. Similarly, Microsoft is expanding its cloud gaming service, Xbox Cloud Gaming, to several new countries, further increasing its global reach.

Key Companies Profiled

  • Microsoft
  • The Gaming Project
  • Google
  • Nvidia
  • Parsec
  • Shadow.tech
  • Polystream
  • Playgiga
  • Amazon
  • Playkey
  • Ubisoft
  • Others

Cloud Gaming Industry Survey by Category

By Device Type:

  • Smartphones
  • Tablets
  • Gaming Consoles
  • PCs & Laptops
  • Smart TVs
  • Head-Mounted Displays

By Gamer Type:

  • Professional Gamers
  • Casual Gamers

By Region:

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia & Pacific
  • Middle East and Africa (MEA)

Table of Contents

1. Executive Summary

  • 1.1. Global Cloud Gaming Market Snapshot
  • 1.2. Future Projections
  • 1.3. Key Market Trends
  • 1.4. Regional Snapshot, by Value, 2024
  • 1.5. Analyst Recommendations

2. Market Overview

  • 2.1. Market Definitions and Segmentations
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Market Opportunities
  • 2.3. Value Chain Analysis
  • 2.4. Porter's Five Forces Analysis
  • 2.5. COVID-19 Impact Analysis
    • 2.5.1. Supply
    • 2.5.2. Demand
  • 2.6. Impact of Ukraine-Russia Conflict
  • 2.7. Economic Overview
    • 2.7.1. World Economic Projections
  • 2.8. PESTLE Analysis

3. Global Cloud Gaming Market Outlook, 2019 - 2031

  • 3.1. Global Cloud Gaming Market Outlook, by Device Type, Value (US$ Bn), 2019 - 2031
    • 3.1.1. Key Highlights
      • 3.1.1.1. Smartphones
      • 3.1.1.2. Tablets
      • 3.1.1.3. Gaming Consoles
      • 3.1.1.4. PCs & Laptops
      • 3.1.1.5. Smart TVs
      • 3.1.1.6. Head-Mounted Displays
  • 3.2. Global Cloud Gaming Market Outlook, by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 3.2.1. Key Highlights
      • 3.2.1.1. Professional Gamers
      • 3.2.1.2. Casual Gamers
  • 3.3. Global Cloud Gaming Market Outlook, by Region, Value (US$ Bn), 2019 - 2031
    • 3.3.1. Key Highlights
      • 3.3.1.1. North America
      • 3.3.1.2. Europe
      • 3.3.1.3. Asia Pacific
      • 3.3.1.4. Latin America
      • 3.3.1.5. Middle East & Africa

4. North America Cloud Gaming Market Outlook, 2019 - 2031

  • 4.1. North America Cloud Gaming Market Outlook, by Device Type, Value (US$ Bn), 2019 - 2031
    • 4.1.1. Key Highlights
      • 4.1.1.1. Smartphones
      • 4.1.1.2. Tablets
      • 4.1.1.3. Gaming Consoles
      • 4.1.1.4. PCs & Laptops
      • 4.1.1.5. Smart TVs
      • 4.1.1.6. Head-Mounted Displays
  • 4.2. North America Cloud Gaming Market Outlook, by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 4.2.1. Key Highlights
      • 4.2.1.1. Professional Gamers
      • 4.2.1.2. Casual Gamers
    • 4.2.2. BPS Analysis/Market Attractiveness Analysis
  • 4.3. North America Cloud Gaming Market Outlook, by Country, Value (US$ Bn), 2019 - 2031
    • 4.3.1. Key Highlights
      • 4.3.1.1. U.S. Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 4.3.1.2. U.S. Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 4.3.1.3. Canada Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 4.3.1.4. Canada Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 4.3.2. BPS Analysis/Market Attractiveness Analysis

5. Europe Cloud Gaming Market Outlook, 2019 - 2031

  • 5.1. Europe Cloud Gaming Market Outlook, by Device Type, Value (US$ Bn), 2019 - 2031
    • 5.1.1. Key Highlights
      • 5.1.1.1. Smartphones
      • 5.1.1.2. Tablets
      • 5.1.1.3. Gaming Consoles
      • 5.1.1.4. PCs & Laptops
      • 5.1.1.5. Smart TVs
      • 5.1.1.6. Head-Mounted Displays
  • 5.2. Europe Cloud Gaming Market Outlook, by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 5.2.1. Key Highlights
      • 5.2.1.1. Professional Gamers
      • 5.2.1.2. Casual Gamers
    • 5.2.2. BPS Analysis/Market Attractiveness Analysis
  • 5.3. Europe Cloud Gaming Market Outlook, by Country, Value (US$ Bn), 2019 - 2031
    • 5.3.1. Key Highlights
      • 5.3.1.1. Germany Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.2. Germany Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.3. U.K. Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.4. U.K. Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.5. France Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.6. France Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.7. Italy Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.8. Italy Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.9. Turkey Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.10. Turkey Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.11. Russia Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.12. Russia Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.13. Rest of Europe Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 5.3.1.14. Rest of Europe Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 5.3.2. BPS Analysis/Market Attractiveness Analysis

6. Asia Pacific Cloud Gaming Market Outlook, 2019 - 2031

  • 6.1. Asia Pacific Cloud Gaming Market Outlook, by Device Type, Value (US$ Bn), 2019 - 2031
    • 6.1.1. Key Highlights
      • 6.1.1.1. Smartphones
      • 6.1.1.2. Tablets
      • 6.1.1.3. Gaming Consoles
      • 6.1.1.4. PCs & Laptops
      • 6.1.1.5. Smart TVs
      • 6.1.1.6. Head-Mounted Displays
  • 6.2. Asia Pacific Cloud Gaming Market Outlook, by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 6.2.1. Key Highlights
      • 6.2.1.1. Professional Gamers
      • 6.2.1.2. Casual Gamers
    • 6.2.2. BPS Analysis/Market Attractiveness Analysis
  • 6.3. Asia Pacific Cloud Gaming Market Outlook, by Country, Value (US$ Bn), 2019 - 2031
    • 6.3.1. Key Highlights
      • 6.3.1.1. China Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.2. China Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.3. Japan Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.4. Japan Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.5. South Korea Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.6. South Korea Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.7. India Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.8. India Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.9. Southeast Asia Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.10. Southeast Asia Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.11. Rest of Asia Pacific Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 6.3.1.12. Rest of Asia Pacific Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 6.3.2. BPS Analysis/Market Attractiveness Analysis

7. Latin America Cloud Gaming Market Outlook, 2019 - 2031

  • 7.1. Latin America Cloud Gaming Market Outlook, by Device Type, Value (US$ Bn), 2019 - 2031
    • 7.1.1. Key Highlights
      • 7.1.1.1. Smartphones
      • 7.1.1.2. Tablets
      • 7.1.1.3. Gaming Consoles
      • 7.1.1.4. PCs & Laptops
      • 7.1.1.5. Smart TVs
      • 7.1.1.6. Head-Mounted Displays
  • 7.2. Latin America Cloud Gaming Market Outlook, by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 7.2.1. Key Highlights
      • 7.2.1.1. Professional Gamers
      • 7.2.1.2. Casual Gamers
    • 7.2.2. BPS Analysis/Market Attractiveness Analysis
  • 7.3. Latin America Cloud Gaming Market Outlook, by Country, Value (US$ Bn), 2019 - 2031
    • 7.3.1. Key Highlights
      • 7.3.1.1. Brazil Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.2. Brazil Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.3. Mexico Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.4. Mexico Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.5. Argentina Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.6. Argentina Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.7. Rest of Latin America Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 7.3.1.8. Rest of Latin America Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 7.3.2. BPS Analysis/Market Attractiveness Analysis

8. Middle East & Africa Cloud Gaming Market Outlook, 2019 - 2031

  • 8.1. Middle East & Africa Cloud Gaming Market Outlook, by Device Type, Value (US$ Bn), 2019 - 2031
    • 8.1.1. Key Highlights
      • 8.1.1.1. Smartphones
      • 8.1.1.2. Tablets
      • 8.1.1.3. Gaming Consoles
      • 8.1.1.4. PCs & Laptops
      • 8.1.1.5. Smart TVs
      • 8.1.1.6. Head-Mounted Displays
  • 8.2. Middle East & Africa Cloud Gaming Market Outlook, by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 8.2.1. Key Highlights
      • 8.2.1.1. Professional Gamers
      • 8.2.1.2. Casual Gamers
    • 8.2.2. BPS Analysis/Market Attractiveness Analysis
  • 8.3. Middle East & Africa Cloud Gaming Market Outlook, by Country, Value (US$ Bn), 2019 - 2031
    • 8.3.1. Key Highlights
      • 8.3.1.1. GCC Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.2. GCC Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.3. South Africa Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.4. South Africa Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.5. Egypt Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.6. Egypt Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.7. Nigeria Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.8. Nigeria Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.9. Rest of Middle East & Africa Cloud Gaming Market by Device Type, Value (US$ Bn), 2019 - 2031
      • 8.3.1.10. Rest of Middle East & Africa Cloud Gaming Market by Gamer Type, Value (US$ Bn), 2019 - 2031
    • 8.3.2. BPS Analysis/Market Attractiveness Analysis

9. Competitive Landscape

  • 9.1. Company Market Share Analysis, 2024
  • 9.2. Competitive Dashboard
  • 9.3. Company Profiles
    • 9.3.1. Microsoft
      • 9.3.1.1. Company Overview
      • 9.3.1.2. Therapy Portfolio
      • 9.3.1.3. Financial Overview
      • 9.3.1.4. Business Strategies and Development
    • 9.3.2. The Gaming Project
      • 9.3.2.1. Company Overview
      • 9.3.2.2. Therapy Portfolio
      • 9.3.2.3. Financial Overview
      • 9.3.2.4. Business Strategies and Development
    • 9.3.3. Google
      • 9.3.3.1. Company Overview
      • 9.3.3.2. Therapy Portfolio
      • 9.3.3.3. Financial Overview
      • 9.3.3.4. Business Strategies and Development
    • 9.3.4. Nvidia
      • 9.3.4.1. Company Overview
      • 9.3.4.2. Therapy Portfolio
      • 9.3.4.3. Financial Overview
      • 9.3.4.4. Business Strategies and Development
    • 9.3.5. Parsec
      • 9.3.5.1. Company Overview
      • 9.3.5.2. Therapy Portfolio
      • 9.3.5.3. Financial Overview
      • 9.3.5.4. Business Strategies and Development
    • 9.3.6. Shadow.tech
      • 9.3.6.1. Company Overview
      • 9.3.6.2. Therapy Portfolio
      • 9.3.6.3. Financial Overview
      • 9.3.6.4. Business Strategies and Development
    • 9.3.7. Polystream
      • 9.3.7.1. Company Overview
      • 9.3.7.2. Therapy Portfolio
      • 9.3.7.3. Financial Overview
      • 9.3.7.4. Business Strategies and Development
    • 9.3.8. Playgiga
      • 9.3.8.1. Company Overview
      • 9.3.8.2. Therapy Portfolio
      • 9.3.8.3. Financial Overview
      • 9.3.8.4. Business Strategies and Development

10. Appendix

  • 10.1. Research Methodology
  • 10.2. Report Assumptions
  • 10.3. Acronyms and Abbreviations
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