Product Code: GVR-4-68038-847-3
Cloud Gaming Market Growth & Trends:
The global cloud gaming market size is estimated to reach USD 21.04 billion by 2030, expanding at a CAGR of 44.3% from 2025 to 2030, according to a new report by Grand View Research, Inc. The trend of cloud-based gaming, including online game progress saving and file streaming, is expected to drive market growth.
Furthermore, cloud gaming is anticipated to attract developers and gamers because of its benefits of unlimited data storage and reduced stress on local device storage. Moreover, the advent of 5G technology and affordable access to various cloud-based games will likely aid in the expansion of the market. Companies are expected to increasingly offer cloud gaming features to users as a result of the availability of high-speed internet at low latency.
For instance, Microsoft Corporation's Xbox Cloud Gaming service uses high-speed internet to offer an immersive gaming experience without any requirement of expensive hardware. Furthermore, the onset of COVID-19 has enhanced the growth of the market as gamers switched to services that offered cloud gaming. This growth was also enhanced due to limited outdoor activities and social interactions during the government-issued lockdowns.
However, this surge in demand for gaming led to many cloud gaming services, such as Microsoft Corporation and Sony Group Corporation, encountering immense server loads due to high traffic during the peak of the pandemic. In addition, there was an increase in cloud-based gaming on smartphones during the pandemic due to popular multiplayer games such as Call of Duty and Player Unknown's Battlegrounds.
Cloud Gaming Market Report Highlights:
- By region, the Asia Pacific region accounted for the largest revenue share of more than 45% of the global market because of the high level of internet penetration in the region
- By type, the file streaming segment is anticipated to grow at the fastest CAGR of more than 45% over the forecast period due to the trend of partial download so that users can launch certain sections of a videogame before it fully downloads
- By device, the smartphone segment is expected to witness the highest CAGR from 2025 to 2030, owing to the increasing power of mobile devices, which can now handle high-quality game streaming. due to the growing penetration of budget smartphones and affordable mobile data plans
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Definitions
- 1.2.1. Information analysis
- 1.2.2. Market formulation & data visualization
- 1.2.3. Data validation & publishing
- 1.3. Research Scope and Assumptions
- 1.3.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.3. Competitive Insights
Chapter 3. Cloud Gaming Market Variables, Trends, & Scope
- 3.1. Market Lineage Outlook
- 3.2. Market Dynamics
- 3.2.1. Market Driver Analysis
- 3.2.2. Market Restraint Analysis
- 3.2.3. Deployment Challenge
- 3.3. Cloud Gaming Market Analysis Tools
- 3.3.1. Deployment Analysis - Porter's
- 3.3.1.1. Bargaining power of the suppliers
- 3.3.1.2. Bargaining power of the buyers
- 3.3.1.3. Threats of substitution
- 3.3.1.4. Threats from new entrants
- 3.3.1.5. Competitive rivalry
- 3.3.2. PESTEL Analysis
- 3.3.2.1. Political landscape
- 3.3.2.2. Economic landscape
- 3.3.2.3. Social landscape
- 3.3.2.4. Technological landscape
- 3.3.2.5. Environmental landscape
- 3.3.2.6. Legal landscape
Chapter 4. Cloud Gaming Market: Type Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Cloud Gaming Market: Type Movement Analysis, 2024 & 2030 (USD Million)
- 4.3. File Streaming
- 4.3.1. File Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.4. Video Streaming
- 4.4.1. Video Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Cloud Gaming Market: Device Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Cloud Gaming Market: Device Movement Analysis, 2024 & 2030 (USD Million)
- 5.3. Smartphones
- 5.3.1. Smartphones Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.4. Tablets
- 5.4.1. Tablets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.5. Gaming Consoles
- 5.5.1. Gaming Consoles Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.6. PCs & Laptops
- 5.6.1. PCs & Laptops Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.7. Smart TVs
- 5.7.1. Smart TVs Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.8. Head-Mounted Displays
- 5.8.1. Head-Mounted Displays Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Cloud Gaming Market: Gamer Type Estimates & Trend Analysis
- 6.1. Segment Dashboard
- 6.2. Cloud Gaming Market: Gamer Type Movement Analysis, 2024 & 2030 (USD Million)
- 6.3. Casual Gamers
- 6.3.1. Casual Gamers Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4. Avid Gamers
- 6.4.1. Avid Gamers Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5. Lifestyle Gamers
- 6.5.1. Lifestyle Gamers Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Regional Estimates & Trend Analysis
- 7.1. Cloud Gaming Market by Region, 2024 & 2030
- 7.2. North America
- 7.2.1. North America Cloud Gaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
- 7.2.2. U.S.
- 7.2.2.1. Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.2.3. Canada
- 7.2.3.1. Canada Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.3. Europe
- 7.3.1. Europe Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.3.2. UK
- 7.3.2.1. UK Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.3.3. Germany
- 7.3.3.1. Germany Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.3.4. France
- 7.3.4.1. France Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.3.5. Italy
- 7.3.5.1. Italy Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.3.6. Spain
- 7.3.6.1. Spain Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4. Asia Pacific
- 7.4.1. Asia Pacific Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4.2. China
- 7.4.2.1. China Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4.3. Japan
- 7.4.3.1. Japan Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4.4. India
- 7.4.4.1. India Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4.5. South Korea
- 7.4.5.1. South Korea Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4.6. Australia
- 7.4.6.1. Australia Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.5. Latin America
- 7.5.1. Latin America Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.5.2. Brazil
- 7.5.2.1. Brazil Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.5.3. Mexico
- 7.5.3.1. Mexico Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.6. Middle East and Africa
- 7.6.1. Middle East and Africa Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.6.2. Saudi Arabia
- 7.6.2.1. Saudi Arabia Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.6.3. South Africa
- 7.6.3.1. South Africa Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.6.4. UAE
- 7.6.4.1. UAE Cloud Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 8. Competitive Landscape
- 8.1. Company Categorization
- 8.2. Company Market Positioning
- 8.3. Company Heat Map Analysis
- 8.4. Company Profiles/Listing
- 8.4.1. Amazon Web Services, Inc.
- 8.4.1.1. Participant's Overview
- 8.4.1.2. Financial Performance
- 8.4.1.3. Product Benchmarking
- 8.4.1.4. Strategic Initiatives
- 8.4.2. Apple Inc.
- 8.4.2.1. Participant's Overview
- 8.4.2.2. Financial Performance
- 8.4.2.3. Product Benchmarking
- 8.4.2.4. Strategic Initiatives
- 8.4.3. Backbone Labs
- 8.4.3.1. Participant's Overview
- 8.4.3.2. Financial Performance
- 8.4.3.3. Product Benchmarking
- 8.4.3.4. Strategic Initiatives
- 8.4.4. Electronic Arts, Inc.
- 8.4.4.1. Participant's Overview
- 8.4.4.2. Financial Performance
- 8.4.4.3. Product Benchmarking
- 8.4.4.4. Strategic Initiatives
- 8.4.5. Google LLC
- 8.4.5.1. Participant's Overview
- 8.4.5.2. Financial Performance
- 8.4.5.3. Product Benchmarking
- 8.4.5.4. Strategic Initiatives
- 8.4.6. Intel Corporation
- 8.4.6.1. Participant's Overview
- 8.4.6.2. Financial Performance
- 8.4.6.3. Product Benchmarking
- 8.4.6.4. Strategic Initiatives
- 8.4.7. International Business Machines Corporation (IBM Corporation)
- 8.4.7.1. Participant's Overview
- 8.4.7.2. Financial Performance
- 8.4.7.3. Product Benchmarking
- 8.4.7.4. Strategic Initiatives
- 8.4.8. Microsoft Corporation
- 8.4.8.1. Participant's Overview
- 8.4.8.2. Financial Performance
- 8.4.8.3. Product Benchmarking
- 8.4.8.4. Strategic Initiatives
- 8.4.9. NVIDIA Corporation
- 8.4.9.1. Participant's Overview
- 8.4.9.2. Financial Performance
- 8.4.9.3. Product Benchmarking
- 8.4.9.4. Strategic Initiatives
- 8.4.10. Sony Interactive Entertainment
- 8.4.10.1. Participant's Overview
- 8.4.10.2. Financial Performance
- 8.4.10.3. Product Benchmarking
- 8.4.10.4. Strategic Initiatives
- 8.4.11. Ubitus K.K.
- 8.4.11.1. Participant's Overview
- 8.4.11.2. Financial Performance
- 8.4.11.3. Product Benchmarking
- 8.4.11.4. Strategic Initiatives
- 8.4.12. Tencent Holdings Ltd.
- 8.4.12.1. Participant's Overview
- 8.4.12.2. Financial Performance
- 8.4.12.3. Product Benchmarking
- 8.4.12.4. Strategic Initiatives