Cloud Gaming
A Global Strategic Business Report
MCP-7658
WHAT'S BEHIND OUR DATA?
140857226
DOMAIN TRANSCRIPTS6080276
BRANDS TRACKED1729341
FEATURED COMPANIES22574
TOPICS COVERED82719
MARKET SEGMENTS91
KEY INDUSTRIES1574
CURATION TEAM4761909
DECISION MAKERSEXECUTIVE ENGAGEMENTS BY TIER (41280)
3238
CXO3167
VICE PRESIDENT10296
DIRECTOR20584
MANAGER3995
MARKETINGHIGHLIGHTS & REPORT INDEX
Global Cloud Gaming Market to Reach US$105.6 Billion by 2030
The global market for Cloud Gaming estimated at US$7.8 Billion in the year 2024, is expected to reach US$105.6 Billion by 2030, growing at a CAGR of 54.2% over the analysis period 2024-2030. Gaming Platform Services, one of the segments analyzed in the report, is expected to record a 57.6% CAGR and reach US$88.9 Billion by the end of the analysis period. Growth in the Infrastructure segment is estimated at 41.9% CAGR over the analysis period.
The U.S. Market is Estimated at US$2.5 Billion While China is Forecast to Grow at 50.3% CAGR
The Cloud Gaming market in the U.S. is estimated at US$2.5 Billion in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$13.5 Billion by the year 2030 trailing a CAGR of 50.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 47.8% and 44.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 34.4% CAGR.
Cloud Gaming - Key Trends and Drivers Summarized
Cloud gaming, also known as gaming-as-a-service, represents a revolutionary shift in the gaming industry by allowing users to play video games hosted on remote servers. This technology eliminates the need for powerful local hardware, as all rendering and processing are handled by data centers. Players interact with the game through their devices, streaming the gameplay over the internet, similar to how video streaming services like Netflix operate. This shift from traditional gaming, which required downloading and installing games on a device, to cloud gaming, which streams games directly, has significant implications for accessibility and convenience. Users can now enjoy high-quality games on a wide range of devices without the need for high-end gaming hardware, provided they have a stable internet connection.
Cloud gaming offers numerous benefits, including scalability and cost efficiency. Users can access a vast library of games through subscription models, which are becoming increasingly popular. These models offer access to a wide array of games for a monthly or yearly fee, much like streaming services for movies and music. This setup reduces the overall cost for gamers, who no longer need to invest in expensive hardware or frequent upgrades to play the latest titles. Additionally, cloud gaming platforms are typically compatible with various controllers and can be played on multiple devices, including smartphones, tablets, PCs, and consoles, making gaming more accessible and flexible. This cross-platform play is a significant advantage, allowing gamers to switch between devices without losing progress, further enhancing the user experience.
The growth of cloud gaming is propelled by several key drivers. The deployment of 5G networks is a major catalyst, providing the high bandwidth and low latency necessary for a seamless gaming experience on mobile devices. Edge computing also plays a crucial role by processing data closer to the user, reducing latency and improving performance. The integration of artificial intelligence (AI) and machine learning (ML) enhances game development and user experience by optimizing performance, predicting user preferences, and providing personalized content. The shift towards subscription-based models aligns with consumer behavior seen in other media industries, making it easier for users to access a diverse game library. Additionally, the proliferation of mobile devices has boosted mobile gaming, and cloud gaming leverages this trend by offering high-quality gaming experiences on these devices. The demand for instant access to content, environmental considerations, and enhanced social and interactive features within cloud gaming platforms also contribute to its rising popularity. These factors collectively position cloud gaming as a dynamic and integral part of the future gaming landscape.
SCOPE OF STUDY
The report analyzes the Cloud Gaming market by the following Segments, and Geographic Regions/Countries:
Segments:
Offering (Gaming Platform Services, Infrastructure); Solution (Video Streaming, File Streaming); Device (Gaming Consoles, Smartphones, PCs, Tablets, Other Devices); Consumer Type (Avid Gamers, Casual Gamers, Hardcore Gamers).
Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World..
SELECT PLAYERS
Amazon Web Services, Inc.; Cirrascale Corporation; GameFly Inc.; Google Inc.; IBM Corp.; Leap Computing Inc.; LiquidSky Software Inc.; Microsoft Corp.; NVIDIA Corporation; PlayGiga; Playkey; Sony Interactive Entertainment LLC; TransGaming Interactive UK Ltd.; Ubitus Inc.; Utomik Inc.; Valve Corporation; Zynga Inc.
AI INTEGRATIONS
We’re transforming market and competitive intelligence with validated expert content and AI tools.
Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.
TARIFF IMPACT FACTOR
Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.
TABLE OF CONTENTS
| I. METHODOLOGY |
| II. EXECUTIVE SUMMARY |
| 1. MARKET OVERVIEW |
| Influencer Market Insights |
| Tariff Impact on Global Supply Chain Patterns |
| Cloud Gaming – Global Key Competitors Percentage Market Share in 2024 (E) |
| Competitive Market Presence - Strong/Active/Niche/Trivial for 13 Players Worldwide in 2024 (E) |
| 2. FOCUS ON SELECT PLAYERS |
| 3. MARKET TRENDS & DRIVERS |
| Growing Adoption of High-Speed Internet and 5G Networks |
| Advancements in Cloud Computing Technologies |
| Rising Demand for Cross-Platform Gaming Solutions |
| Increasing Availability of Subscription-Based Gaming Services |
| Impact of Artificial Intelligence and Machine Learning on Cloud Gaming |
| Expansion of Cloud Gaming Libraries and Content Offerings |
| Consumer Shift Towards On-Demand Gaming and Digital Distribution |
| Influence of Major Tech Companies Entering the Cloud Gaming Market |
| Growth of Mobile Gaming and Accessibility on Multiple Devices |
| Rising Investments and Funding in Cloud Gaming Startups |
| Integration of Augmented Reality (AR) and Virtual Reality (VR) in Cloud Gaming |
| Market Penetration of Game Streaming Platforms and Services |
| Development of Cloud Gaming Infrastructure and Data Centers |
| Impact of COVID-19 Pandemic on Cloud Gaming Market Growth |
| Challenges Related to Bandwidth and Network Reliability |
| Consumer Preferences for High-Quality Graphics and Immersive Gameplay |
| Influence of E-Sports and Competitive Gaming on Cloud Gaming Adoption |
| Emerging Markets and Growth Opportunities in Developing Regions |
| 4. GLOBAL MARKET PERSPECTIVE |
| World Cloud Gaming Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030 |
| World Recent Past, Current & Future Analysis for Cloud Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Gaming Platform Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Gaming Platform Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Infrastructure by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Infrastructure by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Video Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Video Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for File Streaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for File Streaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Gaming Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Gaming Consoles by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Smartphones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Smartphones by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for PCs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for PCs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Tablets by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Tablets by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Other Devices by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Other Devices by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Avid Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Avid Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Casual Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Casual Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| World Recent Past, Current & Future Analysis for Hardcore Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| World 6-Year Perspective for Hardcore Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030 |
| III. MARKET ANALYSIS |
| UNITED STATES |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E) |
| USA Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| USA 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| USA Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| USA 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| USA Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| USA 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| USA Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| USA 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| CANADA |
| Canada Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Canada 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Canada Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Canada 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Canada Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Canada 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Canada Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Canada 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| JAPAN |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E) |
| Japan Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Japan 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Japan Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Japan 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Japan Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Japan 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Japan Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Japan 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| CHINA |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E) |
| China Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| China 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| China Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| China 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| China Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| China 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| China Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| China 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| EUROPE |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E) |
| Europe Recent Past, Current & Future Analysis for Cloud Gaming by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| Europe 6-Year Perspective for Cloud Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030 |
| Europe Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Europe 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Europe Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Europe 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Europe Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Europe 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Europe Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Europe 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| FRANCE |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E) |
| France Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| France 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| France Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| France 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| France Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| France 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| France Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| France 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| GERMANY |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E) |
| Germany Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Germany 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Germany Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Germany 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Germany Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Germany 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Germany Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Germany 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| ITALY |
| Italy Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Italy 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Italy Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Italy 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Italy Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Italy 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Italy Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Italy 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| UNITED KINGDOM |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E) |
| UK Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| UK 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| UK Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| UK 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| UK Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| UK 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| UK Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| UK 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| REST OF EUROPE |
| Rest of Europe Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of Europe 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Rest of Europe Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of Europe 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Rest of Europe Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of Europe 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Rest of Europe Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of Europe 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| ASIA-PACIFIC |
| Cloud Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E) |
| Asia-Pacific Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Asia-Pacific 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Asia-Pacific Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Asia-Pacific 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Asia-Pacific Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Asia-Pacific 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Asia-Pacific Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Asia-Pacific 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
| REST OF WORLD |
| Rest of World Recent Past, Current & Future Analysis for Cloud Gaming by Offering - Gaming Platform Services and Infrastructure - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of World 6-Year Perspective for Cloud Gaming by Offering - Percentage Breakdown of Value Sales for Gaming Platform Services and Infrastructure for the Years 2025 & 2030 |
| Rest of World Recent Past, Current & Future Analysis for Cloud Gaming by Solution - Video Streaming and File Streaming - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of World 6-Year Perspective for Cloud Gaming by Solution - Percentage Breakdown of Value Sales for Video Streaming and File Streaming for the Years 2025 & 2030 |
| Rest of World Recent Past, Current & Future Analysis for Cloud Gaming by Device - Gaming Consoles, Smartphones, PCs, Tablets and Other Devices - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of World 6-Year Perspective for Cloud Gaming by Device - Percentage Breakdown of Value Sales for Gaming Consoles, Smartphones, PCs, Tablets and Other Devices for the Years 2025 & 2030 |
| Rest of World Recent Past, Current & Future Analysis for Cloud Gaming by Consumer Type - Avid Gamers, Casual Gamers and Hardcore Gamers - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR |
| Rest of World 6-Year Perspective for Cloud Gaming by Consumer Type - Percentage Breakdown of Value Sales for Avid Gamers, Casual Gamers and Hardcore Gamers for the Years 2025 & 2030 |
COMPETITIVE METRICS
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Our robust permission-based engagement strategy requires a one-time double opt-in and/or re-consent for all users. We will re-establish consent once a year from date of last use. Both these practices exceed GDPR mandates.
What we store: Primary coordinates such as email, company address and phone. In-house developed influencer rank.
How we store: Encrypted and additionally secured by firewalls.
How we use your data: Only to contact you directly. We never share your coordinates with any individual or entity outside our company for any reason.
Privacy queries: [email protected]