Cloud Gaming Market: Current Analysis and Forecast (2022-2028)


Emphasis on Offerings (Infrastructure, Gaming Platform Services); Device (Smartphones, Tablets, Gaming Consoles, Pc and Laptops, Smart TVs, HMD); Solutions (Video streaming, File streaming.) and Region/ Country







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Research Methodology

Report Description

Cloud Gaming Market
Cloud Gaming Market

Global Cloud Gaming Market is expected to grow at a significant rate of around 43% during the forecast period. Cloud gaming refers to a type of onlline gaming where the game runs on a remote server and is streamed to the player’s device over the internet, rather than being run on the player’s local hardware. This allows players to play high-end games on devices that may not have the necessary hardware specifications to run the game locally, as all the processing is done on the remote server.

The cloud gaming market is driven by several factors, including the increasing demand for high-quality and accessible gaming experiences, the growth of mobile and internet-connected devices, and the advancement of cloud computing technology. The rise of 5G networks also plays a significant role in the growth of cloud gaming, as it enables faster and more reliable internet connectivity, allowing for a seamless gaming experience. For instance, according to a forecast by Ericsson, there will be 1.9 billion 5G subscriptions worldwide by the end of 2023. In addition, the increasing availability of subscription-based gaming services and the growing popularity of online multiplayer games also contribute to the growth of the cloud gaming market. The rise of e-sports and the increasing number of professional gamers also contribute to the growth of cloud gaming, as they require high-performance systems and low latency to compete effectively. The cloud gaming market is expected to continue its growth in the coming years, as more and more players demand an immersive and seamless gaming experience.

Insights Presented in the Report

“Amongst offering, game platform services accounted for the majority share in the market in 2020”

Based on the offering, the cloud gaming market is segmented into, infrastructure and gaming platform services. The game platform services held the largest share in the cloud gaming market offering, owing to the growing demand for both content and PC service. Cloud gaming allows playing PC games on nearly any device on the go, which earlier required expensive flashy hardware. Sony’s PlayStation, Blade’s Shadow, GeForce NOW, and Blacknut are some of the major companies providing gaming platform services. The launch of Google’s Stadia and Microsoft XCloud are expected to further drive the platform service market.

“Amongst Device type, Smartphone is expected to witness highest CAGR during the forecast period”

The device type is segmented into smartphones, tablets, gaming consoles, pc and laptops, smart TVs, and HMD. The global cloud gaming market share is dominated by smartphones and is anticipated to maintain its dominance in the upcoming years. With the rapid rise in mobile gaming in recent years, smartphones are anticipated to gain market traction in the coming years. One of the benefits of this technology is its cost-effectiveness. It is way too expensive to constantly upgrade the consoles and PCs to uphold the game performance. Moreover, the growing smartphone-specific gaming tournaments are also expected to significantly influence the market growth during the forecast period.

 “North America to witness significant growth during the forecast period”

The North America region is expected to witness a considerable CAGR and is expected to maintain similar growth throughout the forecast period. The growing adoption is mainly attributed to the factors such as increasing internet speed and connectivity, growing demand for gaming, and new gaming technologies. Furthermore, the growing availability of affordable gaming devices in the region. Furthermore, the growing advancements in cloud technology and growing investment in the refinement of the technology is expected to drive the market during the forecast period. Furthermore, the presence of key market players in the industry is expected to influence market growth during the forecast period.

Reasons to buy this report:

  • The study includes market sizing and forecasting analysis validated by authenticated key industry experts.
  • The report presents a quick review of overall industry performance at one glance.
  • The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.
  • Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.
  • The study comprehensively covers the market across different segments.
  • Deep dive regional level analysis of the industry.

Customization Options:

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1.1.Market Definitions
1.4.Currency used in Report
2.1.Research Process of the Cloud Gaming Market
2.2.Research Methodology of the Cloud Gaming Market
2.3.Forecasting Method
2.4.Respondent Profile
2.5.Main Objective of the Cloud Gaming Study
6.1.Gaming Platform Service
 6.1.1.Content Services
 6.1.2.PC Services
7.3.Gaming consoles
7.4.Pc and laptop
7.5.Smart tv 
8.1.Video Streaming
8.2.File Streaming
9.1.North America  
 9.1.3.Rest of North America
 9.2.6.Rest of Europe
 9.3.4.South Korea
 9.3.5.Rest of Asia-Pacific
9.4.Rest of World  
10.1.Market Drivers
10.2.Market Challenges
10.3.Impact Analysis
14.1.NVIDIA Corporation 
14.2.Microsoft, Inc 
14.4.Advanced Micro Devices, Inc
14.5.Sony Corporation 
14.8.Alibaba Group Holding Limited
14.10.Intel Corporation 
16.1.Carbon Credit Capital
16.3.Forest Carbon
16.5.NativeEnergy Inc.
16.6.GreenTree Global
16.7.South Pole
16.9.Allcot Group
16.10.Carbon Clear

Research Methodology

Research Methodology for the Global Cloud Gaming Market Analysis (2021-2027)

Analyzing the historical market, estimating the current market, and forecasting the future market of the global cloud gaming market were the three major steps undertaken to create and analyze the adoption of cloud gaming in major regions globally. Exhaustive secondary research was conducted to collect the historical market numbers and estimate the current market size. Secondly, to validate these insights, numerous findings and assumptions were taken into consideration. Moreover, exhaustive primary interviews were also conducted, with industry experts across the value chain of the global cloud gaming market. Post assumption and validation of market numbers through primary interviews, we employed a top-down/bottom-up approach to forecasting the complete market size. Thereafter, market breakdown and data triangulation methods were adopted to estimate and analyze the market size of segments and sub-segments the industry pertains to. Detailed methodology is explained below:

Analysis of Historical Market Size

Step 1: In-Depth Study of Secondary Sources:

Detail secondary study was conducted to obtain the historical market size of the cloud gaming market through company internal sources such as annual reports & financial statements, performance presentations, press releases, etc., and external sources including journals, news & articles, government publications, competitor publications, sector reports, third-party database, and other credible publications.

Step 2: Market Segmentation:

After obtaining the historical market size of the cloud gaming market, we conducted a detailed secondary analysis to gather historical market insights and share for different segments & sub-segments for major regions. Major segments included in the report as an offering, device type, and solutions. Further country-level analyses were conducted to evaluate the overall adoption of testing models in that region.

Step 3: Factor Analysis:

After acquiring the historical market size of different segments and sub-segments, we conducted a detailed factor analysis to estimate the current market size of the cloud gaming market. Further, we conducted factor analysis using dependent and independent variables such as various offerings, device types, and solutions for cloud gaming. A thorough analysis was conducted for demand and supply-side scenarios considering top partnerships, mergers and acquisitions, business expansion, and product launches in the cloud gaming market sector across the globe.

Current Market Size Estimate & Forecast

Current Market Sizing: Based on actionable insights from the above 3 steps, we arrived at the current market size, key players in the global cloud gaming market, and market shares of the segments. All the required percentage shares split, and market breakdowns were determined using the above-mentioned secondary approach and were verified through primary interviews.

Estimation & Forecasting: For market estimation and forecast, weights were assigned to different factors including drivers & trends, restraints, and opportunities available for the stakeholders. After analyzing these factors, relevant forecasting techniques i.e., top-down/bottom-up approach was applied to arrive at the market forecast about 2027 for different segments and sub-segments across the major markets globally. The research methodology adopted to estimate the market size encompasses:

  • The industry’s market size, in terms of revenue (USD) and the adoption rate of cloud gaming market across the major markets domestically
  • All percentage shares, splits, and breakdowns of market segments and sub-segments
  • Key players in the global cloud gaming market in terms of solutions offered. Also, the growth strategies adopted by these players to compete in the fast-growing market

Market Size and Share Validation

Primary Research: In-depth interviews were conducted with the Key Opinion Leaders (KOLs) including Top Level Executives (CXO/VPs, Sales Head, Marketing Head, Operational Head, and Regional Head, Country Head, etc.) across major regions. Primary research findings were then summarized, and statistical analysis was performed to prove the stated hypothesis. Inputs from primary research were consolidated with secondary findings, hence turning information into actionable insights.

Split of Primary Participants in Different Regions

Cloud Gaming Market
Cloud Gaming Market

Market Engineering

Data triangulation technique was employed to complete the overall market estimation and to arrive at precise statistical numbers of each segment and sub-segment of the global cloud gaming market. Data was split into several segments & sub-segments post studying various parameters and trends in the areas of offering and solution in the global cloud gaming market.

The main objective of the Global Cloud gaming Market Study

The current & future market trends of the global cloud gaming market were pinpointed in the study. Investors can gain strategic insights to base their discretion for investments on the qualitative and quantitative analysis performed in the study. Current and future market trends determined the overall attractiveness of the market at a regional level, providing a platform for the industrial participant to exploit the untapped market to benefit from a first-mover advantage. Other quantitative goals of the studies include:

  • Analyze the current and forecast market size of the cloud gaming market in terms of value (USD). Also, analyze the current and forecast market size of different segments and sub-segments
  • Segments in the study include areas of offering, device type, and solution.
  • Define and analysis of the regulatory framework for the cloud gaming market industry.
  • Analyze the value chain involved with the presence of various intermediaries, along with analyzing customer and competitor behaviors of the industry.
  • Analyze the current and forecast market size of the cloud gaming market for the major region.
  • Major countries of regions studied in the report include Asia Pacific, Europe, North America, and Rest of the world.
  • Company profiles of the Cloud gaming market and the growth strategies adopted by the market players to sustain in the fast-growing market
  • Deep dive regional level analysis of the industry

You can also purchase parts of this report. Do you want to check out a section wise
price list?