시장보고서
상품코드
1875760

세계의 클라우드 게임 : 시장 점유율과 순위, 전체 판매량 및 수요 예측(2025-2031년)

Cloud Gaming - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

세계의 클라우드 게임 시장 규모는 2024년에 38억 4,500만 달러로 추정되며, 2025-2031년의 예측 기간에 CAGR 30.4%로 성장하여 2031년까지 221억 4,800만 달러에 달할 것으로 예측됩니다.

클라우드 컴퓨팅의 급속한 성장과 함께 데이터 수집과 정보 공유는 더욱 높은 수준으로 발전하여 전통적인 계산 처리를 대체하고 있습니다. 모든 분야에서 클라우드를 활용하는 여러 기술이 정보기술 혁명에 적응하기 위해 발전하고 있으며, 그 중 하나가 클라우드 게임입니다.

기술 통합 가속화: AI를 통한 동적 리소스 스케줄링과 블록체인 저작권 보호로 클라우드 게임의 보안과 원활함을 향상시킬 수 있습니다.

비즈니스 모델 혁신 : 광고 수익 배분(예: Whale Cloud Wander)과 산업을 넘나드는 회원 서비스(예: Xbox+Netflix)가 새로운 수익원이 될 것입니다.

생태계 협력 심화: 통신사(차이나 모바일), 하드웨어 업체(화웨이 클라우드), 컨텐츠 제공업체가 공동으로 클라우드 게임 표준 연합을 설립.

클라우드 게임은 기술 검증 단계에서 대규모 상용화로 넘어가고 있습니다. 2025년부터 2029년까지 5G 인프라 확충 및 개선, AI를 통한 비용 절감 및 효율화, 사용자 습관 정착이라는 세 가지 추진력으로 보급률이 12%에서 30%로 비약적으로 확대될 것으로 예측됩니다.

이 보고서는 세계 클라우드 게임 시장에 대해 총 매출액, 주요 기업의 시장 점유율 및 순위에 초점을 맞추고 지역/국가, 유형 및 용도별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

클라우드 게임 시장 규모, 추정치 및 예측은 2024년을 기준 연도로 하여 2020년에서 2031년까지의 기간 동안 과거 데이터와 예측 데이터를 포함하는 매출 수익으로 제시됩니다. 정량적, 정성적 분석을 통해 독자들이 비즈니스/성장 전략을 수립하고, 시장 경쟁 구도를 평가하고, 현재 시장에서의 위치를 분석하고, 클라우드 게임에 대한 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

시장 세분화

기업별

  • Sony
  • GameFly(EA)
  • Nvidia
  • Ubitus
  • Meta(PlayGiga)
  • Crytek GmbH
  • PlayKey
  • Utomik(Kalydo)
  • Alibaba Cloud
  • Baidu
  • BiYun Technology
  • Haima Cloud
  • Migu Interactive Entertainment
  • Cheersu Cloud
  • vClusters
  • TENCENT PIONEER CLOUD GAMES
  • WL Times
  • Huawei

유형별 부문

  • 비디오 스트리밍
  • 파일 스트리밍

용도별 부문

  • PC
  • 커넥티드 TV
  • 태블릿
  • 스마트폰

지역별

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 동남아시아
    • 인도
    • 호주
    • 기타 아시아태평양
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 네덜란드
    • 북유럽 국가
    • 기타 유럽
  • 라틴아메리카
    • 멕시코
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 튀르키예
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 기타 중동 및 아프리카
LSH 25.12.09

자주 묻는 질문

  • 클라우드 게임 시장 규모는 어떻게 예측되나요?
  • 클라우드 게임의 기술 통합은 어떤 방식으로 이루어지나요?
  • 클라우드 게임의 비즈니스 모델 혁신은 어떤 방향으로 진행되고 있나요?
  • 클라우드 게임의 보급률은 어떻게 변화할 것으로 예상되나요?
  • 클라우드 게임 시장의 주요 기업은 어디인가요?
  • 클라우드 게임 시장은 어떤 지역에서 성장하고 있나요?

The global market for Cloud Gaming was estimated to be worth US$ 3845 million in 2024 and is forecast to a readjusted size of US$ 22148 million by 2031 with a CAGR of 30.4% during the forecast period 2025-2031.

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.

Technological integration accelerates: AI dynamic resource scheduling and blockchain copyright protection will enhance the security and smoothness of cloud gaming;

Business model innovation: Advertising sharing (such as Whale Cloud Wander) and cross-industry memberships (such as Xbox + Netflix) have become new profit points;

Ecological collaboration deepens: Telecommunication operators (China Mobile), hardware providers (Huawei Cloud), and content providers jointly establish a cloud gaming standard alliance.

Cloud gaming is transitioning from the verification period of technology to large-scale commercialization. From 2025 to 2029, it will rely on three driving forces: the improvement and expansion of 5G infrastructure, the reduction of costs and increase in efficiency through AI, and the formation of user habits, to achieve a leap in penetration rate from 12% to 30%.

This report aims to provide a comprehensive presentation of the global market for Cloud Gaming, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Cloud Gaming by region & country, by Type, and by Application.

The Cloud Gaming market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Cloud Gaming.

Market Segmentation

By Company

  • Sony
  • GameFly (EA)
  • Nvidia
  • Ubitus
  • Meta(PlayGiga)
  • Crytek GmbH
  • PlayKey
  • Utomik (Kalydo)
  • Alibaba Cloud
  • Baidu
  • BiYun Technology
  • Haima Cloud
  • Migu Interactive Entertainment
  • Cheersu Cloud
  • vClusters
  • TENCENT PIONEER CLOUD GAMES
  • WL Times
  • Huawei

Segment by Type

  • Video Streaming
  • File Streaming

Segment by Application

  • PC
  • Connected TV
  • Tablet
  • Smartphone

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Cloud Gaming company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Revenue of Cloud Gaming in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of Cloud Gaming in country level. It provides sigmate data by Type, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Cloud Gaming Product Introduction
  • 1.2 Global Cloud Gaming Market Size Forecast (2020-2031)
  • 1.3 Cloud Gaming Market Trends & Drivers
    • 1.3.1 Cloud Gaming Industry Trends
    • 1.3.2 Cloud Gaming Market Drivers & Opportunity
    • 1.3.3 Cloud Gaming Market Challenges
    • 1.3.4 Cloud Gaming Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Cloud Gaming Players Revenue Ranking (2024)
  • 2.2 Global Cloud Gaming Revenue by Company (2020-2025)
  • 2.3 Key Companies Cloud Gaming Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Cloud Gaming Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Cloud Gaming
  • 2.6 Cloud Gaming Market Competitive Analysis
    • 2.6.1 Cloud Gaming Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Cloud Gaming Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Cloud Gaming as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Video Streaming
    • 3.1.2 File Streaming
  • 3.2 Global Cloud Gaming Sales Value by Type
    • 3.2.1 Global Cloud Gaming Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Cloud Gaming Sales Value, by Type (2020-2031)
    • 3.2.3 Global Cloud Gaming Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 PC
    • 4.1.2 Connected TV
    • 4.1.3 Tablet
    • 4.1.4 Smartphone
  • 4.2 Global Cloud Gaming Sales Value by Application
    • 4.2.1 Global Cloud Gaming Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Cloud Gaming Sales Value, by Application (2020-2031)
    • 4.2.3 Global Cloud Gaming Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Cloud Gaming Sales Value by Region
    • 5.1.1 Global Cloud Gaming Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Cloud Gaming Sales Value by Region (2020-2025)
    • 5.1.3 Global Cloud Gaming Sales Value by Region (2026-2031)
    • 5.1.4 Global Cloud Gaming Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Cloud Gaming Sales Value, 2020-2031
    • 5.2.2 North America Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Cloud Gaming Sales Value, 2020-2031
    • 5.3.2 Europe Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Cloud Gaming Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Cloud Gaming Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Cloud Gaming Sales Value, 2020-2031
    • 5.5.2 South America Cloud Gaming Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Cloud Gaming Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Cloud Gaming Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Cloud Gaming Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Cloud Gaming Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Cloud Gaming Sales Value, 2020-2031
    • 6.3.2 United States Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Cloud Gaming Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Cloud Gaming Sales Value, 2020-2031
    • 6.4.2 Europe Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Cloud Gaming Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Cloud Gaming Sales Value, 2020-2031
    • 6.5.2 China Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Cloud Gaming Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Cloud Gaming Sales Value, 2020-2031
    • 6.6.2 Japan Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Cloud Gaming Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Cloud Gaming Sales Value, 2020-2031
    • 6.7.2 South Korea Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Cloud Gaming Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Cloud Gaming Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Cloud Gaming Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Cloud Gaming Sales Value, 2020-2031
    • 6.9.2 India Cloud Gaming Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Cloud Gaming Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Sony
    • 7.1.1 Sony Profile
    • 7.1.2 Sony Main Business
    • 7.1.3 Sony Cloud Gaming Products, Services and Solutions
    • 7.1.4 Sony Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Sony Recent Developments
  • 7.2 GameFly (EA)
    • 7.2.1 GameFly (EA) Profile
    • 7.2.2 GameFly (EA) Main Business
    • 7.2.3 GameFly (EA) Cloud Gaming Products, Services and Solutions
    • 7.2.4 GameFly (EA) Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.2.5 GameFly (EA) Recent Developments
  • 7.3 Nvidia
    • 7.3.1 Nvidia Profile
    • 7.3.2 Nvidia Main Business
    • 7.3.3 Nvidia Cloud Gaming Products, Services and Solutions
    • 7.3.4 Nvidia Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Nvidia Recent Developments
  • 7.4 Ubitus
    • 7.4.1 Ubitus Profile
    • 7.4.2 Ubitus Main Business
    • 7.4.3 Ubitus Cloud Gaming Products, Services and Solutions
    • 7.4.4 Ubitus Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Ubitus Recent Developments
  • 7.5 Meta(PlayGiga)
    • 7.5.1 Meta(PlayGiga) Profile
    • 7.5.2 Meta(PlayGiga) Main Business
    • 7.5.3 Meta(PlayGiga) Cloud Gaming Products, Services and Solutions
    • 7.5.4 Meta(PlayGiga) Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.5.5 Meta(PlayGiga) Recent Developments
  • 7.6 Crytek GmbH
    • 7.6.1 Crytek GmbH Profile
    • 7.6.2 Crytek GmbH Main Business
    • 7.6.3 Crytek GmbH Cloud Gaming Products, Services and Solutions
    • 7.6.4 Crytek GmbH Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Crytek GmbH Recent Developments
  • 7.7 PlayKey
    • 7.7.1 PlayKey Profile
    • 7.7.2 PlayKey Main Business
    • 7.7.3 PlayKey Cloud Gaming Products, Services and Solutions
    • 7.7.4 PlayKey Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.7.5 PlayKey Recent Developments
  • 7.8 Utomik (Kalydo)
    • 7.8.1 Utomik (Kalydo) Profile
    • 7.8.2 Utomik (Kalydo) Main Business
    • 7.8.3 Utomik (Kalydo) Cloud Gaming Products, Services and Solutions
    • 7.8.4 Utomik (Kalydo) Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Utomik (Kalydo) Recent Developments
  • 7.9 Alibaba Cloud
    • 7.9.1 Alibaba Cloud Profile
    • 7.9.2 Alibaba Cloud Main Business
    • 7.9.3 Alibaba Cloud Cloud Gaming Products, Services and Solutions
    • 7.9.4 Alibaba Cloud Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.9.5 Alibaba Cloud Recent Developments
  • 7.10 Baidu
    • 7.10.1 Baidu Profile
    • 7.10.2 Baidu Main Business
    • 7.10.3 Baidu Cloud Gaming Products, Services and Solutions
    • 7.10.4 Baidu Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Baidu Recent Developments
  • 7.11 BiYun Technology
    • 7.11.1 BiYun Technology Profile
    • 7.11.2 BiYun Technology Main Business
    • 7.11.3 BiYun Technology Cloud Gaming Products, Services and Solutions
    • 7.11.4 BiYun Technology Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.11.5 BiYun Technology Recent Developments
  • 7.12 Haima Cloud
    • 7.12.1 Haima Cloud Profile
    • 7.12.2 Haima Cloud Main Business
    • 7.12.3 Haima Cloud Cloud Gaming Products, Services and Solutions
    • 7.12.4 Haima Cloud Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.12.5 Haima Cloud Recent Developments
  • 7.13 Migu Interactive Entertainment
    • 7.13.1 Migu Interactive Entertainment Profile
    • 7.13.2 Migu Interactive Entertainment Main Business
    • 7.13.3 Migu Interactive Entertainment Cloud Gaming Products, Services and Solutions
    • 7.13.4 Migu Interactive Entertainment Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.13.5 Migu Interactive Entertainment Recent Developments
  • 7.14 Cheersu Cloud
    • 7.14.1 Cheersu Cloud Profile
    • 7.14.2 Cheersu Cloud Main Business
    • 7.14.3 Cheersu Cloud Cloud Gaming Products, Services and Solutions
    • 7.14.4 Cheersu Cloud Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.14.5 Cheersu Cloud Recent Developments
  • 7.15 vClusters
    • 7.15.1 vClusters Profile
    • 7.15.2 vClusters Main Business
    • 7.15.3 vClusters Cloud Gaming Products, Services and Solutions
    • 7.15.4 vClusters Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.15.5 vClusters Recent Developments
  • 7.16 TENCENT PIONEER CLOUD GAMES
    • 7.16.1 TENCENT PIONEER CLOUD GAMES Profile
    • 7.16.2 TENCENT PIONEER CLOUD GAMES Main Business
    • 7.16.3 TENCENT PIONEER CLOUD GAMES Cloud Gaming Products, Services and Solutions
    • 7.16.4 TENCENT PIONEER CLOUD GAMES Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.16.5 TENCENT PIONEER CLOUD GAMES Recent Developments
  • 7.17 WL Times
    • 7.17.1 WL Times Profile
    • 7.17.2 WL Times Main Business
    • 7.17.3 WL Times Cloud Gaming Products, Services and Solutions
    • 7.17.4 WL Times Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.17.5 WL Times Recent Developments
  • 7.18 Huawei
    • 7.18.1 Huawei Profile
    • 7.18.2 Huawei Main Business
    • 7.18.3 Huawei Cloud Gaming Products, Services and Solutions
    • 7.18.4 Huawei Cloud Gaming Revenue (US$ Million) & (2020-2025)
    • 7.18.5 Huawei Recent Developments

8 Industry Chain Analysis

  • 8.1 Cloud Gaming Industrial Chain
  • 8.2 Cloud Gaming Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Cloud Gaming Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Cloud Gaming Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제