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Cloud Gaming Market Size, Share & Industry Analysis, By Device (Smartphone, Laptop/Tablets, Personal Computer, Smart TV, and Consoles), By Streaming Type (Video Streaming and File Streaming), By End-User (Casual Gamers, Avid Gamers, and Hardcore Gamers), and Regional Forecast, 2024-2032

Last Updated: February 17, 2025 | Format: PDF | Report ID: FBI102495

 


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ATTRIBUTE

DETAILS

Study Period

2019-2032

Base Year

2023

Estimated Year

2024

Forecast Period

2024-2032

Historical Period

2019-2022

Unit

Value (USD billion)

Growth Rate

CAGR of 37.9% from 2024 to 2032

Segmentation

By Device

  • Smartphone
  • Consoles
  • Laptop/Tablets
  • Smart TV
  • Personal Computer

By Streaming Type

  • Video Streaming
  • File Streaming

By End-User

  • Casual Gamers
  • Avid Gamers
  • Hardcore Gamers

By Region

  • North America (By Device, By Streaming Type, By End-User, and By Country)
    • U.S. (By End-User)
    • Canada (By End-User)
  • Europe (By Device, By Streaming Type, By End-User, and By Country)
    • U.K. (By End-User)
    • Germany (By End-User)
    • France (By End-User)
    • Rest of Europe
  • Asia Pacific (By Device, By Streaming Type, By End-User, and By Country)
    • China (By End-User)
    • Japan (By End-User)
    • India (By End-User)
    • Southeast Asia (By End-User)
    • Rest of Asia Pacific
  • Middle East & Africa (By Device, By Streaming Type, By End-User, and By Country)
    • GCC (By End-User)
    • South Africa (By End-User)
    • Rest of Middle East & Africa
  • Latin America (By Device, By Streaming Type, By End-User, and By Country)
    • Brazil (By End-User)
    • Mexico (By End-User)
    • Rest of Latin America
  • 2019-2032
  • 2023
  • 2019-2022
  • 140
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