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Cloud Gaming Market to Reach USD 56.57 Billion by 2027; Announcement of Project xCloud by Microsoft to Foster Growth

March 20, 2020 | Information & Technology

The global cloud gaming addressable market size is predicted to reach USD 56.57 billion by 2027. The growing popularity of online streaming games will contribute positively to the growth of the cloud gaming market. In addition, the rising application of VR and AR technology in gaming will boost the cloud gaming market revenue during the forecast period, mentioned in a report, titled Cloud Gaming Market Size, Share & Industry Analysis, By Device (Smartphone, Laptop/Tablets, Personal Computer (PC), Smart TV and Consoles), By Streaming Type (File Streaming and Video Streaming), By End-Users (Business to Business (B2B) and Business to Consumers (B2C)), and Regional Forecast, 2020-2027” the market size stood at USD 12.53 billion and is predicted to exhibit a CAGR of 15.7% between 2020 to 2027.

Adoption of IBM Cloud for RemoteMyApp to Propel Market

IBM, an American multinational technology company headquartered in Armonk announced the implementation of IBM Cloud in Polish start-up RemoteMyApp for increasing global reach and scaling of its Vortex gaming platform. The new development of the company can be a crucial factor in boosting the cloud gaming market growth in the forthcoming years. The Vortex gaming platform will allow users to play games anywhere in the world on almost any device, such as smartphones, tablets, or smart TV –via the application, without downloading the game. Moreover, the IBM Cloud enables the Vortex platform to offer high-performance computing services with GPU graphics cards. With the utilization of powerful servers hosted in several of the nearly 60 IBM Data Centers around the world, Vortex can handle an infinite number of players from all continents without any loss in efficiency or quality of services and with the lowest possible latency. Besides, the collaborative improvement between the companies will aid the sales of video games and surge the entertainment industry, which in turn will facilitate the cloud gaming market value.

To get a detailed report summary and research scope of this market, click here:


Latency in Video Games to Obstruct Market Expansion

The high cost associated with the purchase of internet connection with specific bandwidth will be a critical factor expected to dampen the cloud gaming market revenue during the forecast period. Streaming games on a cloud platform requires a low latency network and high bitrates with the required bandwidth. If the necessary network and bandwidth requirements are not meet, latency and responsiveness can act as a hindrance in online gaming. Besides, the telecom providers are focused on the introduction of high-speed connectivity, and companies such as Google LLC, Microsoft Corporation are investing in data servers, which in turn will accelerate the market growth in the foreseeable future.

Launch of Advanced Games by Key Players to Enhance Market Competition

The introduction of innovative games by major players will create new growth opportunities for the market. For instance, Google Stadia announced to launch more games allowing the platform to provide above 100 games on its platforms in 4k content. Moreover, Microsoft launched a game streaming service called project xCloud, which enables users to stream games from any device such as tablets, smartphones, consoles, and others.

The Report Lists the Key Companies in the Cloud Gaming Market

  • Microsoft Corporation (United States)

  • NVIDIA (United States)

  • Ubitus (Taiwan)

  • Vortex (United States)

  • Google Inc. (United States)

  • Amazon (United States)

Further Report Findings

Regional Insights: The market in Asia Pacific is predicted to grow significantly in the forthcoming years owing to the penetration of smartphones in the region. The growing gaming industry in China will also contribute to the growth of the market in the region. The market in North America generated a revenue of USD 4.09 billion in 2018 and is predicted to grow rapidly during the forecast period.

Leading Segment: Smartphones accounted for the lion’s share in 2018 and is predicted to rise profoundly in the forthcoming years owing to the increasing investment in the 5G network.

The Cloud Gaming Market is Segmented into:



Study Period

  2018 - 2027

Base Year


Forecast Period

  2020 - 2027

Historical Period



  Value (USD billion)


By Device

  • Smartphone

  • Laptop/tablet

  • PC

  • Smart TV

  • Consoles

By Streaming Type

  • File Streaming

  • Video Streaming

By End-users

  • Business to Business (B2B)

    • Hardcore

    • Casual

  • Business to Consumers (B2C)

    • Hardcore

    • Casual

By Region

  • North America (U.S. and Canada)

  • Europe (U.K., Germany, France, and Rest of Europe)

  • Asia-Pacific (Japan, China, India, Southeast Asia, and Rest of Asia-Pacific)

  • The Middle East & Africa (South Africa, GCC and Rest of Middle East & Africa)

  • Latin America (Brazil, Mexico, and Rest of Latin America)

Cloud Gaming Market
  • PDF
  • 2018
  • 2018-2020
  • 140


  • 4850

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