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Cloud Gaming Market to Exhibit 40.9% CAGR till 2028; Amazon Announces its Plan to Introduce Luna Gaming Platform Powered by AWS

June 02, 2021 | Information & Technology

The global cloud gaming market size is projected to grow from USD 169.2 million in 2021 to USD 1,861.3 million in 2028. The rising adoption of high-end smartphones, 5G infrastructures, and cloud technology is set to affect the market positively. In October 2020, Ericsson, for instance, declared in a study that out of 106 service providers, 22 have announced the launch of mobile cloud gaming services. Fortune Business Insights™ presented this information in a published report, titled, “Cloud Gaming Market Size, Share & COVID-19 Impact 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, 2021-2028.” The report further states that the market stood at USD 121.2 million in 2020. It is set to exhibit a CAGR of 40.9% in the forecast period between 2021-2028.

Microsoft Starts Testing xCloud via iOS, iPadOS, and PC Because of Apple’s Restrictions

In February 2021, Microsoft declared that it has started to test xCloud, its latest game streaming service on the web via a browser for PC, iPadOS, and iOS. It was unsuccessful in releasing the game on the App Store owing to Apple’s stringent restrictions. Therefore, the company decided to launch the service via Safari. It will enable players to resume their recently played titles and provide game recommendations.

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


Rising Partnerships between Telecom & Game Companies to Aid Growth

Telecom providers and renowned cloud gaming manufacturers are nowadays participating in collaborations and partnerships to offer 5G gaming experience to users worldwide. SingTel and S K Telecom, for instance, joined hands in 2021 to develop 5G and multi-access edge computing (MEC) technologies to attract more gamers. Such initiatives by key companies are likely to drive the market growth in the upcoming years. However, the adoption of high-speed connectivity and bandwidth is lesser in developing nations, unlike developed ones. It may hinder the demand for such services.

Key Players Aim to Introduce Novel Gaming Platforms to Fulfil Unmet Needs of People

The market contains a large number of companies that are persistently striving to invest huge sums for the development of innovative and new games. People are currently demanding for high-quality streaming games owing to the implementation of nationwide lockdown measures backed by the COVID-19 pandemic. Hence, they are focusing more on unveiling new cloud type of gaming platforms.

Fortune Business Insights™ presents a list of renowned cloud gaming companies operating in the global market. They are:

  • Microsoft Corporation (Washington, United States)

  • NVIDIA Corporation (California, United States)

  • Ubitus Inc. (Tokyo, Japan,)

  • Vortex (RemoteMyApp Sp. z o.o.) (Wisconsin, United States)

  • Google Inc. (California, United States.)

  • Amazon Inc. (Washington, United States)

  • Intel Corporation (California, United States)

  • Tencent (Shenzhen, China)

  • Sony Corporation (Tokyo, Japan)

  • Blacknut (Paris)

  • Playkey (Massachusetts, United States)

  • Loudplay (Dublin, Ireland)

  • Apple, Inc. (California, United States)

  • Electronic Arts, Inc. (California, United States)

  • Hatch Entertainment (Finland)

  • Jump Gaming Inc. (California, United States)

A Noteworthy Industry Development-

  • September 2020: Amazon is planning to unveil a new cloud gaming platform called Luna for iPad, iPhone, Android, Fire TV, Mac, and PC. In the U.S., interested users can gain early access to the platform. It will be powered by the company’s ubiquitous web platform, AWS.

Further Report Findings-

  • In 2020, Asia Pacific generated USD 45.2 million in terms of revenue and is set to remain at the forefront. This growth is attributable to the increasing adoption of smartphones in South Korea, India, Japan, and China. Also, the growing investment in 5G technology and telecom would aid the demand for cloud type of gaming in this region.

  • In North America, the increasing penetration of efficient internet facilities, high demand for online gaming, and early adoption of cloud technology would augment growth.

  • Based on the end-user, the market is trifurcated into hardcore gamers, avid gamers, and casual gamers. Out of these, the avid gamers segment generated 35.0% in terms of the cloud gaming market share in 2020. It also held 35.7% share in China the same year. The hardcore gamers segment is set to grow rapidly on account of the increasing initiatives by companies to invest in rich media content for providing superior quality games.

The global market can be segmented in this way:



Study Period


Base Year


Forecast Period


Historical Period



  Value (USD Million)


Devices; Streaming Type; End-user; and Geography

By Device

  • Smartphone

  • Consoles

  • PC/Laptops

  • Smart TV

  • Tablets

By Streaming Type

  • Video Streaming

  • File streaming

By End-User

  • Casual Gamers

  • Avid Gamers

  • Hardcore Gamers

By Region

  • North America (By Devices, By Streaming Type, By End-User, and By Country)

    • United States (By End-User)

    • Canada (By End-User)

  • Europe (By Devices, 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 Devices, 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

  • The Middle East & Africa (By Devices, By Streaming Type, By End-User, and By Country)

    • GCC (By End-User)

    • South Africa (By End-User)

    • Rest of the Middle East & Africa

  • Latin America (By Devices, By Streaming Type, By End-User, and By Country)

    • Brazil (By End-User)

    • Mexico (By End-User)

    • Rest of Latin America

Cloud Gaming Market
  • PDF
  • 2020
  • 2017-2019
  • 140


  • 4850

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