A new Mordor Intelligence report forecasts cloud gaming revenue in Southeast Asia to exceed US$365 million by 2031. Cloud gaming accounted for 1.8% of regional gaming revenue in 2025. That share could reach about 2.43% by 2031.
The wider Southeast Asia gaming market is estimated at US$14.86 billion in 2026. Mordor forecasts it will reach US$15 billion by 2031, with an overall CAGR of just 0.19%.
Cloud Gaming Is Still a Small Part of the Market
Mobile accounted for 70.78% of Southeast Asia gaming revenue in 2025. Cloud gaming was only 1.8%, so it remains a small part of regional spending.
Mordor forecasts cloud gaming to exceed US$365 million by 2031 and represent about 2.43% of total spending. The overall market is forecast to barely move from US$14.86 billion in 2026 to US$15 billion in 2031. That would leave cloud gaming with a larger share of regional gaming revenue.
Mordor ties that growth to 5G rollouts, edge computing partnerships, and telecom distribution. Those factors matter in a region where mobile already accounts for more than 70% of gaming revenue.
Cloud Gaming Is Already Expanding Through Southeast Asian Telecoms
Mordor’s forecast also lines up with several cloud gaming launches we have covered across Southeast Asia this year. In Indonesia, HELD launched through Telkom Indonesia as a mobile cloud gaming service in August. Netgem says Telkom Indonesia has more than 150 million mobile users. That figure represents the operator’s customer base, not HELD subscribers.
Vietnam and Thailand provide two more examples. Blacknut expanded into Vietnam through VNPT using bundled consumer data plans and Radian Arc’s local GPU infrastructure. In Thailand, the TrueID Game hub launched with Blacknut and Radian Arc for smartphones and set-top boxes. Radian Arc’s infrastructure is located inside True IDC data centres.
Those launches also fit a broader pattern we have been following around cloud gaming becoming a telecom business story. Telecom operators already have mobile networks, broadband customers, billing relationships, and regional infrastructure. Cloud gaming partners can use those existing relationships instead of relying only on a stand-alone consumer subscription.
This Forecast Is Very Different From One We Covered in February
We covered another Southeast Asia cloud gaming forecast in February from UnivDatos. That report valued the market at roughly US$153 million in 2024 and projected 30.46% annual growth through 2033.
Mordor’s US$365 million 2031 estimate suggests a much slower growth outlook. The two reports use different base years, forecast windows, and market definitions. Their numbers should not be treated as directly comparable.
We’ve already looked at why cloud gaming market forecasts can differ by billions. Market definition, geography, base year, and methodology can change the result substantially.
One of Mordor’s Cloud Gaming Figures Doesn’t Add Up
Mordor’s public page also lists cloud gaming as growing at a 0.95% CAGR from 2026 to 2031. However, that figure does not match the other cloud gaming numbers published on the same page.
The report says cloud gaming accounted for 1.8% of Southeast Asia gaming revenue in 2025 and forecasts it to exceed US$365 million by 2031, representing about 2.43% of the market. Those figures do not line up with a 0.95% annual growth rate.
Mordor does not explain the discrepancy on the public page. Even with that mismatch, its other revenue and market-share figures still show cloud gaming gaining share in Southeast Asia through 2031.
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