Cloud Gaming - Denmark

  • Denmark
  • Revenue in the Cloud Gaming market is projected to reach €44.28m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 30.52%, resulting in a projected market volume of €167.70m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 2.7m users by 2029.
  • User penetration will be 35.5% in 2024 and is expected to hit 43.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €21.01.
  • In global comparison, most revenue will be generated in the United States (€1,771.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Analyst Opinion

Cloud gaming is a rapidly growing market in Denmark, driven by the increasing demand for convenient and accessible gaming experiences. Danish gamers are embracing the cloud gaming trend, which allows them to play high-quality games on various devices without the need for expensive gaming hardware.

Customer preferences:
Danish gamers value convenience and flexibility, and cloud gaming provides them with the ability to play their favorite games anytime, anywhere. The ease of access to a wide range of games is particularly appealing to the Danish gaming community. Additionally, the ability to stream games directly to devices such as smartphones and tablets is gaining popularity among mobile gamers.

Trends in the market:
One of the key trends in the Danish cloud gaming market is the rise of subscription-based services. Gamers are increasingly opting for subscription models that offer access to a library of games for a fixed monthly fee. This trend is driven by the desire for cost-effective gaming experiences and the ability to try out a variety of games without the need for individual purchases. Another significant trend is the integration of cloud gaming platforms with existing gaming ecosystems. Major gaming companies are partnering with cloud gaming providers to offer their games on these platforms, expanding their reach to a wider audience. This trend is fueling the growth of cloud gaming in Denmark, as gamers can now access popular titles through their preferred platforms.

Local special circumstances:
Denmark has a strong gaming culture, with a high percentage of the population being active gamers. This enthusiasm for gaming creates a favorable environment for the growth of the cloud gaming market. The country also has a well-developed internet infrastructure, which ensures a smooth and seamless gaming experience for Danish gamers.

Underlying macroeconomic factors:
The Danish economy is stable, with a high standard of living and disposable income. This enables Danish gamers to invest in gaming experiences, including cloud gaming subscriptions and gaming devices. The country's strong digital infrastructure and high internet penetration rate further support the growth of cloud gaming in Denmark. In conclusion, the cloud gaming market in Denmark is thriving due to customer preferences for convenience and flexibility. Subscription-based services and integration with existing gaming ecosystems are key trends driving the market. The strong gaming culture, well-developed internet infrastructure, and stable economy contribute to the growth of cloud gaming in Denmark.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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