Cloud Gaming - Europe

  • Europe
  • Revenue in the Cloud Gaming market is projected to reach €1.63bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 29.38%, resulting in a projected market volume of €5.91bn by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 89.5m users by 2029.
  • User penetration will be 8.4% in 2024 and is expected to hit 10.6% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €22.97.
  • In global comparison, most revenue will be generated in the United States (€1,797.00m in 2024).

Key regions: China, Japan, Germany, France, United Kingdom

 
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Comparaison de régions
 
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Analyst Opinion

The Cloud Gaming market in Europe has been experiencing significant growth in recent years, driven by customer preferences for convenience and flexibility, as well as advancements in technology.

Customer preferences:
Customers in Europe are increasingly seeking convenience and flexibility in their gaming experiences. Cloud gaming allows users to access games from any device with an internet connection, eliminating the need for expensive gaming hardware. This is particularly appealing to casual gamers who may not want to invest in a gaming console or high-performance PC. Additionally, cloud gaming offers the ability to stream games instantly, without the need for lengthy downloads or installations.

Trends in the market:
One of the key trends in the European cloud gaming market is the rise of subscription-based services. Companies like Google, Microsoft, and NVIDIA have launched cloud gaming platforms that offer access to a library of games for a monthly fee. This model appeals to customers who want access to a wide variety of games without the upfront cost of purchasing individual titles. Additionally, these subscription services often include other benefits such as exclusive discounts and early access to new releases, further enhancing their appeal. Another trend in the market is the increasing adoption of cloud gaming by traditional gaming companies. Established game developers and publishers are recognizing the potential of cloud gaming and are investing in their own platforms. This allows them to reach a wider audience and generate additional revenue streams. These companies are also leveraging their existing intellectual property to create exclusive content for their cloud gaming platforms, further enticing customers to subscribe.

Local special circumstances:
Europe has a diverse gaming market with different countries exhibiting unique characteristics. In some countries, such as the Nordic countries and the United Kingdom, there is a strong gaming culture with a high level of engagement and spending on gaming. These markets are particularly receptive to cloud gaming and are driving its growth in the region. On the other hand, in countries with less developed gaming markets, the adoption of cloud gaming may be slower due to lower awareness and infrastructure limitations.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Europe is also influenced by underlying macroeconomic factors. The increasing availability of high-speed internet and the proliferation of smartphones and other connected devices have made cloud gaming more accessible to a larger audience. Additionally, the COVID-19 pandemic has accelerated the adoption of cloud gaming, as people have been spending more time at home and looking for new forms of entertainment. The economic impact of the pandemic has also led to a shift in consumer spending patterns, with some individuals prioritizing affordable and convenient gaming options like cloud gaming. In conclusion, the Cloud Gaming market in Europe is experiencing significant growth due to customer preferences for convenience and flexibility, as well as advancements in technology. Subscription-based services and the entry of traditional gaming companies into the cloud gaming market are key trends driving this growth. However, the adoption of cloud gaming may vary across different countries in Europe due to local special circumstances and underlying macroeconomic factors.

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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