Cloud Gaming - Ireland

  • Ireland
  • In Ireland, revenue in the Cloud Gaming market market is projected to reach €30.51m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 32.56%, leading to a projected market volume of €124.90m by 2029.
  • By 2029, the number of readers in the Cloud Gaming market market in Ireland is expected to amount to 1.9m users.
  • User penetration in Ireland will be 29.7% in 2024 and is expected to increase to 36.5% by 2029.
  • The average revenue per user (ARPU) in Ireland is expected to be €20.20.
  • In a global context, the most revenue will be generated the United States, which is projected to be €1,797.00m in 2024.
  • In Ireland, the cloud gaming market is experiencing significant growth as consumers increasingly embrace digital entertainment and seek flexible gaming solutions.

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

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Analyst Opinion

The Cloud Gaming market in Ireland is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
In Ireland, there is a growing demand for cloud gaming services due to the increasing popularity of gaming among the population. Customers are increasingly looking for convenient and accessible gaming options that allow them to play their favorite games without the need for expensive gaming hardware. Cloud gaming provides a solution to this by allowing users to stream games directly to their devices, eliminating the need for high-end consoles or gaming PCs.

Trends in the market:
One of the key trends in the cloud gaming market in Ireland is the rise of subscription-based gaming services. Companies like Google Stadia, Microsoft xCloud, and NVIDIA GeForce Now offer subscription plans that allow users to access a library of games for a monthly fee. This trend is driven by the desire for cost-effective gaming options and the convenience of having a wide variety of games available at any time. Another trend in the market is the increasing integration of cloud gaming with other entertainment platforms. Many streaming services and smart TV manufacturers are now incorporating cloud gaming services into their offerings, allowing users to easily access and play games on their TVs. This trend is driven by the desire to create a seamless entertainment experience and cater to the growing demand for gaming content.

Local special circumstances:
Ireland has a strong gaming community and a thriving tech industry, which creates a favorable environment for the growth of the cloud gaming market. The country is home to many game developers and tech companies, providing a pool of talent and expertise in the gaming industry. Additionally, Ireland's strong internet infrastructure and high smartphone penetration rate make it an ideal market for cloud gaming services.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Ireland is also influenced by underlying macroeconomic factors. The country has a strong economy and a high disposable income, allowing consumers to invest in gaming and entertainment. Additionally, the increasing digitization of the economy and the shift towards online services have created a favorable environment for cloud gaming to thrive. In conclusion, the Cloud Gaming market in Ireland is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for convenient and accessible gaming options, the rise of subscription-based services, the integration of cloud gaming with other entertainment platforms, Ireland's strong gaming community and tech industry, and the country's favorable macroeconomic conditions all contribute to the growth of the cloud gaming market in Ireland.

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
Veuillez patienter

Contact

Des questions ? Nous nous ferons un plaisir de vous aider.
Statista Locations
Contact Camille Dubois
Camille Dubois
Customer Relations

Lun - Ven, 9:00 - 18:00 h (EST)

Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (États-Unis)

Lun - Ven, 9:00 - 18:00 h (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asie)

Lun - Ven, 9:00 - 17:00 h (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asie)

Lun - Ven, 10:00 - 18:00 h (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Lun - Ven, 9:00 - 18:00 h (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Amérique latine)

Lun - Ven, 9:00 - 18:00 h (EST)