Cloud Gaming - Russia

  • Russia
  • Revenue in the Cloud Gaming market market in Russia is forecasted to reach €64.85m in 2024.
  • The revenue is forecasted to demonstrate an annual growth rate (CAGR 2024-2029) of 27.30%, leading to a projected market volume of €216.80m by 2029.
  • Within the Cloud Gaming market market in Russia, the number of users is anticipated to reach 6.2m users by 2029.
  • User penetration is expected to be 3.4% in 2024 and is projected to reach 4.4% by 2029.
  • The average revenue per user (ARPU) is expected to be €13.14.
  • When compared globally, the in the United States is expected to generate the highest revenue, amounting to €1,797.00m in 2024.
  • Russia's growing interest in Cloud Gaming is reshaping the Media market landscape with innovative streaming services and immersive gaming experiences.

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

 
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Analyst Opinion

The Cloud Gaming market in Russia is experiencing significant growth and development due to several key factors.

Customer preferences:
Russian consumers are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, users can access a wide range of games without the need for expensive gaming hardware. This appeals to a large segment of the population, including casual gamers who may not want to invest in dedicated gaming consoles or high-end PCs. Additionally, the ability to play games on multiple devices, such as smartphones and tablets, is highly appealing to the tech-savvy Russian population.

Trends in the market:
One of the major trends in the Russian cloud gaming market is the increasing availability of high-speed internet connections. As internet infrastructure improves across the country, more consumers are able to access cloud gaming services without experiencing significant lag or latency issues. This has led to a surge in the number of users adopting cloud gaming platforms. Another trend in the market is the growing popularity of subscription-based cloud gaming services. These services offer users access to a library of games for a monthly fee, eliminating the need to purchase individual games. This model has gained traction in Russia, as it provides consumers with a cost-effective way to access a wide variety of games.

Local special circumstances:
Russia has a large population of gamers, and the market is highly competitive. Local cloud gaming providers have emerged to cater to the specific needs and preferences of Russian gamers. These providers often offer localized content and support, which resonates well with the Russian audience.

Underlying macroeconomic factors:
The Russian economy has been steadily recovering in recent years, which has led to an increase in disposable income among consumers. As a result, more Russians are willing to spend money on entertainment and leisure activities, including cloud gaming. This has created a favorable environment for the growth of the cloud gaming market in Russia. Additionally, the Russian government has been actively promoting the development of the technology sector, including the gaming industry. This support has encouraged both local and international cloud gaming companies to invest in the Russian market, further driving its growth. In conclusion, the Cloud Gaming market in Russia is experiencing rapid growth and development due to the convenience and flexibility it offers to consumers, as well as the improving internet infrastructure and favorable macroeconomic factors. With the increasing availability of high-speed internet and the growing popularity of subscription-based services, the cloud gaming market in Russia is expected to continue its upward trajectory in the coming years.

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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