Cloud Gaming - India

  • India
  • The Cloud Gaming market in India is projected to witness significant growth in the coming years.
  • According to market forecasts, the revenue is expected to reach €95.38m in 2024.
  • This growth is anticipated to continue at an annual growth rate of 45.05% from 2024 to 2027, resulting in a projected market volume of €291.10m by 2027.
  • In terms of user base, the number of readers in the Cloud Gaming market in India is expected to reach 28.2m users by 2027.
  • This indicates a promising growth trajectory for the industry.
  • Additionally, the user penetration rate is projected to increase from 1.6% in 2024 to 1.9% by 2027, highlighting the expanding reach of Cloud Gaming market services among the Indian population.
  • Furthermore, the average revenue per user (ARPU) is estimated to be €4.22, indicating the potential for monetization within the Cloud Gaming market in India.
  • This metric reflects the average amount of revenue generated per user, further underlining the market's growth potential.
  • When considering global comparisons, it is noteworthy that in the United States is expected to generate the highest revenue in the Cloud Gaming market, with a projected revenue of €1,797.00m in 2024.
  • This highlights the dominance of the US market in the global Cloud Gaming market industry.
  • Overall, the Cloud Gaming market in India holds great potential for growth, with projected revenue, user base, and user penetration rates expected to increase significantly in the coming years.
  • India's cloud gaming market is booming, with a rising number of tech-savvy gamers looking for seamless and accessible gaming experiences.

Key regions: France, Asia, United Kingdom, Japan, Europe

Comparaison de régions

Analyst Opinion

The cloud gaming market has been experiencing significant growth in recent years, with more and more gamers turning to cloud-based solutions as an alternative to traditional gaming. Major players such as Google, Microsoft, and Amazon are investing heavily in cloud gaming services, and new companies are also entering the market. This competition is driving innovation and leading to new features, games, and pricing models.

Cloud gaming is becoming an increasingly popular choice for gamers due to several key factors. Firstly, the ability to access a wide variety of games without the need for expensive hardware is a major draw. This not only saves gamers money, but it also allows them to try out games without committing to a large investment. Secondly, the convenience factor is significant. With cloud gaming, players can play their favorite games on any device with an internet connection, whether it be a phone, tablet, or computer. This flexibility allows gamers to play on the go or easily switch between devices. Another growth factor for cloud gaming is the advancements in streaming technology. With reduced latency and higher frame rates, cloud gaming is becoming a more seamless and immersive experience.

According to our research, the cloud gaming market is projected to see substantial growth in the coming years. By 2027, the market size is expected to reach US$18.71 billion, with a Compound Annual Growth Rate (CAGR) of 48.12%.


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.


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. GCS data is unbiased for representativeness.

Vue d’ensemble

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