Cloud Gaming - Portugal

  • Portugal
  • The Cloud Gaming market in Portugal is projected to reach a revenue of €19.50m in 2024.
  • This represents a significant growth potential for the country.
  • Moreover, the market is expected to show an annual growth rate (CAGR 2024-2027) of 39.95%, resulting in a projected market volume of €53.45m by 2027.
  • This indicates a promising future for the Cloud Gaming market industry in Portugal.
  • In terms of user base, the number of readers in the Cloud Gaming market is expected to amount to 1,349.0k users by 2027.
  • This demonstrates a growing interest and adoption of Cloud Gaming market services among the population.
  • User penetration, which measures the percentage of the population using Cloud Gaming market services, is projected to be 10.7% in 2024 and is expected to increase to 13.5% by 2027.
  • This indicates a rising trend in the adoption of Cloud Gaming market in Portugal.
  • The average revenue per user (ARPU) is expected to amount to €18.09.
  • This metric highlights the average amount of revenue generated per user in the Cloud Gaming market.
  • In comparison to other countries, United States is projected to generate the highest revenue in the Cloud Gaming market with €1,778.00m in 2024.
  • This demonstrates the dominance of the United States in terms of market size and revenue generation in the global Cloud Gaming market industry.
  • Portugal is witnessing a surge in the adoption of cloud gaming, fueled by the country's increasing internet connectivity and tech-savvy population.

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

 
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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%.

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. GCS data is unbiased for representativeness.

Vue d’ensemble

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