Cloud Gaming - Australia & Oceania

  • Australia & Oceania
  • Revenue in the Cloud Gaming market market in Australia & Oceania is forecasted to reach US$160.10m in 2024.
  • The market is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 28.68%, leading to a projected market volume of US$564.90m by 2029.
  • By 2029, the number of users in the Cloud Gaming market market in Australia & Oceania is expected to reach 8.1m users.
  • User penetration is projected to be 14.8% in 2024 and is forecasted to increase to 17.7% by 2029.
  • The average revenue per user (ARPU) is expected to be US$24.99.
  • When compared globally, the in the United States is expected to generate the most revenue (US$1,938.00m in 2024).
  • Australia's increasing demand for Cloud Gaming in the Media market reflects a growing digital entertainment landscape in the region.

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

 
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Analyst Opinion

The Cloud Gaming market in Australia & Oceania is experiencing significant growth and development due to various factors. Customer preferences in the region are driving the demand for cloud gaming services.

With the increasing popularity of online gaming, customers are looking for convenient and accessible ways to play their favorite games. Cloud gaming provides a solution by allowing gamers to stream games directly to their devices without the need for expensive gaming hardware. This appeals to a wide range of customers, including casual gamers who may not want to invest in gaming consoles or high-end PCs.

Additionally, the ability to play games on multiple devices, such as smartphones and tablets, is also a key factor driving customer preference for cloud gaming in the region. Trends in the market indicate a growing adoption of cloud gaming services in Australia & Oceania. The region has seen the entry of several international cloud gaming providers, offering a wide range of games and subscription options.

This has increased competition in the market and led to more affordable pricing plans, making cloud gaming accessible to a larger customer base. Furthermore, advancements in technology, such as the rollout of 5G networks, are expected to further boost the growth of cloud gaming in the region. The increased network speeds and lower latency provided by 5G will enhance the gaming experience, allowing for smoother gameplay and reduced lag.

Local special circumstances in Australia & Oceania also contribute to the development of the cloud gaming market. The region has a strong gaming culture, with a large number of avid gamers and gaming communities. This creates a favorable environment for the growth of cloud gaming services, as there is already an existing market and demand for gaming content.

Additionally, the region's geographical characteristics, such as its vast land area and scattered population, make cloud gaming an attractive option for gamers who may not have access to physical gaming stores or reliable internet connections. Underlying macroeconomic factors further support the growth of the cloud gaming market in Australia & Oceania. The region has a relatively high internet penetration rate, with a large percentage of the population having access to high-speed internet.

This provides a solid foundation for the adoption of cloud gaming services, as it ensures that customers have the necessary infrastructure to stream games seamlessly. Furthermore, the increasing disposable income in the region allows customers to spend on leisure activities, such as gaming, leading to higher demand for cloud gaming services. In conclusion, the Cloud Gaming market in Australia & Oceania is developing rapidly due to customer preferences for convenience and accessibility, as well as the growing adoption of cloud gaming services and advancements in technology.

The region's strong gaming culture, local special circumstances, and underlying macroeconomic factors further contribute to the growth of the market. As the market continues to evolve, it is expected that cloud gaming will become increasingly popular in Australia & Oceania, providing gamers with a new and immersive gaming experience.

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.

Overview

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