Cloud Gaming - Baltics

  • Baltics
  • The revenue forecast for the Cloud Gaming market market in the Baltics indicates a projection of US$4.28m in 2024.
  • It is anticipated to demonstrate a Compound Annual Growth Rate (CAGR 2024-2029) of 29.05%, leading to an estimated market volume of US$15.32m by 2029.
  • By 2029, the number of users in the Cloud Gaming market market is expected to reach 0.00.
  • User penetration is forecasted to be 0.00 in 2024, with an estimated increase to 0.00 by 2029.
  • The Average Revenue Per User (ARPU) is also projected to be 0.00.
  • In a global context, the in the United States is expected to generate the highest revenue, reaching US$1,938.00m in 2024.
  • In the Baltics, the Cloud Gaming market is rapidly expanding, driven by the region's tech-savvy population and increasing demand for on-the-go entertainment.

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

 
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Analyst Opinion

The Cloud Gaming market in the Baltics is experiencing significant growth and development, driven by customer preferences for convenience, affordability, and high-quality gaming experiences. Cloud gaming, also known as gaming on demand, allows users to stream games directly to their devices without the need for expensive gaming hardware or physical game copies. This emerging trend has gained traction in the Baltics due to several factors.

Customer preferences:
In the Baltics, customers are increasingly seeking convenient and accessible gaming experiences. Cloud gaming provides the flexibility to play games on multiple devices, including smartphones, tablets, and smart TVs, without the need for dedicated gaming consoles or PCs. This appeals to a wide range of customers, including casual gamers who prefer gaming on-the-go and enthusiasts who want to explore a variety of gaming options.

Trends in the market:
One of the key trends in the Baltics' cloud gaming market is the rise of subscription-based gaming platforms. These platforms offer a vast library of games that can be accessed for a monthly fee, providing customers with a cost-effective alternative to purchasing individual game titles. This trend aligns with the growing popularity of subscription-based models in various industries, including music and video streaming. Another trend is the increasing collaboration between cloud gaming providers and telecommunications companies. By partnering with telecom operators, cloud gaming providers can leverage existing infrastructure and networks to deliver seamless and low-latency gaming experiences to customers. This collaboration also enables telecom companies to diversify their offerings and attract new customers by bundling cloud gaming services with their existing packages.

Local special circumstances:
The Baltics, consisting of Estonia, Latvia, and Lithuania, have a relatively high internet penetration rate and a tech-savvy population. This makes the region well-suited for cloud gaming adoption. Additionally, the Baltic countries have a strong gaming culture, with a growing number of local game development studios and a vibrant gaming community. This local interest in gaming contributes to the demand for cloud gaming services.

Underlying macroeconomic factors:
The Baltic countries have experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This economic stability provides individuals with the financial means to invest in entertainment and leisure activities, including gaming. As a result, the cloud gaming market in the Baltics is poised for further expansion as more consumers have the means to access and enjoy cloud gaming services. In conclusion, the Cloud Gaming market in the Baltics is thriving due to customer preferences for convenience and affordability, as well as the region's strong internet infrastructure and gaming culture. The rise of subscription-based platforms and collaborations with telecom companies further fuel the growth of cloud gaming in the region. With the underlying macroeconomic factors supporting consumer spending, the Baltics present a promising market for cloud gaming providers to capitalize on the growing demand for accessible and high-quality gaming experiences.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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