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Cloud Gaming - Baltics

Baltics
  • Revenue in the Cloud Gaming market market in the Baltics is projected to reach US$4.28m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 29.06%, resulting in a projected market volume of US$15.32m by 2029.
  • In the Baltics, the number of readers in the Cloud Gaming market market is expected to amount to 171.8k users by 2029.
  • User penetration in the Baltics will be 2.3% in 2024 and is anticipated to hit 3.1% by 2029.
  • The average revenue per user (ARPU) in the Baltics is expected to amount to US$31.54.
  • In a global context, most revenue will be generated the United States, which is projected to reach US$1.94bn in 2024.
  • In the Baltics, cloud gaming is gaining traction as consumers increasingly seek seamless gaming experiences, driven by improved internet infrastructure and digital engagement.

Definition:

Cloud gaming is a form of video game streaming that allows players to play games on their devices through an internet connection, without the need for dedicated gaming hardware or local installation of games. In cloud gaming, games are stored and run on remote servers, and the player's device only needs to send inputs and receive streaming video and audio output. Cloud gaming services often require a subscription fee and offer a library of games for users to choose from, with the ability to play games on demand. The market for cloud gaming has been growing in recent years, with the proliferation of high-speed internet connections and advancements in cloud computing technology.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions and consumer spending. Market numbers are also featured in the Advertising & Media Insights. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Subscription for Cloud Gaming platforms, such as GeForce Now
  • In-game purchases from Cloud Gaming games, such as game pass

Out-Of-Scope

  • Revenues from digital video games, such as sold video games
  • Revenues from in-game purchases, such as in-game spending in Fortnite
  • Revenue from physical video games, such as buying games in stores
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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