Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Media
  4. Games

Cloud Gaming - Belgium

Belgium
  • In Belgium, revenue in the Cloud Gaming market market is projected to reach US$51.18m in 2024.
  • Revenue in this sector is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 30.04%, leading to a projected market volume of US$190.30m by 2029.
  • Within the Cloud Gaming market market in Belgium, the number of readers is expected to total 2.4m users by 2029.
  • User penetration in Belgium will be 16.1% in 2024 and is forecasted to increase to 20.2% by 2029.
  • The average revenue per user (ARPU) in Belgium is expected to amount to US$27.12.
  • In a global context, the majority of revenue will be generated the United States, with a figure of US$1.94bn in 2024.
  • Belgium is witnessing a surge in cloud gaming adoption, driven by increasing internet speeds and a growing appetite for immersive gaming experiences among its youth.

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
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Cloud Gaming market in Belgium has been experiencing steady growth in recent years, driven by changing customer preferences and advancements in technology.

    Customer preferences:
    Belgian customers are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, users can access and play high-quality video games without the need for expensive gaming consoles or powerful hardware. This appeals to a wide range of customers, including casual gamers who are looking for a more affordable gaming experience and hardcore gamers who want access to a larger library of games. Additionally, the ability to play games on multiple devices, such as smartphones and tablets, is also a key factor driving customer preferences in Belgium.

    Trends in the market:
    One of the key trends in the cloud gaming market in Belgium is the increasing availability of subscription-based gaming services. These services provide users with access to a vast library of games for a fixed monthly fee. This model has gained popularity among Belgian gamers as it offers a cost-effective way to access a wide range of games without the need to purchase them individually. Furthermore, the rise of 5G technology in Belgium is expected to further fuel the growth of cloud gaming. The faster and more reliable internet connections provided by 5G will enable smoother gameplay and reduce latency, enhancing the overall gaming experience.

    Local special circumstances:
    Belgium has a strong gaming culture and a high level of internet penetration, which creates a favorable environment for the growth of the cloud gaming market. The country is home to several successful game development studios and hosts various gaming events and conventions. This vibrant gaming community contributes to the demand for cloud gaming services in Belgium. Additionally, Belgium's relatively small size and dense population make it easier for internet service providers to offer high-speed internet connections, further supporting the adoption of cloud gaming.

    Underlying macroeconomic factors:
    The growth of the cloud gaming market in Belgium is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to allocate more disposable income towards entertainment and leisure activities like gaming. Furthermore, Belgium has a well-developed telecommunications infrastructure, which ensures reliable internet connectivity for cloud gaming. These factors, combined with the increasing affordability and accessibility of cloud gaming services, contribute to the positive growth trajectory of the market in Belgium. In conclusion, the Cloud Gaming market in Belgium is experiencing growth due to changing customer preferences, the availability of subscription-based gaming services, the rise of 5G technology, a strong gaming culture, and favorable macroeconomic factors. These factors have created a conducive environment for the adoption of cloud gaming in Belgium, driving the market forward.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Cloud computing in the United Kingdom - statistics & facts

    Cloud computing is the delivery of hosted services over the internet through the main service delivery segments; infrastructure as a service (IaaS), platform as a service (PaaS), and software as a service (SaaS). Revenue in the United Kingdom (UK) from public cloud services, which makes up most of the cloud computing market, amounted to around 12 billion U.S. dollars in 2020. This is a share of almost four percent of the global public cloud market.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.