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$1,938.00m 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.

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

 
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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.

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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