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Cloud Gaming - Benelux

Benelux
  • In Benelux, revenue in the Cloud Gaming market market is projected to reach US$139.80m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 30.27%, leading to a projected market volume of US$524.40m by 2029.
  • Within the Cloud Gaming market market in Benelux, the number of readers is anticipated to reach 8.2m users by 2029.
  • User penetration in this region will be 21.5% in 2024 and is expected to rise to 26.9% by 2029.
  • The average revenue per user (ARPU) in Benelux is expected to be US$21.65.
  • In a global context, it is noteworthy that the majority of revenue will be generated the United States, amounting to US$1.94bn in 2024.
  • The Benelux region is increasingly embracing cloud gaming, reflecting a growing appetite for innovative digital entertainment solutions among tech-savvy consumers.

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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Market Insights report

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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 Benelux is experiencing significant growth and development, driven by several key factors.

    Customer preferences:
    Customers in Benelux are increasingly drawn to the convenience and flexibility of cloud gaming. With cloud gaming, users can access and play games on-demand from any device with an internet connection, eliminating the need for expensive gaming consoles or high-performance hardware. This appeals to a wide range of gamers, including casual players who want to try out new games without committing to a purchase, as well as avid gamers who value the ability to play high-quality games on the go. Additionally, the subscription-based model offered by many cloud gaming platforms provides customers with access to a large library of games at a more affordable price compared to traditional game purchases.

    Trends in the market:
    One of the key trends in the cloud gaming market in Benelux is the increasing adoption of cloud gaming platforms by major gaming companies. This has led to the availability of popular and high-quality games on these platforms, attracting a larger customer base. Furthermore, advancements in technology, such as faster internet speeds and improved streaming capabilities, have made cloud gaming a more viable option for gamers in Benelux. These technological advancements have reduced latency issues and improved the overall gaming experience, further driving the growth of the market.

    Local special circumstances:
    Benelux is known for its strong gaming culture and a high level of internet penetration. This has created a fertile ground for the growth of the cloud gaming market in the region. The popularity of gaming in Benelux, coupled with the region's well-developed infrastructure, has made it an attractive market for cloud gaming providers. Additionally, the multilingual nature of the region allows for the localization of gaming content, catering to the diverse preferences of gamers in Benelux.

    Underlying macroeconomic factors:
    The growth of the cloud gaming market in Benelux is also influenced by underlying macroeconomic factors. The region has a strong economy and a high disposable income, allowing consumers to invest in gaming-related products and services. Furthermore, the increasing availability of high-speed internet connections and the widespread use of smartphones and other connected devices have created a conducive environment for the adoption of cloud gaming in Benelux. The region's favorable regulatory environment and strong intellectual property protection also contribute to the growth of the cloud gaming market, attracting both local and international players to invest in the region. In conclusion, the cloud gaming market in Benelux is growing rapidly due to customer preferences for convenience and flexibility, the availability of popular games on cloud gaming platforms, advancements in technology, the region's strong gaming culture, and favorable macroeconomic factors. As these trends continue to evolve and the market matures, it is expected that cloud gaming will become even more popular in Benelux, providing new opportunities for both customers and gaming companies.

    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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