Cloud Gaming - Central & Western Europe

  • Central & Western Europe
  • In Central & Western Europe, revenue in the Cloud Gaming market market is projected to reach US$1.16bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 28.91%, resulting in a projected market volume of US$4.13bn by 2029.
  • Within the Cloud Gaming market market in Central & Western Europe, the number of readers is expected to amount to 54.6m users by 2029.
  • User penetration in this region will be 12.9% in 2024 and is anticipated to increase to 16.3% by 2029.
  • The average revenue per user (ARPU) in Central & Western Europe is expected to amount to US$26.88.
  • In global comparison, most revenue will be generated the United States (US$1,938.00m in 2024).
  • In Central & Western Europe, countries like Germany and France are increasingly prioritizing cloud gaming, driven by enhanced internet infrastructure and consumer demand for immersive gaming experiences.

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

 
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Region
 
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Analyst Opinion

Cloud gaming is gaining traction in Central & Western Europe, with an increasing number of consumers turning to this innovative form of gaming.

Customer preferences:
Customers in Central & Western Europe are increasingly drawn to cloud gaming due to its convenience and accessibility. With cloud gaming, players can enjoy high-quality gaming experiences on various devices without the need for expensive gaming hardware. This appeals to a broad range of gamers, including casual players who may not want to invest in dedicated gaming consoles or PCs.

Trends in the market:
One of the key trends in the cloud gaming market in Central & Western Europe is the growing popularity of subscription-based gaming services. These services offer a vast library of games that can be streamed directly to the user's device, eliminating the need for physical copies or downloads. This model provides gamers with a wide variety of games to choose from at a fixed monthly cost, making it an attractive option for many. Another trend in the market is the increasing adoption of cloud gaming by mobile gamers. Mobile gaming has been on the rise in Central & Western Europe, and cloud gaming allows mobile gamers to access more advanced and graphically intensive games that were previously only available on consoles or PCs. This convergence of mobile gaming and cloud gaming is driving the growth of the market in the region.

Local special circumstances:
Central & Western Europe has a strong internet infrastructure, which is crucial for the success of cloud gaming. The region boasts high-speed internet connections and widespread coverage, enabling smooth and uninterrupted gameplay. This infrastructure advantage makes cloud gaming a viable option for gamers in the region, further contributing to its growth.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Central & Western Europe is also influenced by macroeconomic factors. The region has a relatively high disposable income, allowing consumers to invest in gaming experiences. Additionally, the region has a large population of gamers, both casual and hardcore, who are willing to explore new gaming technologies and experiences. These factors create a conducive environment for the growth of cloud gaming in the region. In conclusion, the cloud gaming market in Central & Western Europe is experiencing significant growth due to customer preferences for convenience and accessibility, the rise of subscription-based gaming services, the convergence of mobile gaming and cloud gaming, the strong internet infrastructure in the region, and favorable macroeconomic factors. As the market continues to evolve, it is expected to attract more players and drive further innovation in the gaming industry.

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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