Cloud Gaming - D-A-CH

  • D-A-CH
  • In D-A-CH, revenue in the Cloud Gaming market market is projected to reach US$620.70m in 2025.
  • This revenue is anticipated to exhibit an annual growth rate (CAGR 2025-2029) of 24.28%, leading to a projected market volume of US$1,481.00m by 2029.
  • Within the Cloud Gaming market market in D-A-CH, the number of readers is expected to reach 17.1m users by 2029.
  • User penetration in D-A-CH is forecasted to be 15.5% in 2025, increasing to 17.0% by 2029.
  • The average revenue per user (ARPU) in this region is expected to amount to US$39.72.
  • In a global context, the most revenue will be generated the United States, with figures reaching US$2,904.00m in 2025.
  • In Germany, the cloud gaming market is rapidly expanding, driven by increasing internet speeds and a growing appetite for on-demand gaming experiences.

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

 
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Analyst Opinion

The Cloud Gaming market in D-A-CH is experiencing significant growth and development due to several key factors. Customer preferences for convenience, flexibility, and high-quality gaming experiences are driving the adoption of cloud gaming services in the region. Additionally, the market is being shaped by local special circumstances and underlying macroeconomic factors.

Customer preferences:
Customers in D-A-CH are increasingly seeking convenience and flexibility in their gaming experiences. Cloud gaming allows them to play their favorite games on various devices without the need for expensive hardware or physical game copies. This appeals to a wide range of gamers, from casual players to hardcore enthusiasts, who value the ability to access their games anytime and anywhere.

Trends in the market:
One of the key trends in the D-A-CH cloud gaming market is the rise of subscription-based services. Gaming companies are offering subscription plans that provide access to a library of games, eliminating the need for individual game purchases. This model appeals to customers who want to explore a variety of games without committing to buying each one separately. Another trend is the increasing integration of cloud gaming with other entertainment platforms. Streaming services and smart TV manufacturers are partnering with cloud gaming providers to offer gaming experiences alongside movies, TV shows, and other digital content. This convergence of entertainment options enhances customer convenience and widens the reach of cloud gaming in the market.

Local special circumstances:
The D-A-CH region has a strong gaming culture, with a significant number of gamers and gaming events. This creates a favorable environment for the growth of the cloud gaming market, as there is already a large and engaged audience. The region also has a high level of internet penetration and infrastructure, which supports the seamless streaming of games.

Underlying macroeconomic factors:
The D-A-CH region has a strong economy and high disposable income levels, which contribute to the growth of the cloud gaming market. Customers are willing to invest in gaming experiences that offer convenience and quality, and cloud gaming fulfills these requirements. Additionally, the region has a robust digital infrastructure and technological advancements, enabling smooth and reliable cloud gaming experiences. In conclusion, the Cloud Gaming market in D-A-CH is witnessing significant growth and development driven by customer preferences for convenience and flexibility. Subscription-based services and the integration of cloud gaming with other entertainment platforms are key trends in the market. The region's strong gaming culture, high internet penetration, and robust economy contribute to the favorable environment for the growth of the cloud gaming market.

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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