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Cloud Gaming - Denmark

Denmark
  • In Denmark, revenue in the Cloud Gaming market is projected to reach US$74.32m in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 25.25%, leading to a projected market volume of US$182.88m by 2029.
  • Within the Cloud Gaming market in Denmark, the number of readers is anticipated to reach 2.7m users by 2029.
  • User penetration in Denmark will be 40.7% in 2025 and is expected to rise to 43.9% by 2029.
  • The average revenue per user (ARPU) in Denmark is expected to be US$30.63.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$2.90bn in 2025.
  • Denmark's cloud gaming market is witnessing a surge in consumer interest, driven by increasing internet speeds and a growing appetite for interactive digital entertainment.

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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    Revenue

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Jan 2025

    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: Jan 2025

    SOURCE: Statista Market Insights

    Analyst Opinion

    The Cloud Gaming market in Denmark is witnessing phenomenal growth, fueled by advancements in internet infrastructure, increasing demand for on-demand gaming experiences, and the rising popularity of multiplayer online games among diverse audiences.

    Customer preferences:
    The Cloud Gaming market in Denmark is experiencing a significant shift in consumer preferences, as players increasingly favor flexible and accessible gaming solutions that align with their busy lifestyles. This trend is particularly evident among younger demographics, who prioritize social interactions and community engagement within gaming. Additionally, the rise of mobile gaming reflects a cultural shift towards gaming on-the-go, enabling players to enjoy immersive experiences anytime, anywhere. As a result, platforms that offer seamless integration across devices are gaining traction, catering to the demands of a dynamic gaming audience.

    Trends in the market:
    In Denmark, the Cloud Gaming market is witnessing a surge in demand for subscription-based gaming services, as players seek affordable access to diverse game libraries without the need for expensive hardware. There is also a notable increase in cross-platform play, enabling gamers to connect and compete with friends regardless of their device. Furthermore, the integration of social features into gaming platforms enhances community building, driving engagement. These trends signify a shift towards a more inclusive gaming environment, compelling industry stakeholders to innovate and adapt their offerings to meet evolving consumer expectations.

    Local special circumstances:
    In Denmark, the Cloud Gaming market is thriving, influenced by a high internet penetration rate and a tech-savvy population that embraces digital innovation. Local cultural factors, such as a strong emphasis on community and social interactions, drive the demand for multiplayer and cross-platform gaming experiences. Additionally, Denmark's regulatory environment encourages fair competition and consumer protection, fostering trust in subscription-based services. These elements combine to create a unique landscape that promotes accessibility and inclusivity, shaping the future of gaming in the region.

    Underlying macroeconomic factors:
    The Cloud Gaming market in Denmark is significantly shaped by macroeconomic factors such as the rising availability of high-speed internet, a robust digital infrastructure, and a growing consumer base inclined towards subscription services. Denmark’s strong national economy, characterized by high GDP per capita and low unemployment rates, supports discretionary spending on gaming. Additionally, favorable fiscal policies, including tax incentives for tech innovation, encourage investments in gaming technologies. Global trends, such as the increasing popularity of esports and the shift towards on-demand content, further enhance the appeal of cloud gaming, driving market growth and diversification within the media landscape.

    Users

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Jan 2025

    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

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    Key Market Indicators

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

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    OUTLOOK_EXPLORE_RELATED_TOPICS

    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.
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