Cloud Gaming - Estonia

  • Estonia
  • In Estonia, revenue in the Cloud Gaming market market is projected to reach US$2.19m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 29.05%, leading to a projected market volume of US$7.84m by 2029.
  • In the Cloud Gaming market market withEstonia, the number of readers is anticipated to amount to 82.2k users by 2029.
  • User penetration in Estonia will be 4.9% in 2024 and is expected to increase to 6.3% by 2029.
  • The average revenue per user (ARPU) in Estonia is expected to reach US$33.71.
  • In a global context, the majority of revenue will be generated the United States, which is expected to reach US$1,938.00m in 2024.
  • Estonia is witnessing a surge in cloud gaming adoption, driven by its advanced digital infrastructure and a tech-savvy population eager for innovative entertainment.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Cloud Gaming market in Estonia is experiencing significant growth and development in recent years.

Customer preferences:
Estonian consumers are increasingly drawn to the convenience and flexibility offered by cloud gaming. With the rise of high-speed internet connections and the proliferation of smartphones and other mobile devices, consumers are looking for ways to access their favorite games anytime and anywhere. Cloud gaming allows them to do just that, as it eliminates the need for expensive gaming consoles or high-end gaming PCs. Instead, users can simply stream games over the internet to their devices, saving both money and space.

Trends in the market:
One of the key trends in the Estonian cloud gaming market is the increasing adoption of subscription-based services. Instead of purchasing individual games, consumers are opting for monthly or annual subscriptions that give them access to a wide library of games. This trend is driven by the desire for variety and affordability, as subscription services often offer a large selection of games at a fraction of the cost of purchasing them individually. Another trend in the market is the growing popularity of mobile cloud gaming. With the widespread use of smartphones and tablets, more and more consumers are turning to their mobile devices for gaming. Cloud gaming platforms are capitalizing on this trend by offering mobile-friendly interfaces and optimized gameplay experiences for smaller screens. This allows users to enjoy their favorite games on the go, without the need for dedicated gaming hardware.

Local special circumstances:
Estonia is known for its advanced digital infrastructure and tech-savvy population. This provides a favorable environment for the growth of cloud gaming in the country. The high-speed internet connectivity and widespread access to mobile devices make it easier for consumers to embrace cloud gaming as a viable alternative to traditional gaming methods. Additionally, the country's small size and dense population make it easier for cloud gaming providers to establish a strong presence in the market and cater to the needs of local consumers.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Estonia is also influenced by broader macroeconomic factors. The country has a strong and stable economy, which provides consumers with the financial means to invest in gaming and entertainment. Additionally, the high level of digital literacy among the population makes it easier for consumers to adapt to new technologies and embrace cloud gaming as a form of entertainment. The government's focus on developing a digital society and promoting technological innovation further supports the growth of the cloud gaming industry in Estonia.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)