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Cloud Gaming - EU-27

EU-27
  • In the EU-27, revenue in the Cloud Gaming market market is projected to reach US$1.23bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 29.58%, resulting in a projected market volume of US$4.49bn by 2029.
  • In the Cloud Gaming market market within the EU-27, the number of readers is expected to amount to 62.2m users by 2029.
  • User penetration in the EU-27 will be 11.0% in 2024 and is expected to hit 14.0% by 2029.
  • The average revenue per user (ARPU) in the EU-27 is expected to amount to US$24.95.
  • In global comparison, most revenue will be generated the United States (US$1.94bn in 2024).
  • Cloud gaming in the EU-27 is witnessing heightened interest as consumers increasingly prioritize seamless digital experiences over traditional gaming formats.

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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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 EU-27 is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Cloud Gaming market are shifting towards convenience, flexibility, and cost-effectiveness. With the increasing availability of high-speed internet and advancements in technology, consumers are seeking gaming experiences that do not require expensive gaming consoles or hardware. Cloud Gaming provides a solution by allowing users to stream games directly to their devices, eliminating the need for physical copies or downloads. This convenience and flexibility appeal to a wide range of customers, including casual gamers, who can now access a vast library of games without the need for expensive equipment. Trends in the Cloud Gaming market are also driving its development in EU-27. One prominent trend is the rise of subscription-based gaming platforms. These platforms offer users access to a wide variety of games for a fixed monthly fee, providing a cost-effective alternative to purchasing individual games. Subscription-based models also encourage customer loyalty and engagement, as users have a constant stream of new games to explore. Additionally, advancements in cloud technology, such as improved streaming quality and reduced latency, are enhancing the overall gaming experience and attracting more users to the Cloud Gaming market. Local special circumstances in EU-27 are further contributing to the growth of the Cloud Gaming market. The region has a large population of tech-savvy consumers who are early adopters of new technologies. This tech-savvy population, combined with the widespread availability of high-speed internet, creates a favorable environment for the adoption and expansion of Cloud Gaming services. Furthermore, EU-27 has a diverse gaming culture, with a strong presence of both local and international game developers. This diversity fosters innovation and competition in the Cloud Gaming market, driving the development of new and exciting gaming experiences. Underlying macroeconomic factors also play a role in the development of the Cloud Gaming market in EU-27. The region has a strong economy and a high disposable income, allowing consumers to invest in gaming experiences. Additionally, the increasing penetration of smartphones and other mobile devices creates a large potential user base for Cloud Gaming services. As more people embrace mobile gaming, the demand for cloud-based gaming solutions is expected to grow. In conclusion, the Cloud Gaming market in EU-27 is developing rapidly due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The convenience, flexibility, and cost-effectiveness of Cloud Gaming appeal to a wide range of customers, while subscription-based models and advancements in cloud technology drive its growth. The tech-savvy population, widespread availability of high-speed internet, and diverse gaming culture in EU-27 create a favorable environment for the adoption and expansion of Cloud Gaming services. The strong economy and increasing penetration of mobile devices further contribute to the market's development.

    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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