Cloud Gaming - Finland

  • Finland
  • In Finland, revenue in the Cloud Gaming market market is projected to reach US$41.52m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 30.44%, leading to a projected market volume of US$156.80m by 2029.
  • The number of readers in Finland is anticipated to amount to 2.0m users by 2029.
  • User penetration in the Cloud Gaming market market will be 28.6% in 2024 and is expected to increase to 36.0% by 2029.
  • The average revenue per user (ARPU) in Finland is expected to reach US$26.14.
  • In a global context, the majority of revenue will be generated the United States, with a forecast of US$1,938.00m in 2024.
  • Finland's cloud gaming market is rapidly evolving, driven by strong internet infrastructure and a growing inclination towards mobile gaming among consumers.

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

 
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Analyst Opinion

The Cloud Gaming market in Finland is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Finland are leaning towards convenience and accessibility, which are key drivers for the growth of the Cloud Gaming market. Finnish consumers are increasingly seeking seamless and hassle-free gaming experiences, without the need for expensive gaming hardware or physical game copies. Cloud Gaming offers the convenience of playing games on-demand, anytime and anywhere, with just an internet connection and compatible devices. This appeals to a wide range of customers, including casual gamers, who can now enjoy high-quality gaming experiences without the need for expensive gaming equipment. Trends in the market also contribute to the growth of Cloud Gaming in Finland. The increasing availability and reliability of high-speed internet connections across the country have made it easier for consumers to access and stream games from cloud servers. This has led to the emergence of cloud gaming platforms and services, which provide a wide selection of games for consumers to choose from. Additionally, advancements in cloud technology, such as improved streaming capabilities and reduced latency, have enhanced the overall gaming experience, further driving the adoption of Cloud Gaming in Finland. Local special circumstances in Finland also play a role in the development of the Cloud Gaming market. Finland has a strong gaming culture and is home to several renowned game development companies. This has created a favorable environment for the growth of the Cloud Gaming market, as consumers are already familiar with and enthusiastic about gaming. Furthermore, Finland has a high level of internet penetration and a tech-savvy population, making it an ideal market for Cloud Gaming services. Underlying macroeconomic factors further support the growth of the Cloud Gaming market in Finland. The country has a stable and prosperous economy, with high disposable incomes and a strong purchasing power. This enables consumers to invest in gaming experiences, including Cloud Gaming subscriptions and services. Additionally, Finland has a well-developed digital infrastructure, with reliable internet connectivity and widespread access to mobile devices. These factors contribute to the accessibility and availability of Cloud Gaming services, driving the market's growth. In conclusion, the Cloud Gaming market in Finland is experiencing significant growth and development due to customer preferences for convenience and accessibility, market trends towards cloud-based gaming experiences, local special circumstances including a strong gaming culture and tech-savvy population, and underlying macroeconomic factors such as a stable economy and well-developed digital infrastructure. As these factors continue to evolve and advance, the Cloud Gaming market in Finland is expected to further expand and thrive.

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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