Cloud Gaming - G7

  • G7
  • In G7 countries, revenue in the Cloud Gaming market market is projected to reach US$3.64bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 28.61%, resulting in a projected market volume of US$12.81bn by 2029.
  • In the Cloud Gaming market market withG7, the number of readers is expected to amount to 136.2m users by 2029.
  • User penetration will be 13.7% in 2024 and is expected to hit 17.3% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$34.07.
  • In global comparison, most revenue will be generated the United States at US$1,938.00m in 2024.
  • As cloud gaming continues to gain traction in the United States, industry leaders are increasingly focusing on enhancing user experience and reducing latency.

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

 
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Analyst Opinion

The Cloud Gaming market in G7 is experiencing significant growth and development due to several factors.

Customer preferences:
Customers in G7 countries are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, users can access and play high-quality games on various devices without the need for expensive gaming hardware. This appeals to a wide range of customers, including casual gamers who do not want to invest in gaming consoles or high-end PCs, as well as avid gamers who value the ability to play games on the go. Additionally, the subscription-based model of many cloud gaming services provides customers with access to a wide library of games at an affordable price.

Trends in the market:
One of the key trends in the cloud gaming market in G7 countries is the increasing number of players entering the market. Major players such as Google, Microsoft, and Sony have launched their own cloud gaming platforms, attracting both existing gamers and new customers. This competition is driving innovation and improvements in the technology, leading to better streaming quality, reduced latency, and increased game selection. Furthermore, partnerships between cloud gaming providers and telecommunications companies are becoming more common, enabling seamless integration of cloud gaming services into existing internet and mobile packages.

Local special circumstances:
Each G7 country has its own unique circumstances that contribute to the development of the cloud gaming market. For example, in the United States, the widespread availability of high-speed internet and the strong gaming culture contribute to the growth of cloud gaming. In Japan, where console gaming has traditionally been popular, the rise of cloud gaming provides an alternative for gamers who prefer convenience and mobility. In Germany, strict regulations on data protection and privacy are influencing the development of cloud gaming platforms that prioritize user security.

Underlying macroeconomic factors:
The growth of the cloud gaming market in G7 countries is also influenced by underlying macroeconomic factors. The increasing availability of high-speed internet and the expansion of 5G networks provide the necessary infrastructure for seamless cloud gaming experiences. Additionally, the rising popularity of subscription-based models and the growing acceptance of digital content consumption contribute to the success of cloud gaming services. Furthermore, the COVID-19 pandemic has accelerated the adoption of cloud gaming as people spend more time at home and seek entertainment options that can be accessed remotely. Overall, the Cloud Gaming market in G7 is experiencing rapid growth and development due to customer preferences for convenience and flexibility, the entry of major players, local special circumstances in each country, and underlying macroeconomic factors such as internet infrastructure and changing consumer behavior. As the technology continues to improve and more players enter the market, the cloud gaming industry is expected to thrive in G7 countries.

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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