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Cloud Gaming - GCC

GCC
  • In the GCC region, revenue in the Cloud Gaming market market is projected to reach US$35.79m in 2024.
  • This revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 27.57%, leading to a forecasted market volume of US$120.90m by 2029.
  • Within the Cloud Gaming market market in the GCC, the number of readers is expected to total 1.6m users by 2029.
  • User penetration in the region will be 2.1% in 2024 and is projected to rise to 2.6% by 2029.
  • The average revenue per user (ARPU) in the GCC is expected to reach US$27.72.
  • In a global context, the majority of revenue will be generated the United States, with an expected total of US$1.94bn in 2024.
  • The GCC region is witnessing a surge in cloud gaming adoption, driven by high-speed internet infrastructure and a young, tech-savvy population.

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 GCC is experiencing significant growth and development due to several key factors.

    Customer preferences:
    Customers in the GCC region are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, players can access their favorite games from any device with an internet connection, eliminating the need for expensive gaming consoles or high-performance hardware. This appeals to a wide range of customers, including casual gamers who prefer to play on their mobile devices and hardcore gamers who appreciate the ability to play high-quality games without investing in expensive gaming equipment.

    Trends in the market:
    One of the major trends in the GCC cloud gaming market is the increasing availability of high-speed internet connections. As internet infrastructure continues to improve in the region, more customers have access to fast and reliable internet, enabling them to enjoy seamless gaming experiences without lag or latency issues. This is driving the adoption of cloud gaming platforms and services. Another trend is the growing popularity of multiplayer and competitive gaming in the GCC region. Cloud gaming allows players to connect and compete with others from around the world, fostering a vibrant gaming community. This trend is further fueled by the rise of esports in the region, with an increasing number of tournaments and events being organized to cater to the growing interest in competitive gaming.

    Local special circumstances:
    The GCC region has a large population of tech-savvy and digitally connected individuals, making it a fertile ground for the growth of cloud gaming. Additionally, the region has a high smartphone penetration rate, with a significant portion of the population owning smartphones capable of running cloud gaming applications. This creates a favorable environment for the adoption of cloud gaming services.

    Underlying macroeconomic factors:
    The GCC region has been experiencing rapid economic growth in recent years, which has led to an increase in disposable income among consumers. As a result, more people are willing to spend on entertainment and leisure activities, including gaming. This economic prosperity provides a conducive environment for the growth of the cloud gaming market in the region. Furthermore, the GCC governments have been actively promoting digital transformation and innovation, investing in infrastructure and technology to drive economic diversification. This focus on technology and digitalization has created an environment that is conducive to the growth of the cloud gaming market. In conclusion, the Cloud Gaming market in GCC is experiencing significant growth due to customer preferences for convenience and flexibility, the availability of high-speed internet connections, the growing popularity of multiplayer and competitive gaming, the tech-savvy population, and the region's economic prosperity and focus on digital transformation. These factors are driving the adoption of cloud gaming platforms and services in the GCC region.

    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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