Cloud Gaming - Greece

  • Greece
  • The revenue in the Cloud Gaming market market in Greece is forecasted to reach US$13.99m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 26.85%, leading to a projected market volume of US$45.94m by 2029.
  • In the Cloud Gaming market market in Greece, the number of users is projected to reach 697.4k users by 2029.
  • User penetration is expected to be 5.4% in 2024 and is projected to increase to 6.9% by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$25.27.
  • When compared globally, the in the United States is expected to generate the most revenue (US$1,938.00m in 2024) in the Cloud Gaming market market.
  • Amidst Greece's growing interest in Cloud Gaming, media companies are strategically investing in cloud-based platforms to enhance the gaming experience for users.

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

 
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Analyst Opinion

The Cloud Gaming market in Greece is experiencing significant growth and development.

Customer preferences:
Greek consumers are increasingly embracing cloud gaming as a convenient and cost-effective way to access a wide range of video games. The ability to stream games directly to their devices without the need for expensive hardware or physical copies is appealing to many gamers. Additionally, the flexibility to play games on multiple devices, such as smartphones, tablets, and smart TVs, is a major advantage for Greek consumers who are always on the go.

Trends in the market:
One of the key trends in the Greek cloud gaming market is the increasing availability of high-speed internet connections. With the expansion of broadband infrastructure and the widespread adoption of 4G and 5G networks, Greek consumers now have faster and more reliable internet access, enabling them to stream games seamlessly. This trend is driving the growth of cloud gaming platforms in the country. Another trend in the market is the rise of mobile gaming. Greece has a high smartphone penetration rate, and many consumers prefer to play games on their mobile devices. Cloud gaming platforms are capitalizing on this trend by offering a wide selection of mobile games that can be streamed directly to smartphones and tablets. This has opened up new opportunities for both casual and hardcore gamers in Greece.

Local special circumstances:
Greece has a vibrant gaming community with a strong interest in both local and international game titles. Greek gamers have traditionally faced challenges in accessing the latest games due to limited availability and high prices. Cloud gaming platforms have addressed this issue by offering a vast library of games that can be accessed instantly, eliminating the need to purchase expensive physical copies or wait for international releases. This has greatly benefited the Greek gaming community and contributed to the growth of the cloud gaming market in the country.

Underlying macroeconomic factors:
The Greek economy has been recovering in recent years, and this has had a positive impact on the gaming industry. As disposable incomes increase, more consumers are willing to spend money on entertainment, including gaming. Cloud gaming offers an affordable alternative to traditional gaming, making it an attractive option for Greek consumers. Additionally, the growth of the technology sector in Greece has created a favorable environment for cloud gaming platforms to thrive. In conclusion, the Cloud Gaming market in Greece is experiencing significant growth and development due to customer preferences for convenience and cost-effectiveness, the availability of high-speed internet connections, the rise of mobile gaming, the vibrant gaming community, and the underlying macroeconomic factors. This trend is expected to continue as more Greek consumers embrace cloud gaming as their preferred way to play video games.

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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