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Cloud Gaming - Ireland

Ireland
  • In Ireland, revenue in the Cloud Gaming market market is projected to reach US$32.90m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 32.29%, leading to a projected market volume of US$133.30m by 2029.
  • By 2029, the number of readers in the Cloud Gaming market market in Ireland is expected to amount to 1.9m users.
  • User penetration in Ireland will be 29.7% in 2024 and is expected to increase to 36.5% by 2029.
  • The average revenue per user (ARPU) in Ireland is expected to be US$21.78.
  • In a global context, the most revenue will be generated the United States, which is projected to be US$1.94bn in 2024.
  • In Ireland, the cloud gaming market is experiencing significant growth as consumers increasingly embrace digital entertainment and seek flexible gaming solutions.

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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Cloud Gaming market in Ireland is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    Customer preferences:
    In Ireland, there is a growing demand for cloud gaming services due to the increasing popularity of gaming among the population. Customers are increasingly looking for convenient and accessible gaming options that allow them to play their favorite games without the need for expensive gaming hardware. Cloud gaming provides a solution to this by allowing users to stream games directly to their devices, eliminating the need for high-end consoles or gaming PCs.

    Trends in the market:
    One of the key trends in the cloud gaming market in Ireland is the rise of subscription-based gaming services. Companies like Google Stadia, Microsoft xCloud, and NVIDIA GeForce Now offer subscription plans that allow users to access a library of games for a monthly fee. This trend is driven by the desire for cost-effective gaming options and the convenience of having a wide variety of games available at any time. Another trend in the market is the increasing integration of cloud gaming with other entertainment platforms. Many streaming services and smart TV manufacturers are now incorporating cloud gaming services into their offerings, allowing users to easily access and play games on their TVs. This trend is driven by the desire to create a seamless entertainment experience and cater to the growing demand for gaming content.

    Local special circumstances:
    Ireland has a strong gaming community and a thriving tech industry, which creates a favorable environment for the growth of the cloud gaming market. The country is home to many game developers and tech companies, providing a pool of talent and expertise in the gaming industry. Additionally, Ireland's strong internet infrastructure and high smartphone penetration rate make it an ideal market for cloud gaming services.

    Underlying macroeconomic factors:
    The growth of the cloud gaming market in Ireland is also influenced by underlying macroeconomic factors. The country has a strong economy and a high disposable income, allowing consumers to invest in gaming and entertainment. Additionally, the increasing digitization of the economy and the shift towards online services have created a favorable environment for cloud gaming to thrive. In conclusion, the Cloud Gaming market in Ireland is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for convenient and accessible gaming options, the rise of subscription-based services, the integration of cloud gaming with other entertainment platforms, Ireland's strong gaming community and tech industry, and the country's favorable macroeconomic conditions all contribute to the growth of the cloud gaming market in Ireland.

    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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