Cloud Gaming - Israel

  • Israel
  • Revenue in the Cloud Gaming market market in Israel is projected to reach US$32.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 29.25%, resulting in a projected market volume of US$118.30m by 2029 within the country.
  • In the Cloud Gaming market market in Israel, the number of readers is expected to amount to 2.0m users by 2029.
  • User penetration in Israel will be 16.6% in 2024 and is expected to hit 19.6% by 2029.
  • The average revenue per user (ARPU) in Israel is expected to amount to US$21.19.
  • In global comparison, most revenue will be generated the United States (US$1,938.00m in 2024), highlighting the significant market dynamics in Israel.
  • Israel's burgeoning tech ecosystem is fostering innovative cloud gaming solutions, positioning the country as a key player in the global media market.

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

 
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Analyst Opinion

The Cloud Gaming market in Israel has been experiencing significant growth in recent years, driven by customer preferences for convenient and accessible gaming experiences, as well as the increasing availability of high-speed internet connections and advanced gaming technology. Customer preferences in the Israeli market have shifted towards cloud gaming due to its convenience and flexibility. With cloud gaming, players can access a wide range of games without the need for expensive gaming hardware or physical copies of games. This appeals to a broad range of customers, including casual gamers who may not want to invest in gaming consoles or PCs, as well as avid gamers who value the ability to play games on multiple devices and locations. Additionally, the ability to stream games directly to devices eliminates the need for lengthy downloads or updates, further enhancing the convenience factor. Trends in the Israeli cloud gaming market reflect global trends, with the increasing popularity of subscription-based gaming services. These services offer a wide selection of games for a monthly fee, providing customers with access to a diverse library of titles without the need for individual game purchases. This model has gained traction in Israel, as it allows gamers to explore a variety of games without committing to the full price of each title. Furthermore, subscription services often include additional benefits such as exclusive content or early access to new releases, which further incentivize customers to opt for these services. Local special circumstances in Israel contribute to the growth of the cloud gaming market. The country has a strong technological infrastructure and a high rate of internet penetration, which provides a solid foundation for cloud gaming services to thrive. Additionally, Israel has a vibrant gaming community and a strong presence of local game developers, which further fuels the demand for cloud gaming platforms. Underlying macroeconomic factors also play a role in the growth of the cloud gaming market in Israel. The country has a strong economy and a high disposable income per capita, which allows consumers to invest in gaming experiences. Furthermore, the increasing prevalence of smartphones and other connected devices in Israel enables easy access to cloud gaming platforms, as gamers can play on-the-go or from the comfort of their own homes. In conclusion, the Cloud Gaming market in Israel is experiencing significant growth due to customer preferences for convenience and flexibility, as well as the availability of advanced gaming technology and high-speed internet connections. The trend towards subscription-based gaming services and the local gaming community further contribute to the market's development. With a strong technological infrastructure and a high disposable income per capita, Israel is well-positioned to continue its growth in the cloud gaming market.

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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