Cloud Gaming - Northern Europe

  • Northern Europe
  • In 2024, the revenue in the Cloud Gaming market market in Northern Europe is forecasted to reach US$218.50m.
  • The market is expected to display an annual growth rate (CAGR 2024-2029) of 30.09%, leading to a projected market volume of US$814.20m by 2029.
  • By 2029, the number of users in the Cloud Gaming market market in Northern Europe is anticipated to reach 10.7m users.
  • User penetration is projected to be 25.1% in 2024 and is poised to reach 31.3% by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$25.74.
  • When compared globally, the in the United States is expected to generate the highest revenue, with US$1,938.00m in 2024.
  • In Northern Europe, Sweden leads in the adoption of Cloud Gaming services, revolutionizing the Media market with high-quality streaming and interactive gaming experiences.

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

 
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Analyst Opinion

Cloud gaming is a rapidly growing market in Northern Europe, driven by changing customer preferences and advancements in technology. With the increasing demand for high-quality gaming experiences and the need for flexibility, cloud gaming has gained popularity among gamers in the region.

Customer preferences in Northern Europe are shifting towards convenience and accessibility. Gamers are looking for ways to enjoy their favorite games without the need for expensive hardware or physical copies. Cloud gaming provides a solution by allowing users to stream games directly to their devices, eliminating the need for downloads or installations.

This convenience factor has attracted a large number of gamers in the region. Another customer preference driving the growth of cloud gaming in Northern Europe is the desire for high-quality gaming experiences. Cloud gaming platforms offer the ability to play games with high-resolution graphics and fast frame rates, even on low-end devices.

This has allowed gamers in the region to enjoy immersive gaming experiences without the need for expensive gaming equipment. Trends in the cloud gaming market in Northern Europe include the rise of subscription-based gaming services. These services offer gamers access to a library of games for a monthly fee, providing a cost-effective way to play a wide variety of titles.

This trend has been fueled by the success of major gaming platforms that have introduced subscription services in the region. Another trend in the market is the increasing collaboration between cloud gaming platforms and game developers. This partnership allows game developers to reach a wider audience and provides cloud gaming platforms with exclusive content, attracting more users to their platforms.

This trend has resulted in a diverse and extensive library of games available for cloud gaming in Northern Europe. Local special circumstances in Northern Europe also contribute to the growth of the cloud gaming market. The region has a high internet penetration rate and a strong infrastructure, making it ideal for cloud-based services.

Additionally, the tech-savvy population in Northern Europe is quick to adopt new technologies, including cloud gaming. Underlying macroeconomic factors, such as the increasing disposable income and the growing gaming industry in Northern Europe, also play a role in the development of the cloud gaming market. As more people have the means to invest in gaming experiences, the demand for cloud gaming services continues to rise.

In conclusion, the cloud gaming market in Northern Europe is experiencing significant growth due to changing customer preferences, technological advancements, and favorable local circumstances. The convenience, high-quality gaming experiences, and cost-effectiveness of cloud gaming have attracted a large number of gamers in the region. With the increasing collaboration between cloud gaming platforms and game developers, as well as the underlying macroeconomic factors, the market is expected to continue its upward trajectory in the coming years.

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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