Cloud Gaming - Norway

  • Norway
  • In Norway, revenue in the Cloud Gaming market market is projected to reach US$48.77m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 28.46%, leading to a projected market volume of US$170.60m by 2029.
  • Within this market, the number of readers in Norway is anticipated to amount to 2.1m users by 2029.
  • User penetration will be 30.9% in 2024 and is expected to increase to 37.7% by 2029.
  • The average revenue per user (ARPU) in Norway is expected to reach US$28.67.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$1,938.00m in 2024.
  • In Norway, the cloud gaming market is witnessing a surge in popularity, driven by increasing internet speeds and a tech-savvy gaming community.

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

 
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Analyst Opinion

The Cloud Gaming market in Norway is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Norway are shifting towards cloud gaming due to its convenience and flexibility. With cloud gaming, users can access and play high-quality games on various devices without the need for expensive gaming hardware. This appeals to a wide 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 the go. Additionally, the subscription-based model offered by many cloud gaming platforms provides customers with access to a large library of games at a more affordable price compared to purchasing individual games. Trends in the market are also driving the growth of cloud gaming in Norway. One of the key trends is the increasing availability of high-speed internet connections, which is essential for a seamless cloud gaming experience. Norway has a well-developed telecommunications infrastructure, with a high percentage of the population having access to fast and reliable internet connections. This enables gamers to stream games without experiencing significant latency or lag, enhancing the overall gaming experience. Furthermore, advancements in cloud technology, such as improved video encoding and compression algorithms, have made it possible to deliver high-quality graphics and gameplay over the internet. Local special circumstances in Norway further contribute to the development of the cloud gaming market. Norway has a high smartphone penetration rate, with a large portion of the population owning smartphones. This provides a ready-made market for cloud gaming platforms, as smartphones can be used as gaming devices. Additionally, Norway has a strong gaming culture, with a significant number of gamers and gaming enthusiasts. This creates a favorable environment for the adoption of cloud gaming, as there is already a demand for gaming-related products and services. Underlying macroeconomic factors also play a role in the growth of the cloud gaming market in Norway. The country has a high standard of living and disposable income, allowing consumers to spend on entertainment and leisure activities such as gaming. Furthermore, the gaming industry as a whole has been experiencing rapid growth worldwide, and Norway is no exception. This growth is driven by factors such as the increasing popularity of esports, the rise of mobile gaming, and the expansion of the gaming market into new demographics. In conclusion, the Cloud Gaming market in Norway is experiencing growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The convenience and flexibility of cloud gaming, coupled with the availability of high-speed internet connections and a strong gaming culture, have contributed to its popularity in Norway. Additionally, the country's high standard of living and disposable income provide a favorable environment for the growth of 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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