Cloud Gaming - Portugal

  • Portugal
  • In Portugal, revenue in the Cloud Gaming market market is projected to reach US$21.25m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 30.24%, resulting in a projected market volume of US$79.63m by 2029.
  • In the Cloud Gaming market market withPortugal, the number of readers is expected to amount to 1,371.0k users by 2029.
  • User penetration in Portugal will be 10.6% in 2024 and is anticipated to hit 13.6% by 2029.
  • The average revenue per user (ARPU) in Portugal is expected to amount to US$19.71.
  • In global comparison, most revenue will be generated the United States, with a projection of US$1,938.00m in 2024.
  • In Portugal, the cloud gaming market is gaining momentum as local gamers increasingly seek immersive experiences and flexible access to a diverse game library.

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

 
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Analyst Opinion

The Cloud Gaming market in Portugal is experiencing steady growth due to increasing customer preferences for convenient and accessible gaming experiences, as well as the local special circumstances and underlying macroeconomic factors in the country.

Customer preferences:
Portuguese gamers are increasingly drawn to cloud gaming due to its convenience and accessibility. With cloud gaming, players can access a wide range of games without the need for expensive gaming hardware. This appeals to both casual gamers and those who do not want to invest in gaming consoles or high-end PCs. Additionally, cloud gaming allows players to access their games from any device with an internet connection, providing flexibility and convenience.

Trends in the market:
One of the key trends in the cloud gaming market in Portugal is the rise of subscription-based gaming services. Companies like Google, Microsoft, and Sony offer subscription services that provide access to a library of games for a monthly fee. This model is gaining popularity among Portuguese gamers as it offers a cost-effective way to access a wide variety of games. Another trend in the market is the increasing adoption of cloud gaming by mobile gamers. With the advancements in mobile technology, smartphones and tablets are becoming powerful enough to handle cloud gaming. This allows gamers to play high-quality games on the go, further enhancing the convenience and accessibility of cloud gaming.

Local special circumstances:
Portugal has a strong gaming community, with a growing number of esports events and tournaments taking place in the country. This has created a vibrant gaming culture and increased the demand for gaming experiences. Cloud gaming provides an opportunity for Portuguese gamers to explore a wide range of games and participate in online multiplayer experiences.

Underlying macroeconomic factors:
Portugal has a relatively high internet penetration rate, with a large portion of the population having access to high-speed internet connections. This infrastructure is crucial for cloud gaming, as it requires a stable and fast internet connection to stream games. The availability of reliable internet connectivity has facilitated the growth of cloud gaming in the country. Furthermore, the affordability of cloud gaming services compared to traditional gaming hardware is also a contributing factor to its growth. As the cost of gaming consoles and PCs can be prohibitive for some consumers, cloud gaming provides a more accessible alternative. In conclusion, the Cloud Gaming market in Portugal is driven by customer preferences for convenience and accessibility, as well as the local special circumstances and underlying macroeconomic factors in the country. The rise of subscription-based gaming services and the increasing adoption of cloud gaming by mobile gamers are key trends in the market. With a strong gaming community and a high internet penetration rate, Portugal is well-positioned for further 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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