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Cloud Gaming - Russia

Russia
  • In Russia, revenue in the Cloud Gaming market market is projected to reach US$69.93m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 27.03%, which will culminate in a projected market volume of US$231.30m by 2029.
  • Within the Cloud Gaming market market in Russia, the number of readers is anticipated to reach 6.2m users by 2029.
  • User penetration in Russia is forecasted to be 3.4% in 2024, increasing to 4.4% by 2029.
  • The average revenue per user (ARPU) in the Russian market is expected to amount to US$14.17.
  • In a global context, the majority of revenue will be generated the United States, with a significant figure of US$1.94bn in 2024.
  • In Russia, the cloud gaming market is gaining traction, driven by increasing internet speeds and a growing appetite for digital entertainment among consumers.

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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Market Insights report

Games: market data & analysis

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 Russia is experiencing significant growth and development due to several key factors.

    Customer preferences:
    Russian consumers are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, users can access a wide range of games without the need for expensive gaming hardware. This appeals to a large segment of the population, including casual gamers who may not want to invest in dedicated gaming consoles or high-end PCs. Additionally, the ability to play games on multiple devices, such as smartphones and tablets, is highly appealing to the tech-savvy Russian population.

    Trends in the market:
    One of the major trends in the Russian cloud gaming market is the increasing availability of high-speed internet connections. As internet infrastructure improves across the country, more consumers are able to access cloud gaming services without experiencing significant lag or latency issues. This has led to a surge in the number of users adopting cloud gaming platforms. Another trend in the market is the growing popularity of subscription-based cloud gaming services. These services offer users access to a library of games for a monthly fee, eliminating the need to purchase individual games. This model has gained traction in Russia, as it provides consumers with a cost-effective way to access a wide variety of games.

    Local special circumstances:
    Russia has a large population of gamers, and the market is highly competitive. Local cloud gaming providers have emerged to cater to the specific needs and preferences of Russian gamers. These providers often offer localized content and support, which resonates well with the Russian audience.

    Underlying macroeconomic factors:
    The Russian economy has been steadily recovering in recent years, which has led to an increase in disposable income among consumers. As a result, more Russians are willing to spend money on entertainment and leisure activities, including cloud gaming. This has created a favorable environment for the growth of the cloud gaming market in Russia. Additionally, the Russian government has been actively promoting the development of the technology sector, including the gaming industry. This support has encouraged both local and international cloud gaming companies to invest in the Russian market, further driving its growth. In conclusion, the Cloud Gaming market in Russia is experiencing rapid growth and development due to the convenience and flexibility it offers to consumers, as well as the improving internet infrastructure and favorable macroeconomic factors. With the increasing availability of high-speed internet and the growing popularity of subscription-based services, the cloud gaming market in Russia is expected to continue its upward trajectory in the coming years.

    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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