Cloud Gaming - Serbia

  • Serbia
  • Revenue in the Cloud Gaming market market in Serbia is forecasted to reach US$5.48m in 2024.
  • The market is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 31.59%, leading to a projected market volume of US$21.62m by 2029.
  • By 2029, the number of users in the Cloud Gaming market market in Serbia is expected to reach 362.0k users.
  • User penetration is predicted to be 4.0% in 2024 and is projected to increase to 5.3% by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$19.20.
  • When compared globally, the in the United States is expected to generate the most revenue (US$1,938.00m in 2024) in the Cloud Gaming market market.
  • Serbia's media market is rapidly embracing cloud gaming, revolutionizing entertainment consumption in the country with seamless access to high-quality gaming content.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Cloud Gaming market in Serbia is experiencing significant growth due to the increasing popularity of online gaming and the growing demand for high-quality gaming experiences.

Customer preferences:
Serbian customers are increasingly looking for convenient and accessible gaming options. Cloud gaming provides them with the ability to play 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 powerful computers. Additionally, the ability to stream games directly to devices allows for instant access to a large library of games, providing customers with a variety of options to choose from.

Trends in the market:
One of the key trends in the Cloud Gaming market in Serbia is the increasing availability of high-speed internet connections. As internet infrastructure continues to improve, more customers are able to access cloud gaming services without experiencing significant lag or latency issues. This has led to a growing number of cloud gaming platforms entering the Serbian market, offering a wide range of gaming options to customers. Another trend in the market is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more customers are looking for gaming options that can be played on the go. Cloud gaming allows customers to play high-quality games on their mobile devices, providing them with a convenient and portable gaming experience. This trend is particularly appealing to younger customers who are more likely to use mobile devices for gaming.

Local special circumstances:
Serbia has a vibrant gaming community, with a growing number of local game developers and enthusiasts. This has created a strong demand for gaming experiences, including cloud gaming. Local game developers are increasingly partnering with cloud gaming platforms to make their games accessible to a wider audience. This collaboration between local developers and cloud gaming platforms has further fueled the growth of the market in Serbia.

Underlying macroeconomic factors:
Serbia's growing economy and increasing disposable income have also contributed to the development of the Cloud Gaming market. As more customers have the financial means to invest in gaming experiences, the demand for cloud gaming services has increased. Additionally, the relatively low cost of cloud gaming subscriptions compared to purchasing gaming hardware has made it an attractive option for customers. In conclusion, the Cloud Gaming market in Serbia is experiencing significant growth due to customer preferences for convenient and accessible gaming options, the increasing availability of high-speed internet connections, the rise of mobile gaming, the vibrant local gaming community, and the country's growing economy. These factors have created a favorable environment for the development of the Cloud Gaming market in Serbia.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)