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Cloud Gaming - Serbia

Serbia
  • In Serbia, revenue in the Cloud Gaming market market is projected to reach US$5.48m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 31.58%, leading to a projected market volume of US$21.62m by 2029.
  • Within Serbia's Cloud Gaming market market, the number of readers is anticipated to amount to 362.0k users by 2029.
  • User penetration in Serbia will be 4.0% in 2024 and is expected to increase to 5.3% by 2029.
  • Additionally, the average revenue per user (ARPU) in Serbia is projected to amount to US$19.20.
  • In a global context, most revenue in the Cloud Gaming market market will be generated the United States, with figures reaching US$1.94bn in 2024.
  • Serbia is witnessing a growing interest in cloud gaming, driven by increasing internet accessibility and a youthful demographic eager for innovative entertainment solutions.

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

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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 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.

    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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