Cloud Gaming - BRICS

  • BRICS
  • The Cloud Gaming market is expected to witness substantial growth in the coming years.
  • By 2024, the projected revenue in this market is estimated to reach US$1.76bn.
  • It is further anticipated that the market will experience a compound annual growth rate (CAGR) of 42.85% between 2024 and 2027, resulting in a projected market volume of US$5.13bn by 2027.
  • In terms of user base, the number of readers in the Cloud Gaming market is expected to reach 279.2m users by 2027.
  • This indicates a significant expansion of the market, indicating a growing interest and adoption of cloud gaming services.
  • User penetration, which refers to the proportion of users within the total population, is expected to be 4.3% in 2024.
  • However, this figure is projected to rise to 5.3% by 2027, indicating an increasing number of individuals engaging in cloud gaming activities.
  • The average revenue per user (ARPU) in the Cloud Gaming market is expected to amount to US$7.84.
  • This metric provides insights into the average amount of revenue generated per user, highlighting the potential profitability of the cloud gaming industry.
  • In terms of regional contributions, United States is projected to generate the highest revenue in the global Cloud Gaming market.
  • In 2024, it is estimated that United States will generate US$1,938.00m in revenue, indicating its dominant position in this market segment.
  • As a member of the BRICS countries, Brazil is expected to play a significant role in the growth and development of the Cloud Gaming market.
  • With its large population and increasing technological advancements, Brazil has the potential to become a major player in this market segment.
  • In Brazil, the cloud gaming market is rapidly growing due to the increasing availability of high-speed internet and the rising popularity of online multiplayer games.

Key regions: Europe, India, China, Germany, Asia

 
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Analyst Opinion

The cloud gaming market has been experiencing significant growth in recent years, with more and more gamers turning to cloud-based solutions as an alternative to traditional gaming. Major players such as Google, Microsoft, and Amazon are investing heavily in cloud gaming services, and new companies are also entering the market. This competition is driving innovation and leading to new features, games, and pricing models.

Cloud gaming is becoming an increasingly popular choice for gamers due to several key factors. Firstly, the ability to access a wide variety of games without the need for expensive hardware is a major draw. This not only saves gamers money, but it also allows them to try out games without committing to a large investment. Secondly, the convenience factor is significant. With cloud gaming, players can play their favorite games on any device with an internet connection, whether it be a phone, tablet, or computer. This flexibility allows gamers to play on the go or easily switch between devices. Another growth factor for cloud gaming is the advancements in streaming technology. With reduced latency and higher frame rates, cloud gaming is becoming a more seamless and immersive experience.

According to our research, the cloud gaming market is projected to see substantial growth in the coming years. By 2027, the market size is expected to reach US$18.71 billion, with a Compound Annual Growth Rate (CAGR) of 48.12%.

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. GCS data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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