Cloud Gaming - Northern Europe

  • Northern Europe
  • The Cloud Gaming market in Northern Europe is predicted to witness a substantial increase in revenue, reaching an impressive US$218.50m by 2024.
  • Furthermore, this market segment is expected to exhibit a notable annual growth rate of 40.09% between 2024 and 2027.
  • As a result, the projected market volume is estimated to reach a staggering US$600.70m by 2027.
  • Moreover, in terms of user engagement, the number of readers in the Cloud Gaming market is anticipated to reach a significant figure of 10.6m users by 2027.
  • This demonstrates the growing popularity and widespread adoption of cloud gaming services in Northern Europe.
  • When considering user penetration, it is projected to be 25.4% in 2024, indicating that a small fraction of the population will engage with cloud gaming.
  • However, this figure is expected to increase to 31.3% by 2027, reflecting a substantial growth in user adoption.
  • In terms of average revenue per user (ARPU), the Cloud Gaming market is estimated to generate an impressive US$25.74.
  • This indicates the potential profitability of cloud gaming services in Northern Europe.
  • In a global comparison, United States is expected to generate the highest revenue in the Cloud Gaming market, amounting to a significant US$1,938.00m in 2024.
  • This highlights the dominance of the United States in the global cloud gaming industry.
  • In Northern Europe, the cloud gaming market is experiencing significant growth, with countries like Sweden and Finland leading the way in terms of adoption and game development.

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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