Cloud Gaming - Australia

  • Australia
  • Revenue in the Cloud Gaming market is projected to reach US$160.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 28.68%, resulting in a projected market volume of US$564.90m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 8.1m users by 2029.
  • User penetration will be 24.0% in 2024 and is expected to hit 29.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$24.99.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

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

 
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Analyst Opinion

The Cloud Gaming market in Australia is experiencing significant growth and development.

Customer preferences:
Customers in Australia are increasingly drawn to the convenience and flexibility offered by cloud gaming. With the rise of high-speed internet connectivity and the proliferation of smartphones and tablets, gamers are looking for ways to access their favorite games without the need for expensive gaming hardware. Cloud gaming allows them to do just that, as it enables them to stream games directly to their devices, eliminating the need for physical copies or downloads. Additionally, the ability to play games on multiple devices and seamlessly switch between them is highly appealing to Australian gamers.

Trends in the market:
One of the key trends in the Australian cloud gaming market is the increasing adoption of subscription-based models. Gaming companies are offering monthly or annual subscriptions that give users access to a wide range of games, similar to popular streaming services for movies and TV shows. This model provides gamers with a cost-effective way to access a large library of games without the need to purchase each title individually. Another trend in the market is the growing popularity of mobile cloud gaming. With the widespread use of smartphones and tablets in Australia, mobile gaming has become a significant segment of the gaming market. Cloud gaming platforms are capitalizing on this trend by offering mobile-compatible games and optimizing their services for mobile devices. This allows gamers to enjoy high-quality gaming experiences on their smartphones or tablets, further driving the growth of the cloud gaming market in Australia.

Local special circumstances:
Australia has a unique geography and population distribution that presents both opportunities and challenges for the cloud gaming market. The country's vast size and relatively low population density mean that internet infrastructure can vary significantly between urban and rural areas. While major cities have access to high-speed internet, rural areas may face challenges in terms of internet connectivity and bandwidth. This can impact the quality of the gaming experience for users in these areas and may require cloud gaming providers to adapt their services accordingly.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Australia is also influenced by underlying macroeconomic factors. Australia has a strong economy and a high standard of living, which means that consumers have disposable income to spend on entertainment and leisure activities. The gaming industry, including cloud gaming, is benefiting from this consumer spending power. Additionally, the increasing prevalence of high-speed internet and the widespread adoption of smartphones and tablets are driving the demand for cloud gaming services in Australia. In conclusion, the Cloud Gaming market in Australia is experiencing significant growth and development due to customer preferences for convenience and flexibility, the adoption of subscription-based models, the popularity of mobile gaming, local special circumstances such as internet infrastructure, and underlying macroeconomic factors. As the market continues to evolve, it is likely that we will see further innovation and expansion in the cloud gaming industry in Australia.

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
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