Cloud Gaming - Benelux

  • Benelux
  • Revenue in the Cloud Gaming market is projected to reach US$139.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 30.27%, resulting in a projected market volume of US$524.40m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 by 2029.
  • The average revenue per user (ARPU) is expected to amount to 0.00.
  • 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 Benelux is experiencing significant growth and development, driven by several key factors.

Customer preferences:
Customers in Benelux are increasingly drawn to the convenience and flexibility of cloud gaming. With cloud gaming, users can access and play games on-demand from any device with an internet connection, eliminating the need for expensive gaming consoles or high-performance hardware. This appeals to a wide range of gamers, including casual players who want to try out new games without committing to a purchase, as well as avid gamers who value the ability to play high-quality games on the go. Additionally, the subscription-based model offered by many cloud gaming platforms provides customers with access to a large library of games at a more affordable price compared to traditional game purchases.

Trends in the market:
One of the key trends in the cloud gaming market in Benelux is the increasing adoption of cloud gaming platforms by major gaming companies. This has led to the availability of popular and high-quality games on these platforms, attracting a larger customer base. Furthermore, advancements in technology, such as faster internet speeds and improved streaming capabilities, have made cloud gaming a more viable option for gamers in Benelux. These technological advancements have reduced latency issues and improved the overall gaming experience, further driving the growth of the market.

Local special circumstances:
Benelux is known for its strong gaming culture and a high level of internet penetration. This has created a fertile ground for the growth of the cloud gaming market in the region. The popularity of gaming in Benelux, coupled with the region's well-developed infrastructure, has made it an attractive market for cloud gaming providers. Additionally, the multilingual nature of the region allows for the localization of gaming content, catering to the diverse preferences of gamers in Benelux.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Benelux is also influenced by underlying macroeconomic factors. The region has a strong economy and a high disposable income, allowing consumers to invest in gaming-related products and services. Furthermore, the increasing availability of high-speed internet connections and the widespread use of smartphones and other connected devices have created a conducive environment for the adoption of cloud gaming in Benelux. The region's favorable regulatory environment and strong intellectual property protection also contribute to the growth of the cloud gaming market, attracting both local and international players to invest in the region. In conclusion, the cloud gaming market in Benelux is growing rapidly due to customer preferences for convenience and flexibility, the availability of popular games on cloud gaming platforms, advancements in technology, the region's strong gaming culture, and favorable macroeconomic factors. As these trends continue to evolve and the market matures, it is expected that cloud gaming will become even more popular in Benelux, providing new opportunities for both customers and gaming companies.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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