Cloud Gaming - France

  • France
  • Revenue in the Cloud Gaming market is projected to reach US$200.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 28.73%, resulting in a projected market volume of US$709.80m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 10.1m users by 2029.
  • User penetration will be 12.3% in 2024 and is expected to hit 15.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$25.16.
  • 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 France has been experiencing significant growth in recent years, driven by customer preferences for convenient and accessible gaming experiences, as well as advancements in technology and infrastructure.

Customer preferences:
One of the key customer preferences driving the growth of the Cloud Gaming market in France is the desire for convenience. Cloud gaming allows users to access and play games on various devices, eliminating the need for expensive gaming hardware and physical game copies. This convenience factor appeals to a wide range of gamers, including casual players who may not want to invest in dedicated gaming consoles or PCs. Additionally, the ability to play games on the go, without the need for downloads or installations, is also highly appealing to many users.

Trends in the market:
One of the major trends in the Cloud Gaming market in France is the increasing adoption of subscription-based gaming services. These services offer users access to a wide library of games for a monthly fee, providing a cost-effective alternative to purchasing individual games. This trend is driven by the growing popularity of streaming platforms, such as Netflix and Spotify, which have familiarized consumers with the subscription model. As a result, major players in the gaming industry are launching their own subscription services, further fueling the growth of the Cloud Gaming market in France. Another trend in the market is the focus on improving the quality and performance of cloud gaming services. As technology and infrastructure continue to advance, cloud gaming platforms are able to offer higher resolution graphics, faster loading times, and reduced latency. These improvements enhance the overall gaming experience and make cloud gaming a more viable option for gamers who value high-quality visuals and smooth gameplay.

Local special circumstances:
France has a strong gaming culture and a large population of avid gamers. The country has a rich history in the gaming industry, with several successful game developers and a thriving esports scene. This cultural context contributes to the growth of the Cloud Gaming market in France, as there is already an existing market of enthusiastic gamers who are eager to embrace new gaming technologies and experiences.

Underlying macroeconomic factors:
The growth of the Cloud Gaming market in France is also influenced by underlying macroeconomic factors. The increasing availability of high-speed internet connections and the widespread adoption of smartphones and other connected devices have created a favorable environment for cloud gaming to thrive. Additionally, the ongoing digital transformation across various industries has led to a greater acceptance and reliance on cloud-based services, including gaming. In conclusion, the Cloud Gaming market in France is experiencing significant growth driven by customer preferences for convenience, the adoption of subscription-based gaming services, and the focus on improving the quality and performance of cloud gaming services. The local gaming culture and underlying macroeconomic factors also contribute to the growth of the market. As technology continues to advance and infrastructure improves, the Cloud Gaming market in France is expected to continue its upward trajectory.

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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