Cloud Gaming - Singapore

  • Singapore
  • Revenue in the Cloud Gaming market is projected to reach US$48.45m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 32.65%, resulting in a projected market volume of US$199.00m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 2.7m users by 2029.
  • User penetration will be 35.6% in 2024 and is expected to hit 43.8% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$22.46.
  • 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

Cloud gaming is a rapidly growing market in Singapore, driven by customer preferences for convenience and accessibility. With the increasing popularity of gaming and the rise of mobile devices, more and more consumers are turning to cloud gaming as a convenient and cost-effective way to play their favorite games.

Customer preferences:
In Singapore, customers are increasingly opting for cloud gaming due to its convenience and accessibility. With cloud gaming, users can play high-quality games on their devices without the need for expensive gaming consoles or powerful hardware. This appeals to a wide range of consumers, including casual gamers who want to play on the go and hardcore gamers who want to experience the latest titles without the need for expensive hardware upgrades.

Trends in the market:
One of the key trends in the cloud gaming market in Singapore is the rise of mobile gaming. With the increasing power and capabilities of smartphones and tablets, more and more consumers are using their mobile devices as gaming platforms. Cloud gaming allows users to play high-quality games on their mobile devices without the need for expensive hardware upgrades, making it an attractive option for mobile gamers. Another trend in the market is the growing popularity of subscription-based cloud gaming services. These services offer users access to a wide range of games for a monthly fee, eliminating the need to purchase individual games. This not only provides cost savings for consumers but also allows them to try out a variety of games without committing to a single title.

Local special circumstances:
Singapore is known for its strong internet infrastructure and high smartphone penetration rate. This makes it an ideal market for cloud gaming, as users can easily access and stream games without experiencing significant lag or connectivity issues. Additionally, the tech-savvy population in Singapore is more open to adopting new technologies, making cloud gaming a natural fit for the market.

Underlying macroeconomic factors:
The growing cloud gaming market in Singapore is also influenced by underlying macroeconomic factors. The increasing disposable income of consumers allows them to spend more on entertainment, including gaming. Additionally, the rise of e-commerce and digital payment platforms has made it easier for consumers to purchase and access cloud gaming services. In conclusion, the cloud gaming market in Singapore is experiencing significant growth due to customer preferences for convenience and accessibility. The rise of mobile gaming and subscription-based services are key trends in the market, while Singapore's strong internet infrastructure and tech-savvy population contribute to its success. The underlying macroeconomic factors, such as increasing disposable income and the growth of e-commerce, further drive the development of the cloud gaming market in Singapore.

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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