Cloud Gaming - Europe

  • Europe
  • The Cloud Gaming market in Europe is expected to witness significant growth in the coming years.
  • According to projections, the market is estimated to reach a revenue of US$1.75bn by 2024.
  • This growth is anticipated to continue at an annual growth rate (CAGR 2024-2027) of 38.71%, resulting in a projected market volume of US$4.67bn by 2027.
  • In terms of user base, the number of readers in the Cloud Gaming market is expected to reach 88.1m users by 2027.
  • This indicates a substantial increase compared to the current figures.
  • User penetration, which measures the percentage of the population using Cloud Gaming market services, is projected to increase from 8.3% in 2024 to 10.4% by 2027.
  • Furthermore, the average revenue per user (ARPU) in the European Cloud Gaming market is expected to amount to US$24.77.
  • This metric provides insights into the average amount of revenue generated per user, highlighting the potential profitability of the market segment.
  • In terms of global comparison, in the United States is anticipated to generate the highest revenue in the Cloud Gaming market, reaching US$1,938.00m in 2024.
  • This showcases the dominance of the US market in this segment.
  • In Europe, the cloud gaming market in Germany is rapidly growing due to the country's high internet penetration and strong gaming culture.

Key regions: Germany, Asia, South Korea, Japan, United Kingdom

 
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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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