Cloud Gaming - Sweden

  • Sweden
  • The Cloud Gaming market in Sweden is set to experience significant growth in the coming years.
  • According to projections, the revenue in this market is expected to reach US$73.49m in 2024.
  • This is a substantial figure that indicates the potential for substantial returns in the industry.
  • Furthermore, the market is anticipated to witness a steady annual growth rate (CAGR 2024-2027) of 41.23%.
  • This growth trajectory is expected to result in a projected market volume of US$207.00m by 2027.
  • These numbers clearly demonstrate the continuous expansion and increasing demand for Cloud Gaming market services in Sweden.
  • As the market expands, the number of readers in the Cloud Gaming market is estimated to reach 3.6m users by 2027.
  • This signifies a growing customer base and indicates the popularity of Cloud Gaming market among Swedish consumers.
  • Additionally, user penetration, which measures the proportion of the population using Cloud Gaming market services, is projected to increase from 28.0% in 2024 to 34.3% by 2027.
  • This indicates a significant rise in the adoption of Cloud Gaming market among Swedish users during this period.
  • Moreover, the average revenue per user (ARPU) is expected to amount to US$25.41.
  • This metric gives us an insight into the spending patterns of Cloud Gaming market users in Sweden and suggests the potential for sustainable revenue streams.
  • When comparing the Cloud Gaming market globally, it is noteworthy that in the United States is expected to generate the highest revenue.
  • In 2024, in the United States is projected to generate a substantial revenue of US$1,938.00m.
  • This indicates the dominance of the US market in terms of revenue generation.
  • In conclusion, the Cloud Gaming market in Sweden is poised for significant growth in the coming years.
  • With projected revenue reaching US$73.49m in 2024 and an expected annual growth rate of 41.23%, the market volume is estimated to reach US$207.00m by 2027.
  • The increasing number of readers, user penetration, and average revenue per user further highlight the promising future of the Cloud Gaming market industry in Sweden.
  • Sweden is experiencing a surge in demand for cloud gaming, with a growing number of gamers embracing the convenience and flexibility of playing high-quality games on demand.

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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