Cloud Gaming

  • Sweden
  • In Sweden, revenue in the Cloud Gaming market market is projected to reach €68.15m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 31.07%, resulting in a projected market volume of €263.60m by 2029.
  • In the Cloud Gaming market market withSweden, the number of readers is anticipated to amount to 3.7m users by 2029.
  • User penetration in Sweden will be 27.1% in 2024 and is expected to reach 33.4% by 2029.
  • The average revenue per user (ARPU) in Sweden is expected to amount to €23.57.
  • In global comparison, most revenue in the Cloud Gaming market market will be generated the United States, with €1,797.00m in 2024.
  • In Sweden, the cloud gaming market is rapidly evolving, driven by a robust digital infrastructure and increasing consumer demand for flexible gaming solutions.

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

The Cloud Gaming market in Sweden is experiencing significant growth and development.

Customer preferences:
Swedish consumers are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, players can access and play their favorite games instantly, without the need for expensive gaming hardware or physical game discs. This appeals to a broad range of gamers, including casual players who may not want to invest in gaming consoles or high-end PCs, as well as avid gamers who value the ability to play on multiple devices and locations. Additionally, the growing popularity of mobile gaming in Sweden further fuels the demand for cloud gaming services, as players can enjoy high-quality gaming experiences on their smartphones or tablets.

Trends in the market:
One of the key trends in the cloud gaming market in Sweden is the increasing number of cloud gaming platforms and services available to consumers. Major players in the gaming industry are recognizing the potential of cloud gaming and are investing in developing their own platforms or partnering with existing cloud gaming providers. This competition is driving innovation and improving the quality of cloud gaming services, offering consumers a wider range of options to choose from. Another trend in the market is the integration of cloud gaming with other entertainment services. Swedish consumers are increasingly looking for all-in-one entertainment solutions, and cloud gaming providers are responding by offering bundled packages that include access to a variety of games, as well as other streaming services such as movies and music. This convergence of services provides added value to consumers and enhances their overall entertainment experience.

Local special circumstances:
Sweden has a strong gaming culture, with a high percentage of the population being active gamers. This creates a favorable environment for the growth of the cloud gaming market, as there is already a large base of potential customers who are familiar with gaming and open to trying new gaming experiences. Additionally, Sweden has a well-developed internet infrastructure, with high-speed broadband widely available. This infrastructure is crucial for the success of cloud gaming, as it requires a stable and fast internet connection to deliver seamless gaming experiences.

Underlying macroeconomic factors:
The Swedish economy is stable and prosperous, with a high standard of living. This favorable economic environment provides consumers with the disposable income to spend on entertainment, including cloud gaming services. Furthermore, the COVID-19 pandemic has accelerated the adoption of cloud gaming in Sweden, as people have been spending more time at home and seeking new forms of entertainment. The convenience and accessibility of cloud gaming have made it an attractive option for individuals looking to escape the confines of their homes and engage in immersive gaming experiences. In conclusion, the Cloud Gaming market in Sweden is experiencing significant growth and development due to customer preferences for convenience and flexibility, the increasing number of cloud gaming platforms and services, the integration of cloud gaming with other entertainment services, the strong gaming culture in Sweden, the well-developed internet infrastructure, the favorable macroeconomic factors, and the impact of the COVID-19 pandemic.

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.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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