Cloud Gaming - Asia

  • Asia
  • Revenue in the Cloud Gaming market is projected to reach €2.38bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 30.71%, resulting in a projected market volume of €9.08bn by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 314.0m users by 2029.
  • User penetration will be 5.5% in 2024 and is expected to hit 6.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €9.60.
  • In global comparison, most revenue will be generated in the United States (€1,771.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

Comparación de regiones

Analyst Opinion

Cloud gaming is a rapidly growing market in Asia, driven by customer preferences for convenience and accessibility. With the advancement of technology and the increasing demand for gaming experiences, the cloud gaming market in Asia has seen significant growth in recent years.

Customer preferences:
One of the key factors driving the growth of the cloud gaming market in Asia is the increasing preference for convenience among gamers. Cloud gaming allows users to play games on various devices without the need for expensive gaming hardware. This convenience factor has attracted a large number of gamers who want to enjoy their favorite games on the go. Another customer preference that has contributed to the growth of the cloud gaming market in Asia is the desire for a seamless gaming experience. Cloud gaming platforms offer high-quality graphics and smooth gameplay, providing gamers with an immersive experience. This has made cloud gaming an attractive option for gamers who value a seamless and enjoyable gaming experience.

Trends in the market:
One of the major trends in the cloud gaming market in Asia is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet connections, mobile gaming has become extremely popular in Asia. Cloud gaming platforms have capitalized on this trend by offering mobile gaming options, allowing gamers to play their favorite games on their smartphones or tablets. Another trend in the cloud gaming market in Asia is the increasing adoption of subscription-based models. Cloud gaming platforms offer subscription plans that allow users to access a wide range of games for a monthly fee. This model has gained popularity among gamers who want access to a large library of games without the need to purchase individual titles.

Local special circumstances:
One of the unique circumstances that have contributed to the growth of the cloud gaming market in Asia is the large population of gamers in the region. Asia has a massive gaming community, with countries like China, Japan, and South Korea being major gaming markets. This large user base has created a favorable environment for the growth of the cloud gaming market. Another special circumstance in Asia is the presence of strong internet infrastructure in many countries. Countries like South Korea and Japan have some of the fastest internet speeds in the world, making them ideal markets for cloud gaming. The availability of high-speed internet connections has enabled gamers in these countries to enjoy a seamless and lag-free gaming experience.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Asia is also influenced by underlying macroeconomic factors. The increasing disposable income in many Asian countries has allowed more people to afford gaming devices and subscriptions to cloud gaming platforms. Additionally, the growing middle class in Asia has led to an increase in the number of gamers, further driving the demand for cloud gaming services. Furthermore, the rapid technological advancements in the region have played a significant role in the growth of the cloud gaming market. Asia is home to some of the leading technology companies, which have developed innovative cloud gaming platforms and services. These advancements have made cloud gaming more accessible and appealing to a wider audience in Asia. In conclusion, the cloud gaming market in Asia is experiencing significant growth due to customer preferences for convenience and accessibility. The rise of mobile gaming, the adoption of subscription-based models, and the presence of a large gaming community in Asia have all contributed to the growth of the market. Additionally, the strong internet infrastructure and underlying macroeconomic factors in the region have further fueled the expansion of the cloud gaming market in Asia.


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.


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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