Cloud Gaming - Germany

  • Germany
  • Revenue in the Cloud Gaming market is projected to reach €257.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 28.62%, resulting in a projected market volume of €905.40m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 11.1m users by 2029.
  • User penetration will be 10.6% in 2024 and is expected to hit 13.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €29.13.
  • 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 Germany, driven by customer preferences for convenience and flexibility. With the advancement of technology and the increasing popularity of online gaming, more and more players are turning to cloud gaming as a way to access their favorite games without the need for expensive hardware or physical copies.

Customer preferences:
In Germany, customers place a high value on convenience and flexibility when it comes to gaming. Cloud gaming offers the ability to play games on various devices, such as smartphones, tablets, and smart TVs, without the need for a dedicated gaming console or PC. This appeals to a wide range of customers who want to enjoy gaming on the go or in different rooms of their homes.

Trends in the market:
One of the key trends in the cloud gaming market in Germany is the rise of subscription-based services. Players can subscribe to a cloud gaming service and gain access to a library of games that they can stream directly to their devices. This eliminates the need to purchase individual games, providing a cost-effective solution for gamers who want access to a wide range of titles. Another trend is the integration of cloud gaming with other entertainment platforms. Major streaming services are starting to offer cloud gaming as an additional feature, allowing users to not only stream movies and TV shows but also play games without the need for separate subscriptions or devices. This convergence of entertainment options appeals to customers who want a seamless and all-in-one entertainment experience.

Local special circumstances:
Germany has a strong gaming culture, with a large number of avid gamers and a thriving esports scene. This creates a favorable environment for the growth of cloud gaming, as players are already invested in the gaming industry and are open to exploring new ways to enjoy their favorite games. Furthermore, Germany has a well-developed internet infrastructure, with high-speed internet widely available across the country. This ensures a smooth and lag-free gaming experience, which is crucial for cloud gaming. The reliable internet connectivity in Germany makes it an attractive market for cloud gaming providers.

Underlying macroeconomic factors:
The German economy is one of the largest in Europe, with a high GDP per capita and a strong consumer market. This provides a solid foundation for the growth of the cloud gaming market, as consumers have the purchasing power to invest in gaming services and devices. Additionally, the COVID-19 pandemic has had a significant impact on the gaming industry, with more people turning to gaming as a form of entertainment during lockdowns and social distancing measures. This increased demand for gaming experiences has further fueled the growth of the cloud gaming market in Germany. In conclusion, the cloud gaming market in Germany is experiencing rapid growth due to customer preferences for convenience and flexibility. Subscription-based services and the integration of cloud gaming with other entertainment platforms are key trends driving the market. Germany's strong gaming culture, well-developed internet infrastructure, and robust economy contribute to the favorable conditions for the growth of cloud gaming. The COVID-19 pandemic has also played a role in increasing the demand for gaming experiences, further boosting the market.


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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