Cloud Gaming - South Korea

  • South Korea
  • The Cloud Gaming market in South Korea is expected to generate a revenue of €240.80m in 2024.
  • This revenue is projected to grow at an annual rate of 38.40% (CAGR 2024-2027), resulting in a market volume of €638.40m by 2027.
  • By that time, it is estimated that the number of users in the Cloud Gaming market will reach 7.6m users.
  • In terms of user penetration, it is expected to be 12.0% in 2024 and is projected to increase to 14.8% by 2027.
  • The average revenue per user (ARPU) is anticipated to be €39.06.
  • When compared globally, United States is expected to generate the highest revenue in the Cloud Gaming market, reaching €1,797.00m in 2024.
  • South Korea's strong gaming culture and advanced internet infrastructure make it an ideal market for the growth of cloud gaming services.

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

 
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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.

Visión general

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