Cloud Gaming - Australia

  • Australia
  • The Cloud Gaming market in Australia is projected to reach a revenue of US$160.10m by 2024.
  • This represents a significant growth opportunity for the country in the cloud gaming sector.
  • The market is expected to exhibit a Compound Annual Growth Rate (CAGR 2024-2027) of 37.81%, leading to a projected market volume of US$419.00m by 2027.
  • This indicates a strong potential for expansion and revenue growth in the coming years.
  • Furthermore, the number of readers in the Cloud Gaming market is forecasted to reach 8.0m users by 2027.
  • This suggests a growing interest and adoption of cloud gaming services among consumers in Australia.
  • With a user penetration rate of 24.1% in 2024, which is expected to increase to 29.2% by 2027, it is clear that cloud gaming is gaining traction and becoming more prevalent in the country.
  • Moreover, the average revenue per user (ARPU) is projected to amount to US$24.99.
  • This metric provides insights into the profitability and monetization potential of the cloud gaming market in Australia.
  • It indicates the average amount of revenue generated per user, highlighting the market's potential for generating sustainable and consistent revenue streams.
  • In a global context, it is worth noting that in the United States is anticipated to generate the highest revenue in the Cloud Gaming market, with a projected revenue of US$1,938.00m in 2024.
  • This underscores the dominance of the US market in the cloud gaming industry and highlights the potential for growth and revenue generation in other countries, including in Australia.
  • Overall, the Cloud Gaming market in Australia presents a promising landscape for revenue growth, user adoption, and market expansion.
  • As the industry continues to evolve and mature, it is expected that in Australia will experience significant advancements in cloud gaming technology and infrastructure, leading to increased revenue opportunities and a thriving market segment.
  • Australia's cloud gaming market is experiencing rapid growth, driven by the increasing demand for high-quality gaming experiences and the country's robust digital infrastructure.

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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