Gaming Networks - Americas

  • Americas
  • Revenue in the Gaming Networks market market in the Americas is forecasted to reach US$1.17bn by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.95%, leading to a projected market volume of US$1.49bn by 2029.
  • By 2029, the number of users in the Gaming Networks market market in the Americas is expected to reach 51.4m users.
  • User penetration is projected to be 4.1% in 2024 and is forecasted to increase to 4.9% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue, amounting to US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in the Americas is estimated to be US$28.08 in 2024.
  • In the Americas, the Gaming Networks market is experiencing a surge in user engagement, driving competition among media companies to secure exclusive content deals.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Americas is experiencing significant growth and development, driven by changing customer preferences and the increasing popularity of online gaming. Customer preferences in the Gaming Networks market in Americas are shifting towards online gaming platforms, as consumers seek convenience and accessibility.

Online gaming allows players to connect with others from around the world, providing a social aspect that traditional gaming cannot offer. Additionally, the rise of mobile gaming has made gaming more accessible to a wider audience, as smartphones and tablets have become increasingly powerful and affordable. This has led to a surge in demand for online gaming networks that can support multiplayer experiences and provide a seamless gaming experience across different devices.

Trends in the market show that gaming networks are expanding their offerings to cater to a diverse range of gaming preferences. Many networks are incorporating features such as virtual reality and augmented reality, which enhance the immersive experience for gamers. This trend is driven by advancements in technology and the increasing demand for more realistic and interactive gaming experiences.

Furthermore, gaming networks are also focusing on providing personalized and customized gaming experiences, allowing players to tailor their gameplay to their preferences. Local special circumstances in the Americas region contribute to the growth of the Gaming Networks market. The region has a large and diverse population of gamers, with different gaming preferences and interests.

This diversity creates opportunities for gaming networks to offer a wide range of games and experiences that cater to the unique tastes of gamers in different countries. Additionally, the Americas region has a strong gaming culture, with events and conventions dedicated to gaming being held regularly. These events provide a platform for gaming networks to showcase their latest offerings and engage with the gaming community.

Underlying macroeconomic factors also play a role in the development of the Gaming Networks market in Americas. The region has a strong and stable economy, which allows consumers to spend on leisure activities such as gaming. Additionally, advancements in technology and infrastructure support the growth of the online gaming industry.

High-speed internet connectivity and widespread access to smartphones and other devices enable gamers to connect and play online seamlessly. Furthermore, the Americas region has a well-developed gaming industry, with many successful gaming companies and studios based in the region. This creates a supportive ecosystem for gaming networks to thrive and innovate.

In conclusion, the Gaming Networks market in Americas is experiencing growth and development due to changing customer preferences, the increasing popularity of online gaming, and the unique characteristics of the region. Gaming networks are adapting to these trends by offering a wide range of games and experiences, incorporating new technologies, and providing personalized gaming experiences. The strong economy and supportive gaming ecosystem in the Americas region further contribute to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

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