Gaming Networks - Argentina

  • Argentina
  • In 2024, in Argentina is projected to reach a revenue of US$37.09m in the Gaming Networks market market.
  • The revenue is forecasted to grow annually at a rate of 7.16% (CAGR 2024-2029), leading to a market volume of US$52.41m by 2029.
  • By 2029, the number of users in the Gaming Networks market market in Argentina is expected to reach 2.6m users.
  • User penetration is anticipated to be 4.0% in 2024 and is projected to increase to 5.4% by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue in 2024, amounting to US$757.60m.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Argentina is projected to be US$20.06 in 2024.
  • Argentina's gaming networks in the media market are experiencing a surge in user engagement and content diversity, reflecting a growing digital entertainment landscape.

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

 
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Analyst Opinion

The Gaming Networks market in Argentina has been experiencing significant growth in recent years, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Argentina have shifted towards online gaming and multiplayer experiences, leading to an increased demand for gaming networks.

With the rise of internet connectivity and the widespread availability of high-speed internet, more Argentinian gamers are opting for online gaming platforms that allow them to connect and play with others from around the world. This preference for online multiplayer gaming has fueled the growth of gaming networks in the country. In addition to customer preferences, several market trends have contributed to the development of the Gaming Networks market in Argentina.

One notable trend is the increasing popularity of esports in the country. Esports tournaments and competitions attract a large number of participants and spectators, creating a need for robust gaming networks to support the online infrastructure required for these events. As a result, gaming networks in Argentina have expanded to meet the growing demand from the esports community.

Another trend in the market is the integration of social features into gaming networks. Many gamers in Argentina enjoy connecting with friends and fellow players while gaming, and gaming networks have responded by incorporating social features such as chat functions, friend lists, and virtual communities. These social features enhance the overall gaming experience and foster a sense of community among gamers, further driving the growth of gaming networks in Argentina.

Local special circumstances also play a role in the development of the Gaming Networks market in Argentina. The country has a large and passionate gaming community, with a significant number of gamers who actively participate in online gaming. This enthusiastic gaming culture has created a fertile ground for the growth of gaming networks, as there is a strong demand for platforms that facilitate online multiplayer experiences.

Underlying macroeconomic factors have also contributed to the growth of the Gaming Networks market in Argentina. The country has seen improvements in internet infrastructure and connectivity, with increased access to high-speed internet in both urban and rural areas. This improved connectivity has made online gaming more accessible to a larger portion of the population, leading to a greater demand for gaming networks.

In conclusion, the Gaming Networks market in Argentina is developing rapidly due to customer preferences for online gaming and multiplayer experiences, market trends such as the rise of esports and the integration of social features, local special circumstances including a passionate gaming community, and underlying macroeconomic factors such as improved internet infrastructure. As these factors continue to drive the growth of the market, the Gaming Networks industry in Argentina is expected to expand further in the coming years.

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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