Gaming Networks - Belgium

  • Belgium
  • Belgium is projected to reach a revenue of US$25.35m in the Gaming Networks market market by 2024.
  • The market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.23%, leading to a market volume of US$35.94m by 2029.
  • The number of users in the Gaming Networks market market in Belgium is forecasted to reach 1.1m users by 2029.
  • User penetration is anticipated to be 6.8% in 2024 and is projected to increase to 9.3% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in Belgium's Gaming Networks market market is estimated to be US$31.61 in 2024.
  • Belgium's gaming networks in the media market are experiencing a surge in demand for interactive and immersive content, catering to diverse audience preferences.

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

 
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Analyst Opinion

The Gaming Networks market in Belgium has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports.

Customer preferences:
Belgian gamers are increasingly turning to online gaming platforms and networks to connect and compete with players from around the world. The convenience and accessibility of online gaming have made it a preferred choice for many gamers, allowing them to play their favorite games anytime and anywhere. Additionally, the social aspect of online gaming networks, where players can communicate and collaborate with each other, has further enhanced the gaming experience.

Trends in the market:
One of the key trends in the Gaming Networks market in Belgium is the growing popularity of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in various tournaments and leagues. The rise of esports has led to the emergence of dedicated gaming networks and platforms that cater to this growing segment. These platforms provide a space for esports enthusiasts to connect, watch live tournaments, and participate in competitive gaming themselves. Another trend in the market is the increasing integration of social features within gaming networks. Many gaming platforms now offer features such as chat, voice communication, and social media integration, allowing players to interact and connect with each other on a deeper level. This social aspect has become an integral part of the gaming experience, as players seek to engage with like-minded individuals and build communities around their favorite games.

Local special circumstances:
Belgium has a vibrant gaming culture, with a strong community of gamers and game developers. The country has produced several successful game studios and has a growing number of professional esports teams. This local expertise and talent have contributed to the development of the Gaming Networks market in Belgium, as both players and developers seek platforms and networks that cater to their specific needs and preferences.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Belgium can also be attributed to favorable macroeconomic factors. Belgium has a relatively high internet penetration rate, with a large percentage of the population having access to high-speed internet. This widespread internet connectivity has facilitated the growth of online gaming and the adoption of gaming networks. Furthermore, the increasing disposable income of Belgian consumers has allowed them to invest in gaming equipment and subscriptions to gaming networks. As gaming has become more mainstream and socially accepted, consumers are willing to spend more on gaming-related products and services, driving the growth of the market. In conclusion, the Gaming Networks market in Belgium is experiencing significant growth due to the increasing popularity of online gaming, the rise of esports, and the integration of social features within gaming networks. The local gaming culture and expertise, along with favorable macroeconomic factors, have further contributed to the market's development.

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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