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Key regions: United Kingdom, United States, France, Asia, Europe
The Gaming Networks market in BRICS is experiencing significant growth and development.
Customer preferences: Customers in the BRICS countries have shown a strong preference for gaming networks due to several factors. Firstly, the increasing availability of high-speed internet and affordable smartphones has made gaming more accessible to a larger population. This has led to a surge in the number of gamers in these countries, creating a growing demand for gaming networks. Additionally, the rise of social gaming and multiplayer online games has further fueled the popularity of gaming networks, as users seek to connect and compete with friends and other players from around the world.
Trends in the market: One of the key trends in the Gaming Networks market in BRICS is the rapid growth of mobile gaming. With the increasing penetration of smartphones and the affordability of mobile data, more and more people are turning to mobile devices as their primary gaming platform. This has led to a shift in the market, with game developers and publishers focusing on creating mobile-friendly games and optimizing their platforms for mobile devices. As a result, mobile gaming has become a major driver of growth in the gaming networks market in BRICS. Another trend in the market is the rise of esports. Esports, or competitive video gaming, has gained immense popularity in recent years, both globally and in the BRICS countries. This has led to the emergence of professional gaming leagues, tournaments, and teams, attracting a large audience and generating significant revenue. Gaming networks have become an essential infrastructure for esports, providing the platform for players to compete and spectators to watch and engage with the games. As esports continues to grow, the demand for gaming networks is expected to increase further.
Local special circumstances: Each BRICS country has its own unique characteristics and circumstances that influence the development of the Gaming Networks market. For example, in Brazil, the largest economy in South America, the gaming industry has been supported by government initiatives and favorable regulations. This has created a conducive environment for the growth of gaming networks, attracting investments and fostering innovation. In Russia, the largest country in the BRICS bloc, the gaming market has been driven by a strong gaming culture and a large population of gamers. The popularity of PC gaming and esports has contributed to the growth of gaming networks in the country. Additionally, the government has taken steps to support the development of the gaming industry, including the establishment of special economic zones and the promotion of game development.
Underlying macroeconomic factors: The growth of the Gaming Networks market in BRICS can be attributed to several underlying macroeconomic factors. Firstly, the BRICS countries have experienced rapid economic growth in recent years, resulting in a larger middle class with increased disposable income. This has led to higher consumer spending on entertainment and leisure activities, including gaming. Furthermore, the BRICS countries have a young and tech-savvy population, which is more inclined towards digital entertainment and gaming. This demographic trend has contributed to the growth of the gaming networks market, as the younger generation seeks immersive and interactive gaming experiences. In conclusion, the Gaming Networks market in BRICS is witnessing significant growth and development. Customer preferences for gaming networks, such as the accessibility of gaming through mobile devices and the popularity of esports, are driving this growth. Each BRICS country has its own unique circumstances and characteristics that influence the market, while underlying macroeconomic factors such as economic growth and a young population further support the development of the gaming networks market.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)