Gaming Networks - Central & Western Europe

  • Central & Western Europe
  • In Central & Western Europe, revenue in the Gaming Networks market market is projected to reach US$0.73bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.41%, culminating in a projected market volume of US$0.95bn by 2029.
  • Within this market, the number of users in Central & Western Europe is anticipated to amount to 29.8m users by 2029.
  • User penetration will be 7.1% in 2024 and is expected to increase to 8.9% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with a figure of US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Central & Western Europe is projected to reach US$30.74 in 2024.
  • As gaming networks in Germany continue to evolve, the focus is shifting towards immersive experiences, catering to an increasingly diverse player demographic.

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

 
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Analyst Opinion

The Gaming Networks market in Central & Western Europe is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Gaming Networks market are shifting towards online multiplayer games and social gaming experiences. With the increasing popularity of online gaming platforms, players are seeking opportunities to connect and interact with other gamers from around the world. This has led to a rise in demand for gaming networks that offer seamless online multiplayer experiences, allowing players to compete, cooperate, and communicate with each other in real-time. Trends in the market indicate a growing focus on mobile gaming and cloud gaming services. Mobile gaming has become increasingly popular in Central & Western Europe, with a large number of consumers accessing games through their smartphones and tablets. This trend is driven by the convenience and portability of mobile devices, as well as the availability of a wide range of gaming apps. In addition, cloud gaming services are gaining traction in the region, allowing players to stream games directly to their devices without the need for high-end hardware. Local special circumstances in Central & Western Europe are also contributing to the development of the Gaming Networks market. The region has a strong gaming culture and a large population of avid gamers, creating a fertile ground for the growth of gaming networks. Furthermore, the presence of established gaming companies and a supportive regulatory environment have fostered innovation and competition in the market. Underlying macroeconomic factors, such as increasing disposable incomes and technological advancements, are driving the growth of the Gaming Networks market in Central & Western Europe. As the region's economy continues to recover from the global financial crisis, consumers have more discretionary income to spend on leisure activities, including gaming. Moreover, advancements in technology have made gaming more accessible and immersive, attracting a wider audience and fueling market growth. In conclusion, the Gaming Networks market in Central & Western Europe is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards online multiplayer games, the rise of mobile gaming and cloud gaming services, the region's strong gaming culture, and favorable macroeconomic conditions are all contributing to the expansion of the market. As the market continues to evolve, gaming companies will need to adapt to these trends and cater to the preferences of their customers in order to stay competitive.

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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