Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Media
  4. Games

Gaming Networks - CIS

CIS
  • In the CIS region, revenue in the Gaming Networks market market is projected to reach US$113.40m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.17%, leading to a projected market volume of US$139.10m by 2029.
  • By 2029, the number of users in the Gaming Networks market market within the CIS is anticipated to reach 4.4m users.
  • User penetration in the region will be 1.5% in 2024 and is expected to increase to 1.8% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which will see US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in the CIS is projected to be US$30.81 in 2024.
  • In the CIS region, the gaming networks market is witnessing a surge in popularity, driven by increased internet accessibility and a youthful demographic eager for interactive entertainment.

Definition:

Gaming networks refer to online platforms or services that facilitate multiplayer gaming experiences, allowing players to connect and interact with each other over the internet. These networks often provide features such as matchmaking, chat functionalities, leaderboards, and social integration, enabling gamers to engage in collaborative or competitive gameplay across various devices and locations.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions. Key players in the market are companies, such as PlayStation Network (PSN), Xbox Live, and Nintendo Switch Online.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Gaming Networks market in CIS has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing number of gamers in the region.

    Customer preferences:
    Customers in the CIS region have shown a strong preference for online gaming, with multiplayer games and eSports gaining popularity. The ability to connect and compete with players from around the world has attracted a large number of gamers in the region. Additionally, the availability of high-speed internet and affordable gaming devices has made online gaming more accessible to a wider audience.

    Trends in the market:
    One of the key trends in the Gaming Networks market in CIS is the rise of mobile gaming. With the increasing penetration of smartphones and tablets in the region, more people are turning to mobile devices for gaming. This has led to the development of a wide range of mobile games and the growth of mobile gaming platforms. The convenience and portability of mobile gaming have made it a popular choice among gamers in the CIS region. Another trend in the market is the growing popularity of eSports. Competitive gaming has gained a significant following in the CIS region, with professional eSports teams and tournaments attracting large audiences. This has led to the emergence of specialized gaming networks and platforms that cater to the eSports community. The demand for high-speed and low-latency connections has also driven the development of advanced gaming networks in the region.

    Local special circumstances:
    The CIS region has a large population of young people, who are the primary target audience for the Gaming Networks market. The region is also known for its strong gaming culture, with a history of producing successful game developers and a vibrant gaming community. This has created a favorable environment for the growth of the Gaming Networks market in CIS.

    Underlying macroeconomic factors:
    The economic growth in the CIS region has contributed to the expansion of the Gaming Networks market. As disposable incomes rise, more people are able to afford gaming devices and internet connections, leading to an increase in the number of gamers. Additionally, the growing middle class in the region has created a larger consumer base for gaming products and services. Furthermore, the increasing internet penetration in the CIS region has played a significant role in the growth of the Gaming Networks market. With more people having access to high-speed internet, online gaming has become more accessible and enjoyable. This has led to a surge in the number of online gamers and the demand for gaming networks and platforms. In conclusion, the Gaming Networks market in CIS is experiencing strong growth due to customer preferences for online gaming, the rise of mobile gaming, and the growing popularity of eSports. The region's strong gaming culture, young population, and favorable macroeconomic factors have created a conducive environment for the development of the Gaming Networks market in CIS.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Contact

    Get in touch with us. We are happy to help.