Gaming Networks - Colombia

  • Colombia
  • The Gaming Networks market market in Colombia is forecasted to reach US$82.07m in revenue by 2024.
  • This is expected to grow annually at a rate of 5.90%, leading to a market volume of US$109.30m by 2029.
  • By 2029, the number of users in the Gaming Networks market market in Colombia is projected to reach 2.5m users.
  • User penetration is anticipated to be 3.8% in 2024 and is projected to increase to 4.7% by 2029.
  • When compared globally, the in the United States is set to generate the highest revenue in the Gaming Networks market market, reaching US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Colombia is estimated to be US$41.45 in 2024.
  • Colombia's gaming networks in the media market are experiencing a surge in user engagement and local content creation, driving industry growth.

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

 
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Analyst Opinion

The Gaming Networks market in Colombia is experiencing significant growth and development.

Customer preferences:
Colombian gamers are increasingly drawn to online gaming networks due to their convenience and accessibility. The ability to connect and play with gamers from around the world is a major appeal, as it offers a diverse and competitive gaming experience. Additionally, the rise of mobile gaming has contributed to the popularity of gaming networks, as players can now enjoy their favorite games on the go.

Trends in the market:
One of the key trends in the Colombian gaming network market is the growing popularity of multiplayer online games. These games allow players to interact with each other in real-time, fostering a sense of community and competition. As a result, gaming networks are evolving to accommodate the increasing demand for multiplayer capabilities, providing more robust and seamless online gaming experiences. Another trend in the market is the rise of esports in Colombia. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained significant traction in recent years, with a growing number of esports teams and events in the country. As a result, gaming networks are incorporating features and functionalities that cater to the needs of esports players, such as dedicated servers and enhanced matchmaking systems.

Local special circumstances:
Colombia has a vibrant gaming community, with a large number of passionate gamers who actively participate in online gaming networks. This has created a strong demand for gaming content and services, leading to the emergence of local game developers and content creators. These local players are contributing to the growth of the gaming network market in Colombia by creating unique and culturally relevant gaming experiences.

Underlying macroeconomic factors:
The growth of the gaming network market in Colombia can be attributed to several underlying macroeconomic factors. Firstly, the increasing smartphone penetration in the country has made gaming more accessible to a larger population. With more people owning smartphones, the potential user base for gaming networks has significantly expanded. Additionally, the improving internet infrastructure in Colombia has played a crucial role in the development of the gaming network market. As internet speeds and connectivity improve, gamers can enjoy seamless online gaming experiences, further driving the adoption of gaming networks. Furthermore, the rising disposable income of the middle class in Colombia has contributed to the growth of the gaming network market. As people have more discretionary income, they are more likely to invest in gaming consoles, PCs, and smartphones, which are essential for accessing gaming networks. In conclusion, the Gaming Networks market in Colombia is experiencing significant growth and development due to customer preferences for online gaming, trends in multiplayer gaming and esports, local special circumstances such as a vibrant gaming community, and underlying macroeconomic factors such as smartphone penetration, internet infrastructure, and rising disposable income.

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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