Gaming Networks - Croatia

  • Croatia
  • Revenue in the Gaming Networks market market in Croatia is forecasted to reach US$11.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.87%, leading to a projected market volume of US$14.63m by 2029.
  • Within the Gaming Networks market market, the number of users is expected to reach 436.0k users by 2029.
  • User penetration is predicted to be 8.6% in 2024 and is projected to increase to 11.3% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$757.60m in 2024) in this market.
  • The average revenue per user (ARPU) in the Gaming Networks market market is estimated to be US$32.12 in 2024.
  • Croatia's gaming networks in the media market are leveraging local cultural themes to attract a growing audience of passionate gamers.

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

 
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Analyst Opinion

The Gaming Networks market in Croatia has been experiencing significant growth in recent years. Customer preferences have shifted towards online gaming platforms, leading to an increase in the demand for gaming networks. This trend can be attributed to several factors, including the rising popularity of e-sports, advancements in technology, and changing demographics.

Customer preferences:
In Croatia, there is a growing interest in online gaming platforms. This can be attributed to the convenience and accessibility that these platforms offer. Players can connect with others from around the world, compete in tournaments, and access a wide range of games from the comfort of their own homes. The younger generation, in particular, is drawn to the social aspect of online gaming and the opportunity to connect with like-minded individuals.

Trends in the market:
One of the key trends in the gaming networks market in Croatia is the rise of e-sports. E-sports refers to competitive video gaming, where players compete against each other in organized tournaments. This trend has gained significant traction in recent years, with professional e-sports teams and leagues emerging in Croatia. As a result, there is a growing demand for robust gaming networks that can support the high-speed and low-latency connections required for competitive gaming. Another trend in the market is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and tablets, more people in Croatia are turning to mobile devices for gaming. This has led to a surge in demand for mobile gaming networks that can provide seamless connectivity and smooth gameplay.

Local special circumstances:
Croatia has a vibrant gaming community, with a number of local game developers and studios. This has contributed to the growth of the gaming networks market, as players are eager to connect with others and explore new games. Additionally, the government has recognized the potential of the gaming industry and has taken steps to support its development. This includes providing funding and incentives for game developers, as well as hosting gaming events and conferences.

Underlying macroeconomic factors:
The growth of the gaming networks market in Croatia can also be attributed to underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income. As a result, more people in Croatia are able to afford gaming consoles, PCs, and high-speed internet connections, driving the demand for gaming networks. Furthermore, advancements in technology have made gaming more accessible and immersive. The availability of high-speed internet connections and the development of cloud gaming platforms have made it easier for players to connect and play games online. This has contributed to the growth of the gaming networks market in Croatia. In conclusion, the Gaming Networks market in Croatia is experiencing growth due to customer preferences shifting towards online gaming platforms, the rise of e-sports, the increasing popularity of mobile gaming, a vibrant gaming community, government support, and underlying macroeconomic factors such as steady economic growth and advancements in technology.

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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