Gaming Networks - D-A-CH

  • D-A-CH
  • In the D-A-CH region, revenue in the Gaming Networks market market is projected to reach US$187.60m in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.47%, leading to a projected market volume of US$233.50m by 2029.
  • By 2029, the number of users in the Gaming Networks market market in D-A-CH is expected to amount to 7.4m users.
  • User penetration in this market will be 6.1% in 2024 and is anticipated to increase to 7.3% by 2029.
  • In a global context, the most 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 withD-A-CH is projected to be US$30.42 in 2024.
  • In Germany, the gaming networks sector is experiencing a surge in demand for innovative multiplayer experiences, reflecting a broader cultural shift towards online social interactions.

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

 
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Analyst Opinion

The Gaming Networks market in D-A-CH is experiencing significant growth and development due to various factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to the positive trajectory of this industry.

Customer preferences:
Customers in the D-A-CH region have shown a strong preference for online gaming networks. The convenience and accessibility of playing games online has led to a surge in demand for gaming networks. Additionally, customers are increasingly looking for social interaction and community engagement through these platforms. Multiplayer games and online tournaments are particularly popular, as they allow players to connect with others and compete in a virtual setting.

Trends in the market:
One of the key trends in the gaming networks market in D-A-CH is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet, more people are playing games on their mobile devices. This has led to a shift in the market, with gaming networks focusing on developing mobile-friendly platforms and games. Furthermore, the integration of virtual reality and augmented reality technologies has opened up new possibilities for immersive gaming experiences, attracting a wider audience.

Local special circumstances:
The D-A-CH region, consisting of Germany, Austria, and Switzerland, has a strong gaming culture. These countries have a high per capita income and a well-developed technology infrastructure, making them ideal markets for gaming networks. Additionally, the region has a large population of tech-savvy individuals who are willing to spend on gaming experiences. The presence of gaming conventions, esports tournaments, and gaming cafes further contributes to the growth of the gaming networks market in D-A-CH.

Underlying macroeconomic factors:
The stable economic conditions in the D-A-CH region have played a significant role in the development of the gaming networks market. With a strong GDP growth, high disposable income, and low unemployment rates, consumers in these countries have the financial means to invest in gaming experiences. Furthermore, the presence of well-established gaming companies and a supportive regulatory environment have fostered innovation and competition in the market. In conclusion, the Gaming Networks market in D-A-CH is thriving due to customer preferences for online gaming, the rise of mobile gaming, the region's gaming culture, and favorable macroeconomic factors. As the market continues to evolve, gaming networks will need to adapt to changing customer needs and technological advancements to maintain their competitive edge.

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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