Gaming Networks - EAEU

  • EAEU
  • Revenue in the Gaming Networks market market within the EAEU is projected to reach US$113.40m in 2024.
  • 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.
  • In the EAEU's Gaming Networks market market, the number of users is anticipated to reach 4.4m users by 2029.
  • User penetration will be 2.0% in 2024 and is expected to increase to 2.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in the EAEU is projected to be US$30.81 in 2024.
  • The EAEU gaming networks are increasingly integrating local cultural elements, fostering a unique user experience that resonates deeply with regional audiences.

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

 
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Analyst Opinion

The Gaming Networks market in EAEU is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in the EAEU region have shown a strong preference for online gaming networks. This can be attributed to the increasing availability of high-speed internet connections and the growing popularity of multiplayer online games. Online gaming networks provide a platform for gamers to connect with each other, compete in virtual worlds, and collaborate in team-based gameplay. The convenience and accessibility of these networks have made them highly appealing to customers in the EAEU region.

Trends in the market:
One of the key trends in the Gaming Networks market in EAEU is the rise of mobile gaming. With the increasing penetration of smartphones and the affordability of mobile data plans, more and more customers are turning to mobile devices for gaming. This has led to the emergence of mobile gaming networks that cater specifically to the needs and preferences of mobile gamers. These networks offer a wide range of mobile games and provide features such as in-app purchases and social integration to enhance the gaming experience. Another trend in the market is the growing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. The EAEU region has seen a surge in eSports events and the establishment of dedicated eSports leagues and teams. Gaming networks have capitalized on this trend by providing platforms for eSports competitions and enabling gamers to connect and compete with each other.

Local special circumstances:
The EAEU region is home to a large and diverse population, with different languages, cultures, and gaming preferences. Gaming networks in the region have recognized the importance of catering to these local special circumstances by offering localized content and language support. This includes translating games and interfaces into local languages, incorporating culturally relevant themes and characters, and providing customer support in local languages. By addressing these local special circumstances, gaming networks are able to attract and retain a larger customer base in the EAEU region.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in EAEU can also be attributed to underlying macroeconomic factors. The region has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed more customers in the EAEU region to afford gaming devices and subscriptions to gaming networks. Additionally, the EAEU region has seen improvements in internet infrastructure, with the expansion of broadband networks and the deployment of 5G technology. These advancements have facilitated the growth of online gaming networks by providing faster and more reliable internet connections. In conclusion, the Gaming Networks market in EAEU is developing rapidly due to customer preferences for online gaming, the rise of mobile gaming and eSports, the recognition of local special circumstances, and underlying macroeconomic factors such as economic growth and improved internet infrastructure. These factors have created a favorable environment for the growth and expansion of gaming networks in the EAEU region.

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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