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.
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
The Gaming Networks market in Eastern Europe has been experiencing significant growth in recent years.
Customer preferences: One of the key factors driving the growth of the Gaming Networks market in Eastern Europe is the increasing popularity of online gaming among consumers in the region. With the advancement of technology and the widespread availability of high-speed internet connections, more and more people are turning to online gaming as a form of entertainment. This has led to a growing demand for gaming networks that can provide a seamless and immersive gaming experience.
Trends in the market: One of the major trends in the Gaming Networks market in Eastern Europe is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of affordable data plans, mobile gaming has become extremely popular among consumers in the region. This has created new opportunities for gaming network providers to develop mobile-friendly platforms and games that cater to the preferences of mobile gamers. 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. Eastern Europe has seen a significant rise in the popularity of eSports, with large-scale tournaments being held in the region. This has led to an increased demand for gaming networks that can support the infrastructure and connectivity requirements of eSports events.
Local special circumstances: One of the unique characteristics of the Gaming Networks market in Eastern Europe is the presence of a strong gaming culture. Gaming has long been a popular form of entertainment in the region, with a passionate and dedicated community of gamers. This has created a favorable environment for the growth of the Gaming Networks market, as there is a ready market of consumers who are willing to invest in gaming networks and related services.
Underlying macroeconomic factors: The growth of the Gaming Networks market in Eastern Europe can also be attributed to the overall economic development and increasing disposable incomes in the region. As the economies in Eastern Europe continue to grow, consumers have more spending power and are willing to invest in entertainment options such as gaming networks. This has created a favorable market environment for gaming network providers to expand their operations and attract new customers. In conclusion, the Gaming Networks market in Eastern Europe is experiencing significant growth due to the increasing popularity of online gaming, the rise of mobile gaming, the growing popularity of eSports, the presence of a strong gaming culture, and the overall economic development in the region. These factors are driving the demand for gaming networks and creating new opportunities for market players in the region.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights