Gaming Networks - EU-27

  • EU-27
  • Revenue in the Gaming Networks market market in EU-27 is forecasted to reach US$0.93bn in 2024.
  • The anticipated annual growth rate (CAGR 2024-2029) is 5.92%, leading to a projected market volume of US$1.24bn by 2029.
  • By 2029, the number of users in the Gaming Networks market market is expected to be 0.00.
  • User penetration is estimated to remain at 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the in the United States is anticipated to generate the highest revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market is projected to be 0.00 in 2024.
  • The EU-27 gaming networks market thrives on diverse cultural influences, fostering innovative content creation and engaging experiences for a broad audience.

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

 
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Analyst Opinion

The Gaming Networks market in EU-27 is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in the EU-27 region have shown a strong preference for online gaming networks, which provide a convenient and accessible platform for gaming enthusiasts. The increasing availability of high-speed internet connections and the proliferation of smartphones and other mobile devices have further fueled the demand for online gaming networks. Customers also value the social aspect of gaming networks, as they allow for multiplayer interactions and the formation of gaming communities.

Trends in the market:
One of the key trends in the Gaming Networks market in the EU-27 region is the rise of eSports. eSports, which involve competitive gaming tournaments, have gained immense popularity in recent years, attracting a large audience and generating significant revenue through sponsorships, advertising, and ticket sales. This trend has led to the development of specialized gaming networks that cater specifically to eSports enthusiasts. Another trend in the market is the integration of virtual reality (VR) technology into gaming networks. VR technology provides an immersive gaming experience, allowing players to feel like they are part of the virtual world. This trend has opened up new opportunities for gaming networks to offer VR-compatible games and attract a niche segment of customers who are looking for a more immersive gaming experience.

Local special circumstances:
The EU-27 region consists of diverse countries with varying levels of internet penetration and gaming culture. Some countries, such as Sweden and Finland, have a long-standing tradition of gaming and a high level of internet connectivity, making them ideal markets for gaming networks. On the other hand, countries with lower internet penetration rates, such as Romania and Bulgaria, may present challenges for gaming networks in terms of reaching a large customer base.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in the EU-27 region is also influenced by underlying macroeconomic factors. The region has a relatively stable economy, which has resulted in increased disposable income for consumers. This has allowed more people to afford gaming consoles, PCs, and mobile devices, driving the demand for gaming networks. Additionally, the EU-27 region has a large population of young people, who are typically more engaged in gaming and contribute to the overall growth of the market. In conclusion, the Gaming Networks market in the EU-27 region is experiencing significant growth and development due to customer preferences for online gaming, trends such as the rise of eSports and the integration of VR technology, local special circumstances in different countries, and underlying macroeconomic factors such as stable economies and a large population of young people. This market is expected to continue to expand as technology advances and customer demand for immersive gaming experiences increases.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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