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 GCC has seen significant growth in recent years, driven by a combination of factors such as increasing smartphone penetration, rising disposable incomes, and a growing interest in gaming among the younger population. Customer preferences in the Gaming Networks market in GCC have shifted towards mobile gaming, as smartphones have become more affordable and accessible to a wider range of consumers. This has led to a surge in the popularity of mobile gaming apps, with users spending more time and money on these platforms. Additionally, the demand for multiplayer online games has also increased, as gamers seek to connect and compete with others in real-time. Trends in the market indicate that the gaming industry in GCC is becoming more competitive, with both local and international players vying for a larger share of the market. This has led to the development of new gaming networks and platforms, offering a wide range of games and services to cater to the diverse preferences of gamers in the region. Furthermore, there has been a growing trend of partnerships and collaborations between gaming companies and other industries, such as e-sports organizations and entertainment companies, to create unique gaming experiences and attract more users. Local special circumstances in the GCC region have also contributed to the growth of the Gaming Networks market. For example, the region has a large youth population, who are avid gamers and are willing to spend on gaming-related products and services. Additionally, the GCC countries have been investing heavily in developing their digital infrastructure, including high-speed internet connectivity and data centers, which has facilitated the growth of online gaming in the region. Underlying macroeconomic factors, such as the overall economic growth and increasing disposable incomes in the GCC countries, have also played a role in the development of the Gaming Networks market. As the economies of these countries continue to diversify and expand, consumers have more disposable income to spend on leisure activities, including gaming. Furthermore, the GCC countries have been actively promoting the development of the digital economy, which has created a favorable environment for the growth of the gaming industry. In conclusion, the Gaming Networks market in GCC is experiencing significant growth, driven by factors such as increasing smartphone penetration, rising disposable incomes, and a growing interest in gaming among the younger population. Customer preferences have shifted towards mobile gaming and multiplayer online games, leading to the development of new gaming networks and platforms. Local special circumstances, such as a large youth population and investments in digital infrastructure, have also contributed to the growth of the market. Overall, the Gaming Networks market in GCC is expected to continue its upward trajectory in the coming years.
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