Gaming Networks - Greece

  • Greece
  • In Greece, the Gaming Networks market market is forecasted to achieve a revenue of US$27.55m by 2024.
  • The revenue is anticipated to display a Compound Annual Growth Rate (CAGR 2024-2029) of 9.12%, leading to a market volume of US$42.63m by 2029.
  • By 2029, the number of users in the Gaming Networks market market is expected to reach 1.2m users.
  • User penetration is projected to be 7.7% in 2024 and is set to increase to 11.6% by 2029.
  • When compared globally, the in the United States will contribute the highest revenue, amounting to US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market is estimated to be US$34.87 in 2024.
  • Greece's gaming networks in the media market are experiencing a surge in user engagement and revenue growth, driven by innovative content and interactive features.

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

 
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Analyst Opinion

The Gaming Networks market in Greece is experiencing significant growth and development in recent years.

Customer preferences:
Gaming has become increasingly popular among the Greek population, with a growing number of people of all ages and backgrounds participating in gaming activities. This can be attributed to several factors, including the increasing accessibility of gaming platforms, the rise of mobile gaming, and the social aspect of online gaming communities. Greek gamers are particularly drawn to multiplayer online games that allow them to connect and interact with other players both locally and globally. Additionally, there is a strong preference for games that offer immersive experiences and high-quality graphics.

Trends in the market:
One of the key trends in the Greek Gaming Networks market is the shift towards mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet connections, more and more Greeks are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, allowing users to play games anytime and anywhere. As a result, game developers and publishers are increasingly focusing on developing and optimizing games for mobile platforms to cater to this growing demand. Another trend in the market is the rise of esports in Greece. Esports, or competitive video gaming, has gained significant popularity worldwide, and Greece is no exception. The country has seen the emergence of professional esports teams and the organization of esports tournaments and events. This trend is fueled by the increasing recognition of esports as a legitimate sport and the growing fan base of competitive gaming. Greek gamers are not only participating in esports competitions but also engaging with esports content through live streaming platforms and social media.

Local special circumstances:
Greece has a strong gaming culture and community, with numerous gaming cafes and dedicated gaming spaces. These venues provide a social environment for gamers to connect, compete, and share their gaming experiences. The presence of these gaming hubs contributes to the growth of the Gaming Networks market in Greece by fostering a sense of community and encouraging more people to engage in gaming activities.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Greece is also influenced by macroeconomic factors. The country has experienced economic challenges in recent years, leading to high levels of unemployment and limited disposable income for many individuals. Gaming provides an affordable form of entertainment that can be enjoyed from the comfort of one's home, making it an attractive option for entertainment and escapism. Additionally, the gaming industry itself contributes to the Greek economy through job creation and revenue generation, further supporting its growth and development. In conclusion, the Gaming Networks market in Greece is experiencing growth and development driven by customer preferences for mobile gaming, the rise of esports, the presence of gaming hubs, and underlying macroeconomic factors. As the market continues to evolve, it presents opportunities for game developers, publishers, and other stakeholders to cater to the needs and preferences of Greek gamers.

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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