Gaming Networks - Hong Kong

  • Hong Kong
  • Revenue in the Gaming Networks market market in Hong Kong is forecasted to reach US$13.61m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.18%, leading to a projected market volume of US$17.52m by 2029.
  • Within the Gaming Networks market market in Hong Kong, the number of users is set to reach 0.8m users by 2029.
  • User penetration is projected to be 8.0% in 2024 and is expected to increase to 10.0% by 2029.
  • When compared globally, the in the United States is expected 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 in Hong Kong is forecasted to be US$22.58 in 2024.
  • Hong Kong's Gaming Networks in the Media market are experiencing a surge in user engagement and innovative content creation.

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

 
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Analyst Opinion

The Gaming Networks market in Hong Kong has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
In Hong Kong, there is a growing demand for gaming networks due to the increasing popularity of online gaming. With the advancement of technology and the widespread availability of high-speed internet, more people are engaging in online gaming activities. The convenience and accessibility of gaming networks allow individuals to connect with other players around the world, enhancing the overall gaming experience. Additionally, the rise of mobile gaming has further fueled the demand for gaming networks, as players can access their favorite games anytime and anywhere.

Trends in the market:
One of the key trends in the gaming networks market in Hong Kong is the rise of eSports. eSports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained significant traction in recent years, with a growing number of eSports events and leagues being organized in Hong Kong. The popularity of eSports has not only attracted a large audience but has also led to the development of specialized gaming networks catering to the needs of professional gamers. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. These immersive technologies offer a more interactive and realistic gaming experience, attracting a wider audience. The adoption of VR and AR in gaming networks has opened up new opportunities for game developers and has led to the creation of innovative and engaging games.

Local special circumstances:
Hong Kong's status as a global financial hub and its strong technological infrastructure have played a significant role in the development of the gaming networks market. The city's well-established telecommunications network and high internet penetration rate have created a favorable environment for the growth of online gaming. Additionally, Hong Kong's vibrant gaming community, with a large number of gamers and gaming enthusiasts, has contributed to the success of gaming networks in the market.

Underlying macroeconomic factors:
The growing gaming networks market in Hong Kong is also influenced by underlying macroeconomic factors. The city's strong economic growth and high disposable income levels have led to increased spending on leisure activities, including gaming. Furthermore, the government's support for the technology and gaming industry through various initiatives and incentives has encouraged the development of gaming networks in Hong Kong. In conclusion, the gaming networks market in Hong Kong has experienced significant growth due to changing customer preferences, including the increasing popularity of online gaming and the rise of eSports. The integration of VR and AR technologies has also contributed to the market's development. Hong Kong's strong technological infrastructure, vibrant gaming community, and favorable macroeconomic factors have further fueled the growth of gaming networks in the market.

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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