Gaming Networks - Worldwide

  • Worldwide
  • Revenue in the Gaming Networks market is projected to reach US$3.96bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.76%, resulting in a projected market volume of US$5.24bn by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 168.7m users by 2029.
  • User penetration will be 1.7% in 2024 and is expected to hit 2.1% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$29.96 in 2024.

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

 
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Analyst Opinion

The Gaming Networks market in Worldwide is experiencing significant growth and development, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
Customers are increasingly looking for immersive and interactive gaming experiences, which has led to a rise in the demand for gaming networks. Online multiplayer games have become extremely popular, as they allow players to connect and compete with others from around the world. This has created a need for robust and reliable gaming networks that can handle the high volume of data and provide a seamless gaming experience.

Trends in the market:
One of the key trends in the gaming networks market is the shift towards cloud-based gaming. Cloud gaming allows players to stream games directly to their devices, eliminating the need for expensive gaming consoles or high-performance computers. This trend is particularly prominent in emerging markets, where access to gaming hardware may be limited. Cloud gaming also offers the advantage of instant access to a wide range of games, without the need for downloads or installations. Another trend in the market is the increasing integration of social features into gaming networks. Players are now able to connect and communicate with friends and other gamers while playing, enhancing the social aspect of gaming. This has led to the rise of esports and competitive gaming, where players compete against each other in organized tournaments. Gaming networks are now providing platforms for these events, allowing players to showcase their skills and compete for prizes.

Local special circumstances:
In certain regions, there are unique circumstances that are shaping the development of the gaming networks market. For example, in Asia, mobile gaming is extremely popular, with a large number of players accessing games through their smartphones. This has led to the development of mobile gaming networks that are optimized for smaller screens and touch controls. Additionally, in some countries, there may be regulatory restrictions on gaming networks, which can impact the growth and development of the market.

Underlying macroeconomic factors:
The growth of the gaming networks market is also influenced by underlying macroeconomic factors. For example, the increasing availability of high-speed internet and the proliferation of smartphones have made gaming more accessible to a larger audience. Economic growth and rising disposable incomes in emerging markets have also contributed to the growth of the market, as more people are able to afford gaming devices and subscriptions to gaming networks. Additionally, advancements in technology, such as 5G networks and virtual reality, are expected to further drive the growth of the gaming networks market in the future.

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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