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Gaming Networks - NAFTA

NAFTA
  • Revenue in the Gaming Networks market market within NAFTA is projected to reach US$851.40m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.36%, leading to a projected market volume of US$1.05bn by 2029.
  • In the Gaming Networks market market, the number of users in NAFTA is anticipated to reach 37.1m users by 2029.
  • User penetration will be 6.1% in 2024 and is expected to increase to 7.1% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with a figure of US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in NAFTA is projected to amount to US$27.55 in 2024.
  • In the United States, the gaming networks sector is experiencing rapid innovation, driven by increasing consumer demand for immersive experiences and competitive gaming platforms.

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.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    The Gaming Networks market in NAFTA has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

    Customer preferences:
    Customers in the NAFTA region have shown a strong preference for online gaming, which has led to the growth of gaming networks. Online gaming offers convenience and accessibility, allowing players to connect with friends and compete against others from the comfort of their own homes. Additionally, the rise of mobile gaming has further contributed to the growth of gaming networks, as players can now access their favorite games on their smartphones and tablets.

    Trends in the market:
    One of the key trends in the Gaming Networks market in NAFTA is the increasing focus on multiplayer and social gaming. Players are increasingly looking for interactive and social experiences, where they can connect with friends and other players in real-time. This has led to the rise of gaming networks that facilitate multiplayer gaming, allowing players to join forces or compete against each other in a virtual environment. Another trend in the market is the growing popularity 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 the NAFTA region, with a growing number of players and spectators participating in and watching eSports events. Gaming networks have played a crucial role in the growth of eSports, providing platforms for players to connect and compete in online tournaments.

    Local special circumstances:
    The Gaming Networks market in NAFTA is also influenced by local special circumstances. For example, the United States, as the largest economy in the region, has a strong gaming culture and a large player base. This has contributed to the growth of gaming networks, as players in the U. S. are actively seeking platforms to connect and compete with others. Canada, on the other hand, has a smaller population but a high concentration of gamers. The Canadian market has seen the emergence of gaming networks that cater specifically to the Canadian audience, offering localized content and features. Mexico, as the third-largest economy in the region, has a growing gaming market. However, the country faces challenges such as limited internet access in rural areas, which can hinder the growth of gaming networks in certain regions.

    Underlying macroeconomic factors:
    The growth of the Gaming Networks market in NAFTA is also influenced by underlying macroeconomic factors. The region has a strong and stable economy, which has provided a favorable environment for the gaming industry to thrive. Additionally, the increasing penetration of internet and mobile devices in the region has made gaming networks more accessible to a larger audience. In conclusion, the Gaming Networks market in NAFTA is experiencing significant growth due to changing customer preferences, such as the increasing popularity of online and mobile gaming. The market is also influenced by trends such as the focus on multiplayer and social gaming, as well as the rise of eSports. Local special circumstances, such as the gaming culture in the United States and the concentration of gamers in Canada, further contribute to the growth of gaming networks in the region. Underlying macroeconomic factors, such as the strong and stable economy in NAFTA, also play a role in the market's development.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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