Gaming Networks - New Zealand

  • New Zealand
  • In New Zealand, the Gaming Networks market market is anticipated to generate a revenue of US$10.97m by 2024.
  • The market is forecasted to experience a CAGR of 7.54% between 2024 and 2029, leading to a market volume of US$15.78m by 2029.
  • The number of users in the Gaming Networks market market is expected to reach 479.1k users by 2029.
  • User penetration is projected to be 6.5% in 2024 and is likely to increase to 8.8% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue of US$757.60m in 2024 within the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market is estimated to be US$31.84 in 2024.
  • New Zealand's gaming networks in the media market are experiencing a surge in user engagement and interactive content creation, driving industry growth.

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

 
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Analyst Opinion

The Gaming Networks market in New Zealand has been experiencing significant growth in recent years. Customer preferences for online gaming and the increasing popularity of multiplayer games have contributed to this trend.

Additionally, local special circumstances and underlying macroeconomic factors have also played a role in the development of the market. Customer preferences in New Zealand have shifted towards online gaming and multiplayer games. With the advancement of technology and the widespread availability of high-speed internet, more people are opting for online gaming experiences.

This allows them to connect with players from around the world and enjoy interactive gameplay. Multiplayer games, in particular, have gained immense popularity as they offer a social element and the opportunity for players to collaborate or compete with others. The preference for online gaming and multiplayer games has fueled the growth of gaming networks in New Zealand.

Trends in the market indicate a growing demand for gaming networks in New Zealand. The number of gamers in the country has been steadily increasing, leading to a larger user base for gaming networks. This has prompted companies to invest in infrastructure and technology to meet the growing demand.

Additionally, the rise of esports has also contributed to the development of the gaming networks market. Esports tournaments and events attract a large audience, both online and offline, creating opportunities for gaming networks to provide a platform for players to compete and showcase their skills. Local special circumstances in New Zealand have also influenced the development of the gaming networks market.

The country has a strong gaming culture, with a significant portion of the population actively participating in gaming activities. This has created a favorable environment for the growth of gaming networks, as there is a ready market of gamers who are eager to connect and engage with others. Furthermore, the New Zealand government has been supportive of the gaming industry, providing incentives and funding for the development of local gaming companies.

This has encouraged the establishment of gaming networks and the growth of the market. Underlying macroeconomic factors have also contributed to the growth of the gaming networks market in New Zealand. The country has a stable economy and a high standard of living, which allows individuals to invest in gaming equipment and subscriptions to gaming networks.

Additionally, the increasing penetration of smartphones and other mobile devices has made gaming more accessible to a larger audience. This has led to an increase in the number of gamers and the demand for gaming networks. In conclusion, the Gaming Networks market in New Zealand is developing due to customer preferences for online gaming and multiplayer games, local special circumstances that support the gaming industry, and underlying macroeconomic factors such as a stable economy and increasing accessibility to gaming devices.

The market is expected to continue growing as more people embrace online gaming and the demand for gaming networks increases.

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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