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.
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
The Gaming Networks market in Nordics has experienced significant growth in recent years, driven by customer preferences for online gaming and the increasing popularity of eSports. Customer preferences in the Nordic region have shifted towards online gaming, as more consumers are opting for digital platforms to play games. This can be attributed to the convenience and accessibility of online gaming, allowing players to connect with others from around the world and compete in real-time. Additionally, the rise of eSports has also contributed to the growth of the Gaming Networks market in Nordics. eSports tournaments and competitions have gained immense popularity, attracting a large audience and creating a demand for gaming networks that can support these events. In terms of trends in the market, one notable development is the increasing adoption of cloud gaming services. Cloud gaming allows players to stream games directly from servers, eliminating the need for high-end gaming hardware. This trend has gained traction in the Nordic region due to the high internet penetration rates and advanced digital infrastructure. As a result, gaming networks are investing in cloud gaming technologies to cater to the growing demand for this service. Another trend in the market is the integration of social features within gaming networks. Players are now seeking platforms that not only provide a seamless gaming experience but also allow them to connect and interact with other gamers. This has led to the inclusion of features such as chat functions, friend lists, and virtual communities within gaming networks. By fostering a sense of community, gaming networks are able to enhance player engagement and retention. Local special circumstances in the Nordic region also contribute to the development of the Gaming Networks market. The region has a strong gaming culture, with a high proportion of the population being avid gamers. This creates a favorable environment for gaming networks to thrive and attract a large user base. Additionally, the Nordic countries have a high level of digital literacy and technological advancement, making them ideal markets for gaming networks to expand their operations. Underlying macroeconomic factors such as the growth of the digital economy and increasing disposable income also play a role in the development of the Gaming Networks market in Nordics. As the digital economy continues to expand, more consumers are spending their leisure time and money on online gaming. Furthermore, the rising disposable income in the region allows consumers to invest in gaming networks and related services, driving the growth of the market. Overall, the Gaming Networks market in Nordics is experiencing growth due to customer preferences for online gaming and the increasing popularity of eSports. The adoption of cloud gaming services and the integration of social features within gaming networks are key trends in the market. The strong gaming culture, digital literacy, and technological advancement in the Nordic region, coupled with the growth of the digital economy and increasing disposable income, further contribute to the development of the market.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights