Gaming Networks - North America

  • North America
  • Revenue in the Gaming Networks market market in North America is forecasted to reach US$0.85bn in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.32%, leading to a projected market volume of US$1.05bn by 2029.
  • By 2029, the number of users in the Gaming Networks market market in North America is expected to reach 37.1m users.
  • User penetration is set to be 6.1% in 2024 and is projected to increase to 7.1% by 2029.
  • When compared globally, the in the United States will generate the most revenue, estimated at US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in North America is projected to be US$27.55 in 2024.
  • The United States leads in innovative gaming networks, with a surge in interactive platforms catering to diverse audiences across North America.

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

 
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Analyst Opinion

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

Customer preferences:
Customers in North America have shown a strong preference for online gaming, which has led to the growth of the Gaming Networks market. Online gaming offers convenience and the ability to connect with players from around the world, creating a more immersive and social gaming experience. Additionally, the rise of eSports has further fueled the demand for gaming networks, as players and spectators alike seek platforms to compete and watch professional gaming events.

Trends in the market:
One of the key trends in the Gaming Networks market in North America is the increasing integration of social features within gaming platforms. Players are now able to connect with friends, join communities, and share their gaming experiences through social media integration. This trend has not only enhanced the overall gaming experience but has also contributed to the growth of the market, as players are more likely to stay engaged and spend more time on these platforms. Another trend in the market is the emergence of cloud gaming. Cloud gaming allows players to stream games directly from servers, eliminating the need for expensive gaming hardware. This trend has gained traction in North America due to the increasing availability of high-speed internet connections and the desire for more accessible gaming experiences. Cloud gaming also offers the advantage of cross-platform compatibility, allowing players to access their games from different devices.

Local special circumstances:
North America has a well-established gaming culture, with a large and dedicated community of gamers. The region is home to some of the biggest gaming companies and has a strong infrastructure to support the Gaming Networks market. The presence of major gaming events, such as E3 and PAX, further contributes to the growth of the market by creating opportunities for networking and showcasing new gaming technologies.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in North America can also be attributed to favorable macroeconomic factors. The region has a high disposable income and a strong purchasing power, allowing consumers to invest in gaming platforms and accessories. Additionally, the increasing availability of high-speed internet connections and advancements in technology have made online gaming more accessible to a larger audience. In conclusion, the Gaming Networks market in North America is experiencing significant growth due to changing customer preferences, the integration of social features, and the emergence of cloud gaming. The region's well-established gaming culture, favorable macroeconomic factors, and strong infrastructure further contribute to the growth of the market. As online gaming continues to evolve, the Gaming Networks market in North America is expected to see continued expansion and innovation.

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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