Gaming Networks - Northern Europe

  • Northern Europe
  • Revenue in the Gaming Networks market market in Northern Europe is forecasted to reach US$84.80m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.70%, leading to a projected market volume of US$117.30m by 2029.
  • Within the Gaming Networks market market in Northern Europe, the number of users is projected to reach 3.1m users by 2029.
  • User penetration is expected to be 6.9% in 2024 and is projected to increase to 9.2% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Northern Europe is estimated to be US$36.11 in 2024.
  • In Sweden, the gaming networks in the media market are thriving with a focus on innovative technologies and interactive user experiences.

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

 
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Analyst Opinion

The Gaming Networks market in Northern Europe is experiencing significant growth and development due to evolving customer preferences, emerging trends, and local special circumstances. Customer preferences in the gaming industry have shifted towards online multiplayer gaming and social interaction.

Gamers in Northern Europe are increasingly seeking immersive gaming experiences that allow them to connect and compete with players from around the world. This has led to a rise in the popularity of gaming networks that offer online multiplayer capabilities, such as Xbox Live and PlayStation Network. Additionally, there is a growing demand for cross-platform gaming, where players can seamlessly switch between different devices and continue their gaming experience.

Trends in the market are also contributing to the development of the Gaming Networks market in Northern Europe. The region has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. This has created a fertile ground for the growth of gaming networks, as there is a large and engaged user base.

Furthermore, the availability of high-speed internet connections and advanced gaming infrastructure has facilitated the expansion of online gaming networks in the region. Local special circumstances in Northern Europe, such as the prevalence of cold weather and long winter nights, have also played a role in the development of the Gaming Networks market. These conditions often lead to increased indoor activities, including gaming, as people seek entertainment and social interaction from the comfort of their homes.

Gaming networks provide an avenue for individuals to connect with friends and other players, fostering a sense of community and camaraderie. Underlying macroeconomic factors have further fueled the growth of the Gaming Networks market in Northern Europe. The region has a strong economy and high disposable income, allowing individuals to invest in gaming consoles, accessories, and online subscriptions.

Additionally, government support for the gaming industry, including favorable regulations and incentives, has encouraged the establishment and expansion of gaming networks in the region. Overall, the Gaming Networks market in Northern Europe is experiencing rapid growth and development due to evolving customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected that gaming networks will play an increasingly important role in the gaming industry, providing a platform for gamers to connect, compete, and socialize.

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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