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
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
The Gaming Networks market in Peru has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the widespread availability of high-speed internet connections.
Customer preferences: Peruvian gamers have shown a strong preference for online multiplayer games, which allow them to connect and compete with players from around the world. This preference is fueled by the social aspect of gaming, as well as the desire for a challenging and dynamic gaming experience. Additionally, Peruvian gamers have shown a growing interest in mobile gaming, as smartphones have become more affordable and accessible.
Trends in the market: One of the key trends in the Gaming Networks market in Peru is the rise of esports. Esports tournaments and events have gained significant popularity in recent years, attracting a large number of participants and spectators. This trend is driven by the competitive nature of Peruvian gamers and the increasing recognition of esports as a legitimate form of entertainment. As a result, gaming networks in Peru are investing in infrastructure and partnerships to support the growth of esports in the country. Another trend in the market is the increasing demand for virtual reality (VR) gaming. VR technology has advanced significantly in recent years, providing gamers with a more immersive and interactive gaming experience. Peruvian gamers are embracing this technology, leading to an increase in the availability of VR gaming options and the development of VR-specific gaming networks.
Local special circumstances: One of the unique aspects of the Gaming Networks market in Peru is the strong presence of local game developers. Peru has a growing community of independent game developers who are creating innovative and culturally relevant games. This has led to the emergence of local gaming networks that cater specifically to Peruvian gamers and showcase the talent of local developers.
Underlying macroeconomic factors: The growth of the Gaming Networks market in Peru can be attributed to several underlying macroeconomic factors. Firstly, the increasing affordability of gaming consoles, PCs, and smartphones has made gaming more accessible to a larger portion of the population. Additionally, the expansion of high-speed internet infrastructure in Peru has allowed for smoother and more reliable online gaming experiences. Lastly, the rising disposable income of Peruvian consumers has contributed to increased spending on entertainment, including gaming. In conclusion, the Gaming Networks market in Peru is experiencing significant growth due to the increasing popularity of online gaming, the preference for multiplayer and mobile gaming, and the rise of esports and virtual reality gaming. The presence of local game developers and the underlying macroeconomic factors of affordability, internet infrastructure, and disposable income further contribute to this growth.
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