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 Saudi Arabia has been experiencing significant growth in recent years.
Customer preferences: Saudi Arabian consumers have shown a strong preference for online gaming, with multiplayer games being particularly popular. This can be attributed to the increasing availability of high-speed internet connections and the growing popularity of eSports. Saudi Arabian gamers also tend to favor mobile gaming, as smartphones are widely used in the country.
Trends in the market: One of the key trends in the Saudi Arabian Gaming Networks market is the rise of local game developers. With the government's focus on diversifying the economy and promoting the technology sector, there has been a push to develop the local gaming industry. This has led to the emergence of Saudi Arabian game developers who are creating games specifically tailored to the preferences of the local market. Another trend in the market is the increasing popularity of virtual reality (VR) gaming. Saudi Arabian gamers are embracing VR technology, which provides an immersive gaming experience. This trend is driven by the availability of affordable VR headsets and the growing number of VR gaming arcades in the country.
Local special circumstances: Saudi Arabia has a young population, with a large percentage of the population being under the age of 30. This demographic factor contributes to the growth of the Gaming Networks market, as young people are more likely to be avid gamers. Additionally, Saudi Arabia has a strong gaming culture, with gaming cafes and tournaments being popular social activities.
Underlying macroeconomic factors: The Saudi Arabian economy has been diversifying in recent years, with a focus on sectors such as technology and entertainment. This has created opportunities for the Gaming Networks market to thrive, as the government has been supportive of initiatives that promote the growth of the industry. Additionally, the increasing availability of high-speed internet connections and the widespread use of smartphones have facilitated the growth of online and mobile gaming in the country. In conclusion, the Gaming Networks market in Saudi Arabia is experiencing significant growth due to customer preferences for online and mobile gaming, the rise of local game developers, the increasing popularity of VR gaming, the young population, and the government's support for the technology and entertainment sectors. These factors have created a favorable environment for the market to expand and flourish in the country.
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