Gaming Networks - Slovenia

  • Slovenia
  • In Slovenia, revenue in the Gaming Networks market market is projected to reach US$3.31m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.73%, leading to a projected market volume of US$5.03m by 2029.
  • Within the Gaming Networks market market in Slovenia, the number of users is anticipated to reach 156.5k users by 2029.
  • User penetration in Slovenia will be 5.1% in 2024 and is expected to increase to 7.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, amounting to US$757.60m in 2024.
  • The average revenue per user (ARPU) in Slovenia's Gaming Networks market market is projected to be US$30.75 in 2024.
  • Slovenia's gaming networks are increasingly integrating local cultural themes, enhancing user engagement and creating a unique market niche within the broader media landscape.

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

 
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Analyst Opinion

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

Customer preferences:
Slovenian gamers have shown a strong preference for online gaming platforms, as they offer a wide range of games and the ability to connect with players from around the world. This has led to a shift away from traditional gaming consoles and towards online gaming networks. Additionally, the convenience of being able to play games on smartphones and tablets has also contributed to the growing popularity of gaming networks in Slovenia.

Trends in the market:
One of the key trends in the gaming networks market in Slovenia is the rise of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a significant following in Slovenia, with many young people aspiring to become professional gamers. This has led to the establishment of esports teams and the development of dedicated gaming networks that cater to the needs of esports enthusiasts. Another trend in the market is the increasing integration of social features into gaming networks. Many gaming networks now allow players to connect with their friends, join virtual communities, and communicate through chat features. This social aspect of gaming has become particularly popular among Slovenian gamers, as it allows them to connect with like-minded individuals and share their gaming experiences.

Local special circumstances:
Slovenia has a relatively small population compared to other countries, which has led to a close-knit gaming community. This close-knit community has fostered a sense of camaraderie among Slovenian gamers, who often organize local gaming events and meetups. This sense of community has contributed to the growth of gaming networks in Slovenia, as players are able to connect with each other and share their passion for gaming.

Underlying macroeconomic factors:
The growth of the gaming networks market in Slovenia can also be attributed to the country's strong economy and high internet penetration rate. Slovenia has a well-developed telecommunications infrastructure, which has made it easier for gamers to access online gaming networks. Additionally, the country's high standard of living has allowed Slovenian gamers to invest in gaming equipment and accessories, further driving the growth of the market. In conclusion, the Gaming Networks market in Slovenia is experiencing significant growth due to changing customer preferences, the rise of esports, the integration of social features, the close-knit gaming community, and the country's strong economy and high internet penetration rate. As the popularity of online gaming continues to increase, it is expected that the gaming networks market in Slovenia will continue to thrive in the coming years.

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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