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
Most recent update: Nov 2024
Source: Statista Market Insights
The Gaming Networks market in South America has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing number of gamers in the region.
Customer preferences: South American gamers have shown a strong preference for multiplayer online games, which has fueled the growth of gaming networks in the region. This preference for multiplayer games can be attributed to the social aspect of gaming, as well as the competitive nature of these games. Additionally, South American gamers have shown a preference for games that are free-to-play or have a low cost of entry, which has led to the rise of freemium models and microtransactions in the region.
Trends in the market: One of the key trends in the Gaming Networks market in South America is the increasing adoption of mobile gaming. With the widespread availability of smartphones and affordable data plans, more and more South American gamers are turning to mobile devices as their primary gaming platform. This trend has led to the development of mobile gaming networks and the optimization of games for mobile devices. Another trend in the market is the rise of esports in South America. Esports, or competitive video gaming, has gained significant popularity in recent years, with professional leagues and tournaments being held in the region. This has created a demand for gaming networks that can support the infrastructure and connectivity required for competitive gaming.
Local special circumstances: One of the unique aspects of the Gaming Networks market in South America is the diversity of the region. Each country in South America has its own gaming culture and preferences, which can vary significantly. For example, Brazil has the largest gaming market in the region and is known for its vibrant esports scene, while Argentina has a strong indie gaming community. This diversity presents both opportunities and challenges for gaming networks operating in the region, as they need to adapt to the specific needs and preferences of each country.
Underlying macroeconomic factors: The growth of the Gaming Networks market in South America can be attributed to several underlying macroeconomic factors. Firstly, the region has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more South American gamers to invest in gaming hardware and software, as well as access online gaming networks. Secondly, the improving internet infrastructure in South America has played a crucial role in the growth of the Gaming Networks market. With the expansion of broadband internet and the increasing availability of high-speed connections, more South American gamers are able to access online gaming networks and participate in multiplayer games. Overall, the Gaming Networks market in South America is experiencing significant growth due to the increasing popularity of online gaming, the rise of mobile gaming, the emergence of esports, and the improving internet infrastructure in the region. As the market continues to evolve, gaming networks will need to adapt to the unique preferences and circumstances of each country in South America to stay competitive.
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