Gaming Networks - Southern Europe

  • Southern Europe
  • In Southern Europe, revenue in the Gaming Networks market market is projected to reach US$354.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.80%, resulting in a projected market volume of US$470.50m by 2029.
  • In the Gaming Networks market market withSouthern_Europe, the number of users is expected to amount to 12.9m users by 2029.
  • User penetration will be 4.3% in 2024 and is expected to hit 5.5% by 2029.
  • In global comparison, most revenue will be generated the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market market in Southern Europe is projected to amount to US$35.17 in 2024.
  • In Southern Europe, the gaming networks market is increasingly influenced by mobile gaming trends, reflecting a shift in consumer engagement and entertainment preferences.

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

 
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Analyst Opinion

The Gaming Networks market in Southern Europe is experiencing significant growth and development.

Customer preferences:
Customers in Southern Europe have shown a strong preference for online gaming networks. They enjoy the convenience and accessibility of playing games on their smartphones, tablets, and computers. Online gaming networks offer a wide variety of games, allowing customers to choose from a range of genres and styles. Additionally, customers appreciate the social aspect of gaming networks, as they can connect and play with friends and other players from around the world.

Trends in the market:
One of the key trends in the Gaming Networks market in Southern Europe is the increasing popularity of mobile gaming. With the widespread adoption of smartphones, more and more people are playing games on their mobile devices. This trend is driving the growth of mobile gaming networks, as customers are able to play games anytime and anywhere. Another trend is the rise of eSports, which has gained a significant following in Southern Europe. eSports tournaments and events attract large audiences and generate substantial revenue for gaming networks.

Local special circumstances:
Southern Europe has a strong gaming culture, with a long history of game development and a passionate community of gamers. This has created a favorable environment for the growth of gaming networks in the region. Additionally, Southern Europe has a large youth population, which is a key demographic for the gaming industry. The region's vibrant and diverse gaming scene has also contributed to the success of gaming networks, as customers are eager to explore new games and experiences.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Southern Europe can be attributed to several underlying macroeconomic factors. The region has experienced economic stability and a growing middle class, which has led to increased disposable income for entertainment and leisure activities. Additionally, advancements in technology and infrastructure have made it easier for customers to access and engage with gaming networks. The availability of high-speed internet and the widespread use of smartphones have created a conducive environment for the growth of online gaming networks. In conclusion, the Gaming Networks market in Southern Europe is thriving due to customer preferences for online gaming, the rise of mobile gaming and eSports, the region's strong gaming culture, and favorable macroeconomic factors. As the market continues to evolve, gaming networks in Southern Europe are well-positioned to capitalize on these trends and further expand their customer base.

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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