Games - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Games market is projected to reach US$889.40m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 5.71%, resulting in a projected market volume of US$1,174.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, estimated at US$128.10bn in 2024.
  • Within the Games market in New Zealand, the number of users is expected to amount to 2.5m users by 2029.
  • User penetration in New Zealand will be 40.7% in 2024 and is anticipated to increase to 44.8% by 2029.
  • The average revenue per user (ARPU) in New Zealand is expected to amount to US$1,089.00.
  • New Zealand's gaming industry is witnessing a surge in interactive media, driven by increasing consumer engagement and a growing interest in local game development.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in New Zealand has been experiencing significant growth in recent years, driven by changing customer preferences and the rise of digital gaming platforms. Customer preferences in the Games market have shifted towards digital gaming, with a growing number of consumers opting for online gaming experiences. This trend can be attributed to the increasing availability of high-speed internet connections and the convenience of playing games on mobile devices. Additionally, the popularity of multiplayer online games has contributed to the growth of the digital gaming segment. In terms of trends in the market, the New Zealand Games market has seen a rise in the popularity of mobile gaming. Mobile games offer a convenient and accessible gaming experience, allowing users to play games on their smartphones or tablets anytime and anywhere. This trend is expected to continue as mobile devices become more powerful and affordable, and as game developers continue to release new and innovative mobile games. Another trend in the market is the growing interest in virtual reality (VR) and augmented reality (AR) gaming. VR and AR technologies provide immersive gaming experiences, allowing players to interact with virtual environments and characters in a more realistic way. This trend is driven by advancements in technology and the increasing availability of VR and AR devices. Local special circumstances in the New Zealand Games market include the country's relatively small population and geographical isolation. These factors can limit the size of the market and the availability of certain gaming products and services. However, the internet has helped to overcome these limitations by allowing consumers to access a wide range of games and gaming platforms from around the world. Underlying macroeconomic factors that contribute to the growth of the Games market in New Zealand include a strong economy and increasing disposable income. As the economy grows, consumers have more purchasing power to spend on leisure activities such as gaming. Additionally, the popularity of gaming can be attributed to the cultural significance of sports in New Zealand, with many consumers showing a strong interest in competitive gaming and esports. Overall, the Games market in New Zealand is experiencing growth due to changing customer preferences towards digital gaming, the rise of mobile gaming, and the increasing interest in VR and AR gaming. Despite the country's small population and geographical isolation, the internet has helped to overcome these limitations and provide access to a wide range of gaming products and services. The strong economy and cultural significance of sports also contribute to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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