Definition:
Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.Additional information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.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 Online Games market in Americas is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Online Games market in Americas are shifting towards more immersive and interactive gaming experiences. Players are increasingly seeking games that offer realistic graphics, engaging storylines, and multiplayer options. This preference for immersive gaming experiences has led to the rise in popularity of virtual reality (VR) and augmented reality (AR) games, as well as online multiplayer games that allow players to connect and compete with others from around the world. Trends in the market indicate that the Online Games industry in Americas is becoming more competitive and diverse. Game developers are constantly innovating and releasing new titles to cater to the evolving demands of players. Additionally, the increasing availability of high-speed internet connectivity and the widespread adoption of smartphones and other mobile devices have made online gaming more accessible to a larger audience. This has led to a surge in mobile gaming, with many players now preferring to play games on their smartphones or tablets. Local special circumstances in the Americas region also contribute to the development of the Online Games market. For example, the region has a large and diverse population, with different countries and cultures having their own unique gaming preferences. Game developers are increasingly tailoring their products to cater to these specific preferences, resulting in a wide range of game genres and themes available in the market. Additionally, the Americas region has a strong gaming community and culture, with many players actively participating in eSports tournaments and events. This has further fueled the growth of the Online Games market, as players seek to improve their skills and compete at a professional level. Underlying macroeconomic factors also play a role in the development of the Online Games market in Americas. The region has a strong economy and a high disposable income, which allows consumers to spend on leisure activities such as gaming. Additionally, advancements in technology and infrastructure have made it easier for game developers to create and distribute their products, further driving the growth of the market. In conclusion, the Online Games market in Americas is experiencing significant growth and development due to customer preferences for immersive gaming experiences, trends in the market such as the rise of mobile gaming, local special circumstances such as diverse gaming preferences and a strong gaming community, and underlying macroeconomic factors such as a strong economy and advancements in technology. This growth is expected to continue as the market becomes more competitive and innovative, offering players a wide range of gaming options to choose from.
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