Gaming Networks - Central America

  • Central America
  • The Gaming Networks market in Central America is set to experience significant growth in the coming years.
  • According to projections, the market's revenue is expected to reach US$60.98m in 2024.
  • This growth is anticipated to continue at an annual rate of 8.16% from 2024 to 2027, resulting in a projected market volume of US$77.15m by 2027.
  • Moreover, the number of users in the Gaming Networks market is expected to increase to 2.3m users by 2027.
  • In terms of user penetration, it is projected to be 3.4% in 2024 and is expected to rise to 4.1% by 2027.
  • This indicates a growing interest and adoption of Gaming Networks market among the population in Central America.
  • When compared globally, United States is expected to generate the highest revenue in the Gaming Networks market, reaching US$757.60m in 2024.
  • This highlights the dominant position of the United States in the gaming industry.
  • Additionally, the average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$33.20 in 2024.
  • This metric serves as an indicator of the financial performance and profitability of the market.
  • Overall, the Gaming Networks market in Central America is poised for substantial growth, driven by increasing revenue, user penetration, and the influence of major players such as United States.
  • Central America's gaming network market is flourishing, with a surge in online multiplayer games and an increasing demand for esports tournaments.

Key regions: India, Asia, Europe, United States, China

 
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Analyst Opinion

The Gaming Networks market is deeply interrelated with the consoles market and depends on the attractiveness of the attached online services. While established networks like PlayStation Plus and Xbox Live have already been available on Sony’s and Microsoft’s current console generation from day one, Nintendo Switch Online was launched with a delay of more than one year after the Nintendo Switch had gone on sale. This explains the sudden jump of revenue and user figures in 2018. Also, the release of a new generation of consoles incites the willingness to try out gaming networks. We expect the same development for the anticipated release of the next generation of consoles in the coming years, thus leading to higher growth rates in 2020 and 2021.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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