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Gaming Networks - CIS

CIS
  • The Gaming Networks market in the CIS region is forecasted to achieve a revenue of US$113.40m by 2024.
  • The market is anticipated to experience a steady annual growth rate (CAGR 2024-2027) of 4.37%, resulting in a projected market volume of US$128.90m by 2027.
  • By 2027, the number of users in the Gaming Networks market is expected to reach 4.1m users.
  • The user penetration rate is projected to increase from 0.8% in 2024 to 0.8% by 2027.
  • When comparing the CIS region to other countries globally, United States is expected to generate the highest revenue, with an estimated amount of US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market is forecasted to be US$30.81 in 2024.
  • With the growing popularity of esports in the CIS region, gaming networks in Russia are experiencing a surge in user engagement and revenue.

Gaming Networks refer to paid subscription services for getting access to premium online services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online.

Subscribers benefit from additional features like online multiplayer gaming, storing savegames in the cloud, chat functionalities, or recording and sharing gaming sessions. In addition to that, some services offer a monthly changing collection of free games, exclusive and early access to upcoming games, and other special offers.

Some services also offer further fee-based subscriptions (so-called game passes) that allow subscribers to access a constant and continuously growing library of playable games (e.g., Xbox Game Pass).

While Gaming Networks usually can only be accessed on gaming consoles, some services like Xbox Live Gold can also be used on desktop computers.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes (e.g., Xbox Game Pass, EA Access, or Origin Access)

Out-Of-Scope

  • Monthly fees for playing online-based games like World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions (e.g., PlayStation Now)
Video Games: market data & analysis - Cover

Market Insights report

Video Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    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.

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    Video Games: market data & analysis - BackgroundVideo Games: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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