Gaming Networks - Eastern Europe

  • Eastern Europe
  • The Gaming Networks market in Eastern Europe is expected to witness significant growth in the coming years.
  • According to projections, the revenue for this market is expected to reach US$167.10m by 2025.
  • Furthermore, it is anticipated that the market will continue to grow at a compound annual growth rate (CAGR) of 5.53% from 2025 to 2027, resulting in a projected market volume of US$186.10m by 2027.
  • In terms of user base, the Gaming Networks market is expected to attract a substantial number of users in Eastern Europe, with an estimated count of 5.7m users by 2027.
  • This signifies a steady increase in user penetration, which is projected to reach 2.1% in 2025 and is expected to rise to 2.3% by 2027.
  • When comparing the global market, United States is set to generate the highest revenue in the Gaming Networks market sector, reaching a staggering US$791.30m in 2025.
  • This highlights the dominant position of the United States within the global gaming industry.
  • Furthermore, the average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$32.39 in 2025.
  • This metric is an indicator of the average amount of revenue generated by each user in Eastern Europe.
  • Overall, the Gaming Networks market in Eastern Europe is expected to experience substantial growth in terms of revenue, user base, and penetration, making it a key segment within the gaming industry.
  • In Eastern Europe, the gaming network market is experiencing significant growth, with a surge in online multiplayer games and eSports tournaments.

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

Market
Region
Region comparison
Currency

Revenue

Please wait

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

Most recent update: Mar 2024

Source: Statista Market Insights

Please wait

Most recent update: Mar 2024

Source: Statista Market Insights

Digital

Access more Market Insights on digital topics with our featured report

This report presents a comprehensive analysis and additional information on the Gaming Networks market, in a PDF format.
Video Games: market data & analysis - Background Video Games: market data & analysis - Cover

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

Please wait

Most recent update: Mar 2024

Source: Statista Market Insights

Global Comparison

Please wait

Most recent update: Mar 2024

Source: Statista Market 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.

Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

Please wait

Source: Please wait

Discover additional markets

Explore new markets and gain valuable insights into various topics with our Market Insights search function.

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)