Video Games - New Zealand

  • New Zealand
  • The Video Games market in New Zealand is expected to witness significant growth in the coming years.
  • According to projections, the market's revenue is anticipated to reach a staggering US$413.60m by 2024.
  • This growth is projected to continue with an annual growth rate (CAGR 2024-2027) of 7.18%.
  • As a result, the market volume is expected to reach US$509.30m by 2027.
  • In terms of user base, the Video Games market is expected to see a substantial increase.
  • By 2027, the number of users in New Zealand is estimated to reach 1.1m users.
  • This indicates a growing interest and engagement in video games among the population.
  • Furthermore, user penetration, which measures the percentage of the total population that engages with video games, is predicted to rise from 19.8% in 2024 to 21.6% by 2027.
  • This highlights the increasing popularity and widespread adoption of video games as a form of entertainment in the country.
  • When considering the various segments within the Video Games market, it is evident that Mobile Games hold the largest market share.
  • In 2024, the market volume for Mobile Games is projected to amount to a substantial US$107.50m.
  • This indicates the dominance of mobile platforms in the gaming industry.
  • On a global scale, China is expected to generate the highest revenue in the Video Games market, with an estimated US$94,490.00m in 2024.
  • This demonstrates the strong presence and influence of the Chinese gaming market in the industry.
  • Lastly, the average revenue per user (ARPU) in the Video Games market is projected to be US$419.90 in 2024.
  • This metric provides insights into the average spending habits of users within the market.
  • In conclusion, the Video Games market in New Zealand is poised for significant growth, with increasing revenue, user base, and user engagement.
  • The dominance of Mobile Games and the strong presence of the Chinese market further contribute to the overall development of the industry.
  • The average revenue per user reflects the value and potential profitability of the market.
  • New Zealand's video game market is experiencing a surge in popularity, with local developers creating innovative and culturally relevant games that resonate with both domestic and international audiences.

Key regions: France, South Korea, Asia, Japan, Europe

 
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Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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