Gaming Networks

United States

(Core country: data based on in-depth analysis)

Highlights
Market definition
in-scope / out-of-scope
Reports special
  • Revenue in the Gaming Networks segment amounts to US$425m in 2019.
  • Revenue is expected to show an annual growth rate (CAGR 2019-2023) of 4.5%, resulting in a market volume of US$506m by 2023.
  • User penetration is 5.2% in 2019 and is expected to hit 6.0% by 2023.
  • The average revenue per user (ARPU) currently amounts to US$24.66.
  • In global comparison, most revenue is generated in United States (US$425m in 2019).
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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)
Digital Media Report 2019 - Video Games

Digital Media Report 2019 - Video Games

Statista Digital Market Outlook - Segment Report
Download
Revenue (2019)
+5.7% yoy
US$425m
Users (2019)
+5.7% yoy
17.2m

Revenue Revenue Growth

in the Gaming Networks market in million US$ in percent

Reading Support Revenue in the Gaming Networks segment amounts to US$425m in 2019. Reading Support The Gaming Networks segment is expected to show a revenue growth of 6.4% in 2020.

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  • Revenue
  • Revenue Growth
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Revenue:

The “Revenue” box shows the forecasted revenue development of the selected market (market segment, region) for each year.


Revenue Growth:

The “Revenue Growth” box shows the year-over-year revenue development of the selected market (market segment, region) in percentage terms.

A definition and detailed explanation of the displayed markets can be found here.
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Users Penetration Rate

in the Gaming Networks market in millions in percent

Reading Support In the Gaming Networks segment, the number of users is expected to amount to 20.2m by 2023. Reading Support User penetration in the Gaming Networks segment is at 5.2% in 2019.

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  • Users
  • Penetration Rate
Info

User:

The “User” box shows the number of active paying customers (or accounts) of the selected market (market segment, region) in millions for each year.


Penetration Rate:

The “Penetration Rate” box shows the share of active paying customers (or accounts) from the total population of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Analyst Opinion

The Gaming Networks market is deeply interrelated with the consoles market and depends on the attractiveness of the online services attached. 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.

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ARPU

in the Gaming Networks market in US$

Reading Support The average revenue per user (ARPU) in the Gaming Networks segment amounts to US$24.66 in 2019.

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Info

ARPU:

The “ARPU” box shows the average annual revenue per paying user of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Global Comparison - Revenue Global Comparison - User Penetration

in the Gaming Networks market in million US$ in percent

Reading Support With a market volume of US$425m in 2019, most revenue is generated in United States. Reading Support With a rate of 7.2%, the user penetration in the Gaming Networks segment is highest in Japan.

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  • Global Comparison - Revenue
  • Global Comparison - User Penetration
Top 5
United States
China
Japan
United Kingdom
Italy
Info

Global Comparison – Revenue:

The “Revenue” tab shows a comparison of revenues for the leading economies in the selected market (market segment, region) and year.


Global Comparison – User Penetration:

The “User Penetration” tab shows a comparison of user penetration rates for 150 of the world’s leading digital economies in the selected market (market segment, region) and year.

A definition and detailed explanation of the displayed markets can be found here.
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Key Market Indicators

The following Key Market Indicators give an overview of the demographic, economic and technological development of the selected region on the basis of general KPIs. The calculation of Statista’s Market Outlook is based on a complex market-driver logic including over 400 region-specific data sets.

2017201820192020202120222023 CAGR
(2017-2023)
Population in m
Number of individuals (all ages) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
0-14 years in m
Number of individuals (age 0-14) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
15-24 years in m
Number of individuals (age 15-24) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
25-34 years in m
Number of individuals (age 25-34) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
35-44 years in m
Number of individuals (age 35-44) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
45-54 years in m
Number of individuals (age 45-54) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
55+ years in m
Number of individuals (age 55 and older) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
Consumer spending (current) in US$
Average consumer spending per capita of private households in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Foodstuffs, beverages in US$
Consumer spending per capita for food and non-alcoholic beverages (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). The COICOP definition varies from the market definitions employed in the Consumer Market Outlook. It covers all private household spendings meant for consumption at home. In contrast, the Food market in the Consumer Market Outlook covers only certain segments of processed food and excludes for example fresh food, oils and fats and some other items. The markets for Alcoholic, Non-Alcoholic and Hot Drinks in turn not only include sales for at-home consumption (off-trade) but also sales to the on-trade sector (restaurants, bars, cafés). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Alcohol, tobacco in US$
Consumer spending per capita for alcoholic beverages, tobacco and narcotics (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). The COICOP definition varies from the market definitions employed in the Consumer Market Outlook. It covers all private household spendings meant for consumption at home. The market for Alcoholic, Non-Alcoholic and Hot Drinks not only include sales for at-home consumption (off-trade) but also sales to the on-trade sector (restaurants, bars, cafés). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Clothing, footwear in US$
Consumer spending per capita for clothing and footwear (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). Included are both consumption of goods as well as services (cleaning and cobblers). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Housing in US$
Consumer spending per capita for housing, water, electricity, gas and other fuels (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Household in US$
Consumer spending per capita for furnishings, household equipment and routine maintenance of the house (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Health in US$
Consumer spending per capita for health (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Transport in US$
Consumer spending per capita for transport (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). This group inlcudes the purchase of vehicles, maintenenace of vehicles as well as transportation services. | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Communication in US$
Consumer spending per capita for communication (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Recreation, culture in US$
Consumer spending per capita for recreation and culture (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Education in US$
Consumer spending per capita for education (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Restaurants, hotels in US$
Consumer spending per capita for restaurants and hotels (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Other in US$
Consumer spending per capita for miscellaneous goods and services (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). These include personal care products and services, personal items like watches and jewellery as well as all other products and services not mentioned elsewhere. | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Telecommunication
Click arrow to expand
Broadband subscriptions per 100 capita
Number of-fixed broadband subscriptions per 100 inhabitants | Source: Statista, based on World Bank
Smartphone penetration in %
Estimated share of the total population using a smartphone | Source: Statista
Internet users in m
Number of people in the selected region using the internet | Source: Statista, based on ITU and national statistical offices
Hardware market
Click arrow to expand
Per-capita volume laptops in units
Average per capita sales of laptops and tablets in units | Source: Statista Consumer Market Outlook
Per-capita revenue laptops in US$
Average revenue of laptops and tablets per capita | Source: Statista Consumer Market Outlook
Per-capita volume desktop PCs in units
Average per capita sales of Desktop-PCs in units | Source: Statista Consumer Market Outlook
Per-capita revenue desktop PCs in US$
Average revenue of Desktop-PCs per capita | Source: Statista Consumer Market Outlook
Per-capita volume mobile phones in units
Average per capita sales of mobile phones in units | Source: Statista Consumer Market Outlook
Per-capita revenue mobile phones in US$
Average revenue of mobile phones per capita | Source: Statista Consumer Market Outlook
Households in m
Total number of households in the selected region | Source: Statista
GDP (current) in US$
Gross domestic product (in current prices, constant exchange rate) of the selected region per capita | Source: Statista, based on IMF WEOD
Internet penetration in %
Estimated share of the total population in the selected region using the internet | Source: Statista, based on ITU and national statistical offices
Source: Statista, June 2019
Source: Statista, June 2019, based on IMF, World Bank, UN and Eurostat

Methodology

The Gaming Networks market builds on Statista primary research (Statista Global Consumer Survey), bottom-up modeling, market data from independent databases and third-party sources, analysis of various key market and macroeconomic indicators, historical developments, current trends, and reported performance indicators from the key market players. In particular, we consider average prices and purchase frequencies per anno. All monetary figures refer to consumer spendings for digital goods or subscriptions in the respective segment. Those spendings do factor in discounts, margins as well as taxes. The user metrics shows the number of customers who have made at least one online purchase within the last 12 months.

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