Highlights
Market definition
in-scope / out-of-scope
Reports special
  • Revenue in the Gaming Networks segment is projected to reach US$431m in 2021.
  • Revenue is expected to show an annual growth rate (CAGR 2021-2025) of 11.1%, resulting in a projected market volume of US$656m by 2025.
  • User penetration will be 0.9% in 2021 and is expected to hit 1.2% by 2025.
  • The average revenue per user (ARPU) is expected to amount to US$34.20.
  • In global comparison, most revenue will be generated in the United States (US$651m in 2021).
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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 2020 - Video Games

Digital Media Report 2020 - Video Games

Statista Digital Market Outlook - Segment Report
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Revenue (2021)
+18.3% yoy
US$431m
Users (2021)
+13.8% yoy
12.6m

Revenue Revenue Growth

in the Gaming Networks market in million US$ in percent

Reading Support Revenue in the Gaming Networks segment is projected to reach US$431m in 2021. Reading Support The Gaming Networks segment is expected to show a revenue growth of 15.3% in 2022.

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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 18.0m by 2025. Reading Support User penetration in the Gaming Networks segment will be at 0.9% in 2021.

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  • Users
  • Penetration Rate
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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 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.

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Market share

in the Gaming Networks market in percent

Reading Support The market share of PlayStation Plus amounts to an estimated 100% of the Gaming Networks segment and the selected region in 2019.

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Market Share:

To estimate market shares for the most important companies in the respective market/segment for 46 countries for the year 2019, annual reports of the most relevant key players are analysed. Global/regional datasets are broken down on a country level via webtraffic data and other methods. Values are always rounded to 5% steps. Market shares below 5% are attributed to the category “Other”.

A definition and detailed explanation of the displayed markets can be found here.
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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 is projected to amount to US$34.20 in 2021.

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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 projected market volume of US$651m in 2021, most revenue is generated in the United States. Reading Support With a projected rate of 9.2%, 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
1. United States
2. China
3. Japan
4. United Kingdom
5. Germany
Top 5
1. Japan
2. United Kingdom
3. Denmark
4. Slovakia
5. Chile
60. China
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 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.

201720182019202020212022202320242025 CAGR
(2017-2025)
Population in m
Number of individuals (all ages) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
0-14 years in m
Number of individuals (age 0-14) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
15-24 years in m
Number of individuals (age 15-24) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
25-34 years in m
Number of individuals (age 25-34) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
35-44 years in m
Number of individuals (age 35-44) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
45-54 years in m
Number of individuals (age 45-54) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
55+ years in m
Number of individuals (age 55 and older) living in the selected region, the data is based on the United Nations' medium variant of World Population Prospects as well as similar projections by national statistical offices | Source: Statista, based on UN DESA and national statistical offices
Consumer spending, per capita (current prices)
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
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
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
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
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
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
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
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
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
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
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
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
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
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Average connection speed in Mbits/s
Estimated average internet connection speed in Mbits/s | Source: Statista
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
Smartphone users in m
Estimated number of persons using a smartphone in the selected region | Source: Statista
Mobile broadband connections, total in m
Total number of active mobile broadband connections in the selected region | Source: Statista
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
Average revenue of laptops and tablets per capita | Source: Statista Consumer Market Outlook
Per-capita volume desktop PCs in units
The indicator shows the estimated average per capita sales of Desktop-PCs in units. | Source: Statista Consumer Market Outlook
Per-capita revenue desktop PCs
The indicator shows the estimated average revenue of Desktop-PCs per capita. | Source: Statista Consumer Market Outlook
Per-capita volume mobile phones in units
The indicator shows the estimated average per capita sales of mobile phones in units. | Source: Statista Consumer Market Outlook
Per-capita revenue mobile phones
The indicator shows the estimated average revenue of mobile phones per capita. | Source: Statista Consumer Market Outlook
Households in m
The indicator shows the total number of private households in the selected region. Households denote residential communties of people living and keeping house together. Business facilities as well as institutional housholds (like unversity dormitories or retire homes) are not counted as households. | Source: Statista, based on national and international statistical offices
GDP, per capita (current prices)
Gross domestic product (in current prices, constant exchange rate) of the selected region per capita | Source: Statista, based on IMF, World Bank, European Commission, OECD, ADB
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, January 2021
Source: Statista, January 2021, based on IMF, World Bank, UN and Eurostat

Methodology

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

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