Gaming Networks - Australia & Oceania

  • Australia & Oceania
  • Revenue in the Gaming Networks market is projected to reach US$64.46m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.92%, resulting in a projected market volume of US$90.09m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 3.1m users by 2029.
  • User penetration will be 5.3% in 2024 and is expected to hit 6.8% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$27.85 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in Australia & Oceania has been experiencing significant growth in recent years.

Customer preferences:
Customers in Australia & Oceania have shown a strong preference for online gaming networks. This can be attributed to the region's high internet penetration rate and the increasing popularity of mobile gaming. With the widespread availability of smartphones and the convenience they offer, more people are turning to online gaming networks as a form of entertainment. Additionally, the social aspect of gaming networks, such as multiplayer options and the ability to connect with friends, has also contributed to their popularity in the region.

Trends in the market:
One of the key trends in the Gaming Networks market in Australia & Oceania is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained significant traction in recent years, with a growing number of esports events and competitions being held in the region. As a result, gaming networks have started to cater specifically to the esports community, offering features such as dedicated servers and improved matchmaking systems. Another trend in the market is the increasing demand for virtual reality (VR) gaming. Virtual reality technology has advanced significantly in recent years, and more players are looking to immerse themselves in realistic gaming experiences. Gaming networks have responded to this demand by incorporating VR capabilities into their platforms, allowing players to explore virtual worlds and interact with their surroundings in a more immersive way.

Local special circumstances:
One of the unique circumstances in the Gaming Networks market in Australia & Oceania is the region's geographical isolation. Due to its distance from other major gaming markets, the region has developed its own gaming culture and preferences. This has led to the emergence of local gaming networks that cater specifically to the needs and preferences of players in Australia & Oceania. These local networks often offer localized content and features that resonate with the local gaming community.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Australia & Oceania can be attributed to several underlying macroeconomic factors. Firstly, the region has experienced strong economic growth in recent years, leading to increased disposable income among consumers. This has allowed more people to invest in gaming consoles, PCs, and smartphones, which are essential for accessing gaming networks. Additionally, the region's young and tech-savvy population has also contributed to the growth of the market, as they are more likely to engage in online gaming activities. In conclusion, the Gaming Networks market in Australia & Oceania is experiencing significant growth due to the strong customer preference for online gaming networks, the rise of esports and virtual reality gaming, the unique local circumstances, and the underlying macroeconomic factors in the region. As the market continues to evolve, it is expected that gaming networks will continue to innovate and adapt to the changing preferences and demands of players in Australia & Oceania.

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., Consumer Insights), 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). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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