Gaming Networks - Europe

  • Europe
  • Revenue in the Gaming Networks market is projected to reach US$1.33bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.52%, resulting in a projected market volume of US$1.74bn by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 52.0m users by 2029.
  • User penetration will be 4.9% in 2024 and is expected to hit 6.2% 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$32.31 in 2024.

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

 
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Analyst Opinion

The Gaming Networks market in Europe is experiencing significant growth and development.

Customer preferences:
Customers in Europe are increasingly drawn to online gaming networks due to their convenience and accessibility. The ability to play games anytime and anywhere, as well as connect with other players from around the world, has greatly appealed to gamers in the region. Additionally, the rise of mobile gaming has further fueled the demand for gaming networks, as players can now enjoy their favorite games on their smartphones and tablets.

Trends in the market:
One trend that has emerged in the European Gaming Networks market is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional players compete against each other in various games. The rise of eSports has led to the development of dedicated gaming networks and platforms that cater specifically to this growing market. This trend has not only attracted a large number of players, but also a significant amount of investment and sponsorship opportunities. Another trend in the European Gaming Networks market is the integration of virtual reality (VR) technology. VR gaming provides a more immersive and realistic gaming experience, and European gamers have shown a strong interest in this technology. Gaming networks are incorporating VR capabilities into their platforms, allowing players to explore virtual worlds and interact with games in a whole new way. This trend is expected to continue as VR technology becomes more affordable and accessible.

Local special circumstances:
Europe is home to a diverse and vibrant gaming culture, with each country having its own unique preferences and gaming traditions. For example, Nordic countries have a strong tradition of PC gaming, while Southern European countries have a preference for console gaming. These local preferences and traditions have influenced the development of gaming networks in each country, with platforms tailored to meet the specific needs and preferences of local gamers.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Europe can be attributed to several underlying macroeconomic factors. Firstly, the region has a high level of internet penetration, with a large percentage of the population having access to high-speed internet. This has created a strong foundation for the growth of online gaming networks. Secondly, Europe has a large population of gamers, with a significant portion of the population engaging in gaming activities. This large customer base has attracted the attention of gaming companies and investors, who see the potential for growth and profitability in the region. Lastly, Europe has a strong gaming industry, with many successful game developers and publishers based in the region. This has created a favorable environment for the development of gaming networks, as there is a steady supply of high-quality games and content. In conclusion, the Gaming Networks market in Europe is experiencing growth and development due to customer preferences for convenience and accessibility, as well as the emergence of new trends such as eSports and virtual reality gaming. Local special circumstances, such as country-specific gaming preferences, and underlying macroeconomic factors, including internet penetration and a large population of gamers, have also contributed to the growth of the market in the region.

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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