Gaming Networks - G7

  • G7
  • Revenue in the Gaming Networks market is projected to reach US$1.74bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.71%, resulting in a projected market volume of US$2.19bn by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 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 0.00 in 2024.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in G7 countries has been experiencing significant growth in recent years. Customer preferences for online gaming, advancements in technology, and the increasing popularity of eSports have all contributed to this trend.

Additionally, the local special circumstances and underlying macroeconomic factors in each country have played a role in shaping the development of the market. Customer preferences for online gaming have been a driving force behind the growth of the Gaming Networks market in G7 countries. With the increasing availability of high-speed internet and the rise of mobile gaming, consumers are increasingly turning to online platforms to play games and connect with other players.

The convenience and accessibility of online gaming have made it a popular choice for gamers of all ages. Trends in the market vary across G7 countries. In some countries, such as the United States and Canada, there has been a significant increase in the popularity of eSports.

This has led to the emergence of professional gaming leagues and tournaments, attracting millions of viewers and generating substantial revenue. In other countries, such as Japan and Germany, there has been a growing demand for multiplayer online games, with players seeking immersive and interactive gaming experiences. Local special circumstances also play a role in shaping the development of the Gaming Networks market in G7 countries.

For example, in the United Kingdom, the presence of a strong gaming industry and a large number of game developers has contributed to the growth of the market. The country has a rich gaming culture and a supportive environment for game development, which has attracted both local and international players. Underlying macroeconomic factors have also influenced the growth of the Gaming Networks market in G7 countries.

The strong economies of these countries have provided consumers with the disposable income to spend on gaming and entertainment. Additionally, the advancements in technology and infrastructure have made it easier for consumers to access online gaming platforms and connect with other players. In conclusion, the Gaming Networks market in G7 countries is experiencing significant growth due to customer preferences for online gaming, advancements in technology, and the increasing popularity of eSports.

The local special circumstances and underlying macroeconomic factors in each country have also played a role in shaping the development of the market. As technology continues to advance and consumer demand for online gaming grows, the market is expected to continue its upward trajectory in the coming years.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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