Gaming Networks - Ireland

  • Ireland
  • Revenue in the Gaming Networks market is projected to reach US$15.05m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.27%, resulting in a projected market volume of US$22.39m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 682.3k users by 2029.
  • User penetration will be 9.3% in 2024 and is expected to hit 13.0% 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$31.73 in 2024.

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

 
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Analyst Opinion

The Gaming Networks market in Ireland has experienced significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Irish consumers have shown a strong preference for gaming networks, with a growing number of individuals engaging in online gaming and multiplayer experiences. This can be attributed to several factors, including the increasing availability and affordability of high-speed internet connections, the rise of mobile gaming, and the social aspect of online gaming. Additionally, Irish gamers are attracted to the wide variety of games and genres available on gaming networks, catering to different interests and preferences.

Trends in the market:
One notable trend in the Irish gaming networks market is the increasing popularity of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained traction in Ireland, with a growing number of esports teams, events, and dedicated gaming arenas. The rise of esports has not only attracted a dedicated fan base but has also generated new revenue streams through sponsorships, advertising, and ticket sales. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. VR and AR technologies provide immersive gaming experiences, allowing players to interact with virtual environments and objects. This trend has been fueled by advancements in technology and the increasing affordability of VR and AR devices. Irish gamers are embracing these technologies, creating new opportunities for game developers and driving the growth of VR and AR gaming experiences.

Local special circumstances:
Ireland's vibrant tech industry and favorable business environment have contributed to the growth of the gaming networks market. The country is home to several multinational technology companies, including game developers and publishers, who have established a presence in Ireland. This presence has not only provided access to a skilled workforce but has also attracted investment and fostered innovation in the gaming industry. Additionally, Ireland's strong gaming community and supportive government initiatives have created an environment conducive to the growth of gaming networks.

Underlying macroeconomic factors:
Ireland's strong economic performance and high disposable income levels have played a role in the growth of the gaming networks market. The country has experienced sustained economic growth in recent years, leading to increased consumer spending power. This has allowed Irish consumers to invest in gaming consoles, gaming PCs, and other gaming devices, driving demand for gaming networks. Furthermore, Ireland's young population and high internet penetration rate have also contributed to the growth of the market, as younger individuals are more likely to engage in online gaming and utilize gaming networks. In conclusion, the Gaming Networks market in Ireland has experienced significant growth due to customer preferences for online gaming, trends such as the rise of esports and the integration of VR and AR technologies, local special circumstances such as Ireland's tech industry and supportive government initiatives, and underlying macroeconomic factors such as strong economic performance and high disposable income levels. These factors have created a favorable environment for the growth of the gaming networks market in Ireland.

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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