Gaming Networks - Israel

  • Israel
  • Revenue in the Gaming Networks market market in Israel is forecasted to reach US$18.69m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.25%, leading to a projected market volume of US$25.31m by 2029.
  • Within the Gaming Networks market market in Israel, the number of users is projected to reach 0.6m users by 2029.
  • User penetration is set to be 4.9% in 2024 and is projected to increase to 6.0% by 2029.
  • When compared globally, the majority of revenue will be generated the in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market market in Israel is expected to be US$40.88 in 2024.
  • Israel's gaming networks in the media market are thriving due to a growing tech-savvy population and innovative content creation.

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

 
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Analyst Opinion

The Gaming Networks market in Israel has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Israeli consumers have shown a growing interest in online gaming and social networking, which has fueled the demand for gaming networks. With the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices, gamers in Israel are now able to connect with each other and play games online more easily than ever before. This has led to a surge in the popularity of multiplayer online games, where players can compete or cooperate with others from around the world.

Trends in the market:
One of the key trends in the Israeli Gaming Networks market is the rise of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a large following in Israel, with dedicated teams, leagues, and events attracting both local and international players and spectators. This trend has not only boosted the demand for gaming networks, but also created new opportunities for advertisers and sponsors to reach a highly engaged and targeted audience. Another trend in the Israeli Gaming Networks market is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies. VR and AR gaming experiences have become more immersive and realistic, allowing players to interact with virtual environments and characters in a whole new way. This has led to a growing demand for gaming networks that can support these advanced technologies and provide seamless online multiplayer experiences.

Local special circumstances:
Israel has a highly skilled and innovative technology sector, which has contributed to the development of advanced gaming networks. The country is home to several successful gaming companies and startups, who have been able to leverage their expertise in software development and networking to create cutting-edge gaming platforms. Additionally, the Israeli government has been supportive of the gaming industry, providing funding and incentives to encourage its growth. This has helped to attract both local and international investors and entrepreneurs to the market.

Underlying macroeconomic factors:
The strong growth of the Israeli Gaming Networks market can also be attributed to favorable macroeconomic factors. Israel has a relatively high disposable income per capita, which allows consumers to spend more on entertainment and leisure activities, including gaming. Furthermore, the country has a young and tech-savvy population, who are early adopters of new technologies and are more likely to engage with gaming networks. These factors, combined with the overall growth of the global gaming industry, have created a favorable environment for the development and expansion of the Gaming Networks market in Israel.

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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