Gaming Networks - Portugal

  • Portugal
  • Revenue in the Gaming Networks market market in Portugal is forecasted to reach US$27.04m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.90%, leading to a projected market volume of US$37.74m by 2029.
  • By 2029, the number of users in the Gaming Networks market market in Portugal is expected to total 1.1m users.
  • User penetration is set to be 8.2% in 2024 and is projected to increase to 11.2% by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Portugal is projected to be US$32.12 in 2024.
  • The rise of online gaming communities in Portugal is driving the demand for innovative gaming networks in the media market.

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

 
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Analyst Opinion

The Gaming Networks market in Portugal has been experiencing significant growth and development in recent years.

Customer preferences:
Portuguese gamers have shown a strong preference for online multiplayer games, which has led to the rise of gaming networks in the country. These networks allow gamers to connect and play with others from around the world, providing a social and competitive gaming experience. Additionally, Portuguese gamers have also shown an increasing interest in mobile gaming, as smartphones become more advanced and accessible.

Trends in the market:
One of the key trends in the Gaming Networks market in Portugal 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 significant traction in Portugal, with a growing number of eSports events and teams emerging in the country. The rise of eSports has also led to the development of dedicated gaming networks and platforms that cater specifically to this niche market. Another trend in the market is the integration of virtual reality (VR) technology into gaming networks. VR gaming provides a more immersive and realistic gaming experience, and Portuguese gamers have shown a growing interest in this technology. As VR hardware becomes more affordable and accessible, gaming networks are incorporating VR games and experiences into their platforms, attracting a new segment of gamers.

Local special circumstances:
Portugal has a vibrant gaming community, with a strong presence of local game developers and studios. This has led to the creation of unique and innovative games that cater to the preferences of Portuguese gamers. The local gaming industry has also benefited from government support and initiatives, which have fostered its growth and development.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Portugal can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet and the widespread adoption of smartphones have made online gaming more accessible to a larger audience. This has contributed to the growth of gaming networks in the country. Additionally, the rising disposable income and changing leisure preferences of Portuguese consumers have also played a role in the development of the gaming networks market. As more people have the means to invest in gaming consoles, PCs, and smartphones, the demand for online gaming and gaming networks has increased. In conclusion, the Gaming Networks market in Portugal has been experiencing significant growth and development, driven by customer preferences for online multiplayer games and mobile gaming. The rise of eSports and the integration of VR technology are key trends in the market. The local gaming community and government support have also contributed to the growth of the market. The increasing availability of high-speed internet and rising disposable income are underlying macroeconomic factors that have fueled the development of the gaming networks market in Portugal.

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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