Gaming Networks - Russia

  • Russia
  • Revenue in the Gaming Networks market is projected to reach US$113.40m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.17%, resulting in a projected market volume of US$139.10m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 4.4m users by 2029.
  • User penetration will be 2.6% in 2024 and is expected to hit 3.1% 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$30.81 in 2024.

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

 
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Analyst Opinion

The Gaming Networks market in Russia has been experiencing significant growth in recent years. Customer preferences for online gaming and the increasing availability of high-speed internet have contributed to this trend.

Additionally, the local special circumstances in Russia, such as the popularity of eSports and the growing number of gaming cafes, have further fueled the development of the market. Customer preferences in Russia have shifted towards online gaming in recent years. With the proliferation of smartphones and the increasing affordability of internet access, more Russians are engaging in gaming activities online.

This shift in preferences has led to a surge in demand for gaming networks that provide a seamless and immersive online gaming experience. One of the key trends in the Gaming Networks market in Russia is the rising popularity of eSports. eSports tournaments and competitions have gained significant traction in recent years, attracting a large number of participants and viewers.

This trend has created a demand for gaming networks that can support the high-performance requirements of eSports games. As a result, gaming networks in Russia have been investing in infrastructure and technologies to cater to the needs of eSports enthusiasts. Another trend in the market is the growing number of gaming cafes or internet cafes that offer gaming facilities to customers.

These cafes provide a social and communal gaming experience, allowing gamers to connect with each other and participate in multiplayer games. The rise of gaming cafes has increased the demand for gaming networks that can handle the high network traffic generated by multiple users simultaneously. In addition to customer preferences, there are several local special circumstances that have contributed to the development of the Gaming Networks market in Russia.

The popularity of eSports in Russia has been driven by the success of Russian professional gamers in international competitions. This has created a strong fan base and a supportive ecosystem for eSports in the country. Furthermore, the presence of gaming cafes in Russia has created a unique gaming culture where gamers can gather and socialize.

This has fostered a sense of community and has increased the demand for gaming networks that can support these social gaming experiences. Underlying macroeconomic factors, such as the increasing disposable income and the growth of the digital economy, have also played a role in the development of the Gaming Networks market in Russia. As more Russians have access to disposable income, they are able to invest in gaming equipment and subscriptions to gaming networks.

Additionally, the growth of the digital economy has provided opportunities for gaming networks to expand their services and reach a larger customer base. Overall, the Gaming Networks market in Russia is experiencing growth due to customer preferences for online gaming, the rising popularity of eSports, the presence of gaming cafes, and underlying macroeconomic factors. As these trends continue to evolve, it is likely that the market will continue to expand and provide new opportunities for gaming network providers.

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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