Gaming Networks - Singapore

  • Singapore
  • Revenue in the Gaming Networks market is projected to reach US$11.48m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.26%, resulting in a projected market volume of US$16.30m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 540.9k users by 2029.
  • User penetration will be 6.5% in 2024 and is expected to hit 8.7% 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$29.10 in 2024.

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

 
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Analyst Opinion

The Gaming Networks market in Singapore is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Singapore have shown a strong preference for online gaming networks, as they provide convenience, accessibility, and a wide range of gaming options. Online gaming networks allow users to connect with other players from around the world, providing a social and interactive gaming experience. Additionally, the rise of mobile gaming has further fueled the demand for gaming networks, as users can play games anytime and anywhere on their smartphones.

Trends in the market:
One of the key trends in the gaming networks market in Singapore is the increasing popularity of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. Singapore has seen a growing esports scene, with the establishment of esports teams, the hosting of international tournaments, and the inclusion of esports in major sporting events. This trend has led to a surge in the demand for gaming networks that support esports competitions and provide a platform for players to connect and compete. 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 and interactive gaming experiences, allowing players to feel like they are part of the game. Singapore has seen an increase in the adoption of VR and AR technologies in gaming networks, with the development of VR gaming arcades and the availability of VR and AR gaming devices. This trend has attracted both gamers and developers, driving the growth of the gaming networks market.

Local special circumstances:
Singapore's strong infrastructure and advanced technology ecosystem have contributed to the growth of the gaming networks market. The country has a high internet penetration rate and a reliable and fast internet connection, which is essential for online gaming. Additionally, Singapore has a vibrant startup ecosystem and government support for the technology sector, attracting gaming companies and developers to establish their presence in the country. This has created a favorable environment for the growth of the gaming networks market.

Underlying macroeconomic factors:
Singapore's strong economy and high disposable income levels have also contributed to the development of the gaming networks market. The country has a high GDP per capita and a well-developed financial sector, which allows consumers to spend on entertainment and leisure activities, including gaming. Furthermore, Singapore has a young and tech-savvy population that is eager to embrace new technologies and experiences, making it a lucrative market for gaming networks. In conclusion, the Gaming Networks market in Singapore is experiencing significant growth and development 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 including the country's strong infrastructure and technology ecosystem, and underlying macroeconomic factors such as a strong economy and high disposable income levels. These factors are driving the expansion of the gaming networks market in Singapore and creating opportunities for both local and international players in the industry.

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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