Gaming Networks - Sweden

  • Sweden
  • Revenue in the Gaming Networks market is projected to reach US$26.97m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.66%, resulting in a projected market volume of US$33.86m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 0.8m users by 2029.
  • User penetration will be 6.6% in 2024 and is expected to hit 7.8% 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$38.47 in 2024.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Gaming Networks market in Sweden has been experiencing significant growth in recent years, driven by several key factors.

Customer preferences:
Swedish consumers have shown a strong preference for online gaming, with a growing number of players opting for multiplayer games that allow them to connect with other gamers around the world. This has led to an increased demand for gaming networks that provide a seamless and immersive gaming experience. Additionally, Swedish gamers are known for their interest in competitive gaming, with many participating in esports tournaments and events. As a result, there is a need for robust gaming networks that can support the high demands of competitive gaming.

Trends in the market:
One of the main trends in the Gaming Networks market in Sweden is the rise of cloud gaming. With the advancement of technology, gamers are now able to stream games directly to their devices without the need for high-end hardware. This has made gaming more accessible to a wider audience, leading to an increase in the number of gamers in Sweden. As a result, gaming networks are evolving to provide seamless cloud gaming experiences, with low latency and high-quality graphics. Another trend in the market is the integration of social features within gaming networks. Swedish gamers are increasingly looking for ways to connect with other players and form communities within the gaming world. Gaming networks are now incorporating social features such as chat functions, virtual marketplaces, and in-game events to enhance the social aspect of gaming. This trend is driven by the desire for a more interactive and engaging gaming experience.

Local special circumstances:
Sweden has a strong gaming culture, with a high number of game developers and a supportive gaming community. This has created a favorable environment for the development of gaming networks. Swedish gamers are known for their high standards when it comes to gaming experiences, and gaming networks in Sweden have to meet these expectations. As a result, there is a focus on providing high-quality and reliable gaming networks that can deliver the performance required by Swedish gamers.

Underlying macroeconomic factors:
Sweden has a strong economy and a high level of digital infrastructure, which provides a solid foundation for the growth of the Gaming Networks market. The country also has a high internet penetration rate, with a large percentage of the population having access to high-speed internet. This allows for seamless online gaming experiences and supports the growth of gaming networks. In conclusion, the Gaming Networks market in Sweden is experiencing significant growth due to customer preferences for online gaming, the rise of cloud gaming, the integration of social features, and the country's favorable gaming culture. The underlying macroeconomic factors, such as a strong economy and high digital infrastructure, further contribute to the growth of the market.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)