Gaming Networks - United Kingdom

  • United Kingdom
  • Revenue in the Gaming Networks market is projected to reach US$196.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.87%, resulting in a projected market volume of US$249.50m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 8.6m users by 2029.
  • User penetration will be 10.4% in 2024 and is expected to hit 12.5% 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$27.95 in 2024.

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

 
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Analyst Opinion

The Gaming Networks market in United Kingdom has been experiencing significant growth in recent years.

Customer preferences:
One of the key factors driving the growth of the Gaming Networks market in United Kingdom is the increasing popularity of online gaming. With the advancements in technology and the widespread availability of high-speed internet, more and more people are turning to online gaming as a form of entertainment. This has led to a surge in demand for gaming networks that provide a seamless and immersive gaming experience.

Trends in the market:
One of the major trends in the Gaming Networks market in United Kingdom is the rise of cloud gaming. Cloud gaming allows users to stream games directly to their devices without the need for expensive gaming hardware. This has made gaming more accessible to a wider audience, as it eliminates the need for costly gaming consoles or PCs. As a result, more people are able to participate in online gaming, leading to an increase in the demand for gaming networks. Another trend in the market is the growing popularity of mobile gaming. Mobile devices such as smartphones and tablets have become increasingly powerful and capable of running high-quality games. This has led to a surge in mobile gaming, with more and more people playing games on their mobile devices. As a result, gaming networks that offer mobile gaming options have seen a significant increase in demand.

Local special circumstances:
The Gaming Networks market in United Kingdom is also influenced by local special circumstances. The United Kingdom has a strong gaming culture, with a large number of avid gamers and gaming enthusiasts. This has created a favorable environment for the growth of the gaming industry, including gaming networks. Additionally, the United Kingdom has a well-developed internet infrastructure, which has facilitated the growth of online gaming and the demand for gaming networks.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in United Kingdom is also influenced by underlying macroeconomic factors. The United Kingdom has a strong economy, which has led to increased disposable income among consumers. This has allowed more people to invest in gaming equipment and subscriptions to gaming networks. Additionally, the United Kingdom has a large and growing population, which provides a large customer base for gaming networks to target. In conclusion, the Gaming Networks market in United Kingdom is experiencing significant growth due to the increasing popularity of online gaming, the rise of cloud gaming, and the growing popularity of mobile gaming. The local special circumstances, such as the strong gaming culture and well-developed internet infrastructure, have also contributed to the growth of the market. Furthermore, the underlying macroeconomic factors, including a strong economy and a large population, have created a favorable environment for the growth of the gaming industry in United Kingdom.

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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