Gaming Networks - Benelux

  • Benelux
  • In the Benelux region, revenue in the Gaming Networks market market is projected to reach €75.58m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.30%, leading to a projected market volume of €107.50m by 2029.
  • The number of users in the Gaming Networks market market withBenelux is anticipated to amount to 3.6m users by 2029.
  • User penetration will be 8.6% in 2024 and is expected to increase to 11.8% by 2029.
  • In a global context, the majority of revenue will be generated the United States (€695.30m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market market in Benelux is projected to amount to €29.12 in 2024.
  • In Benelux, the gaming networks within the media market are increasingly prioritizing collaborative platforms, enhancing user engagement through community-driven content and events.

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

 
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Analyst Opinion

The Gaming Networks market in Benelux is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this positive trajectory. Customer preferences in the Benelux region play a crucial role in the growth of the Gaming Networks market. Gamers in Benelux have a strong preference for online multiplayer games, which has led to an increased demand for gaming networks. The social aspect of playing games with friends and other players from around the world is highly valued in this region. Additionally, the availability of high-speed internet connections and advanced gaming technology further fuels the demand for gaming networks. Trends in the market also contribute to the development of the Gaming Networks market in Benelux. One prominent trend is the rise of esports, which has gained significant popularity in recent years. Esports tournaments and competitions attract a large audience and generate substantial revenue. As a result, gaming networks have become essential for organizing and facilitating these events. The growing interest in esports has led to an increased investment in infrastructure and technology to support the gaming networks in Benelux. Local special circumstances in Benelux have further propelled the growth of the Gaming Networks market. The region's close proximity to major gaming markets in Europe, such as Germany and France, allows for easy collaboration and cross-border gaming experiences. This geographical advantage has attracted international gaming companies to establish a presence in Benelux, leading to increased competition and innovation in the gaming networks sector. Underlying macroeconomic factors also contribute to the development of the Gaming Networks market in Benelux. The region's strong economy and high disposable income levels allow consumers to invest in gaming equipment, subscriptions, and in-game purchases. This financial stability provides a conducive environment for the growth of the gaming networks market. In conclusion, the Gaming Networks market in Benelux is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The strong demand for online multiplayer games, the rise of esports, the region's geographical advantage, and the robust economy all contribute to the positive trajectory 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.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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