Gaming Networks - Europe

  • Europe
  • Revenue in the Gaming Networks market in Europe is projected to reach €1.28bn in 2025.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2025-2029) of 5.57%, resulting in a projected market volume of €1.59bn by 2029.
  • In Europe, the number of users in the Gaming Networks market is expected to amount to 52.0m users by 2029.
  • User penetration in Europe will be 5.1% in 2025 and is expected to hit 6.2% by 2029.
  • In global comparison, most revenue will be generated the United States (€721.00m in 2025).
  • The average revenue per user (ARPU) in the Gaming Networks market in Europe is projected to amount to €29.66 in 2025.
  • As European nations increasingly prioritize digital connectivity, the gaming networks market is experiencing significant growth potential across the continent.

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

 
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Analyst Opinion

The Gaming Networks Market within the Media Market in Europe is experiencing moderate growth, influenced by factors such as evolving consumer preferences, advancements in technology, and increased competition among platforms, all enhancing user engagement and accessibility.

Customer preferences:
Consumers in the Gaming Networks Market in Europe are increasingly favoring immersive and socially connected gaming experiences, reflecting a shift towards community engagement and cooperative play. This trend is driven by younger demographics who prioritize multiplayer interactions and streaming content. Additionally, the rise of mobile gaming highlights a preference for accessibility, allowing players to engage with games anytime, anywhere. Furthermore, cultural influences are shaping game narratives, leading to a diverse range of themes that resonate with varied audiences across the continent.

Trends in the market:
In Europe, the Gaming Networks Market is experiencing a surge in the popularity of cross-platform multiplayer games, enabling players to connect regardless of their device. This trend is fueled by advancements in cloud gaming technology, allowing seamless gameplay across consoles, PCs, and mobile devices. Additionally, the integration of social media features within games fosters community building and user-generated content. As eSports continues to grow, it attracts a wider audience, leading to increased investments from brands and advertisers. These trends signal a shift in how gaming is perceived, emphasizing interactive entertainment and collaboration, which carries significant implications for developers, marketers, and investors in the industry.

Local special circumstances:
In the United Kingdom, the Gaming Networks Market thrives on a strong eSports culture, bolstered by significant investments from both the government and private sector, promoting competitive gaming events. Germany's robust regulatory framework fosters a safe gaming environment, attracting developers keen on compliance, while also supporting local gaming communities. In Italy, a rich cultural affinity for gaming, especially mobile and casual games, drives user engagement. France benefits from a vibrant gaming industry supported by innovative startups, enhancing the local multiplayer experience and fostering cross-border collaborations.

Underlying macroeconomic factors:
The Gaming Networks Market in Europe is significantly shaped by macroeconomic factors such as technological innovation, regulatory frameworks, and consumer spending trends. Countries with strong digital infrastructure and favorable policies, like the UK and Germany, are witnessing accelerated growth due to increased investment in eSports and compliance-driven development. Meanwhile, Italy's economic landscape, characterized by a growing affinity for mobile gaming, enhances user engagement and market reach. Additionally, France's vibrant startup ecosystem fuels collaboration and innovation, while broader global economic trends, such as digital transformation and youth engagement in gaming, further amplify market potential across the region.

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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