Online Games - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Online Games market market is projected to reach €51.47m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.39%, resulting in a projected market volume of €66.93m by 2029.
  • In this market, the number of users in New Zealand is expected to amount to 1.0m users by 2029.
  • User penetration will be 18.0% in 2024 and is anticipated to hit 18.8% by 2029.
  • In a global context, most revenue will be generated China, with a remarkable figure of €6,057.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in New Zealand is projected to amount to €54.26 in 2024.
  • New Zealand's online gaming market is witnessing a surge in demand for immersive experiences, reflecting a growing preference for interactive entertainment among its youth.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in New Zealand has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming worldwide.

Customer preferences:
Customers in New Zealand are increasingly turning to online games as a form of entertainment. This can be attributed to several factors, including the convenience and accessibility of online gaming platforms, the wide variety of game genres and options available, and the social aspect of multiplayer online games. Additionally, the rise of mobile gaming has made it easier for people to play games on the go, further contributing to the growth of the online gaming market.

Trends in the market:
One of the key trends in the online games market in New Zealand is the growing popularity of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. The rise of esports has led to increased interest in online gaming, as more people are drawn to the excitement and competitiveness of watching and participating in esports events. This trend is expected to continue driving the growth of the online games market in New Zealand. Another trend in the market is the emergence of virtual reality (VR) gaming. VR gaming provides a more immersive and interactive experience for players, allowing them to feel like they are truly inside the game. This technology has gained traction in recent years and is expected to become more mainstream as the technology improves and becomes more affordable. The adoption of VR gaming in New Zealand is likely to contribute to the growth of the online games market.

Local special circumstances:
New Zealand has a strong gaming culture, with a significant number of gamers and game developers in the country. This has created a supportive environment for the growth of the online games market, as there is a local talent pool and infrastructure to support the development and distribution of online games. Additionally, the New Zealand government has implemented initiatives to support the local gaming industry, further fueling the growth of the online games market.

Underlying macroeconomic factors:
The growth of the online games market in New Zealand can also be attributed to the country's strong economy and high internet penetration rate. With a stable economy and high disposable income, consumers in New Zealand have more spending power to invest in online games and gaming accessories. Furthermore, the high internet penetration rate in the country ensures that a large portion of the population has access to online gaming platforms, contributing to the growth of the market. In conclusion, the Online Games market in New Zealand is experiencing significant growth, driven by changing customer preferences, the rise of esports and virtual reality gaming, local special circumstances such as a strong gaming culture and government support, and underlying macroeconomic factors such as a strong economy and high internet penetration rate.

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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