Gaming Networks - Worldwide

  • Worldwide
  • Revenue in the Gaming Networks market market worldwide is projected to reach €3.84bn in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 5.57%, culminating in a projected market volume of €4.77bn by 2029.
  • In the Gaming Networks market market, the number of users globally is anticipated to reach 168.7m users by 2029.
  • User penetration is forecasted to be 1.8% in 2025 and is expected to increase to 2.1% by 2029.
  • In a global context, the highest revenue will be generated the United States, with an expected total of €721.00m in 2025.
  • The average revenue per user (ARPU) in the Gaming Networks market market worldwide is projected to amount to €27.51 in 2025.
  • Worldwide, gaming networks are increasingly prioritizing immersive experiences and community engagement, reflecting a global shift towards interactive and social entertainment in the media landscape.

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

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Revenue

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Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Nov 2024

Fuente: Statista Market Insights

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Most recent update: Nov 2024

Fuente: Statista Market Insights

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This report presents a comprehensive analysis and additional information on the Gaming Networks market, in a PDF format.
Games: market data & analysis - Background Games: market data & analysis - Cover

Analyst Opinion

The Gaming Networks Market within the Media Market is experiencing moderate growth globally, influenced by factors such as the increasing popularity of online gaming, advancements in technology, and a growing community of gamers seeking social interactions through networked platforms.

Customer preferences:
Consumers are increasingly gravitating towards immersive gaming experiences that prioritize community engagement and social interaction, driving demand for multiplayer platforms and co-op gameplay. Additionally, the rise of mobile gaming is reshaping consumer habits, making gaming more accessible across diverse demographics, including older adults. Furthermore, the trend towards user-generated content and streaming is fostering a culture of creativity and collaboration, as players seek to share their experiences and connect with like-minded individuals in vibrant online communities.

Trends in the market:
The Gaming Networks Market within the Media Market is experiencing a surge in demand for immersive multiplayer experiences, as consumers increasingly seek community-driven gameplay that fosters social interaction. This trend is reflected in the growing popularity of co-op gaming and esports, which enhance user engagement. Moreover, the rise of mobile gaming is broadening the player demographic, including older adults. Additionally, user-generated content and streaming platforms are encouraging creativity, enabling players to share experiences and build vibrant online communities, posing both opportunities and challenges for industry stakeholders.

Local special circumstances:
In the United States, the Gaming Networks Market thrives on a diverse player base that values esports and streaming platforms, supported by robust internet infrastructure and a culture of competition. In Mainland China, regulatory policies heavily influence gaming content and online interactions, shaping a unique environment for social gaming and mobile platforms. Japan's rich gaming heritage fosters a strong appreciation for narrative-driven experiences, while the UK boasts a vibrant indie game scene, encouraging innovation and community engagement in gaming networks.

Underlying macroeconomic factors:
The Gaming Networks Market within the Games Market is significantly influenced by macroeconomic factors such as technological innovation, consumer spending trends, and regulatory frameworks. In regions with strong internet connectivity and high disposable incomes, such as the United States, the demand for esports and streaming platforms surges, driving market expansion. Conversely, in Mainland China, strict regulatory policies impact content distribution and user engagement, affecting growth trajectories. Additionally, Japan's focus on quality and narrative in gaming aligns with cultural appreciation, while the UK's vibrant indie scene thrives on community support and fiscal incentives, fostering innovation amidst a competitive landscape.

Users

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Most recent update: Nov 2024

Fuente: Statista Market Insights

Global Comparison

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Most recent update: Nov 2024

Fuente: Statista Market Insights

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.

Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

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