Gaming Networks - Norway

  • Norway
  • In Norway, revenue in the Gaming Networks market market is projected to reach €11.47m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 6.53%, leading to a projected market volume of €15.74m by 2029.
  • In this market, the number of users in Norway is expected to total 0.5m users by 2029.
  • User penetration in Norway will be 7.3% in 2024 and is forecasted to increase to 9.4% 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 Norway is projected to be €28.59 in 2024.
  • Norway's gaming networks are increasingly embracing immersive technologies, reflecting the country's strong emphasis on innovation and digital engagement within the media landscape.

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

 
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Analyst Opinion

The Gaming Networks market in Norway has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Norwegian consumers have shown a strong preference for online gaming, with a significant portion of the population actively participating in gaming networks. This trend can be attributed to several factors, including the increasing availability of high-speed internet connections and the growing popularity of multiplayer online games. Additionally, the convenience and accessibility of gaming networks have made them a preferred choice for many Norwegian gamers.

Trends in the market:
One of the key trends in the Norwegian Gaming Networks market is the rise of mobile gaming. With the proliferation of smartphones and tablets, more and more Norwegians are turning to mobile devices for their gaming needs. This trend has been further fueled by the development of high-quality mobile games and the availability of reliable mobile internet connections. As a result, mobile gaming has become a major growth driver in the Norwegian market. Another trend in the market is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. This phenomenon has gained significant traction in Norway, with a growing number of gamers and spectators participating in eSports events. The rise of eSports has also led to the emergence of dedicated gaming networks and platforms, catering specifically to this segment of the market.

Local special circumstances:
Norway's strong economy and high standard of living have contributed to the growth of the Gaming Networks market. With a high disposable income and a tech-savvy population, Norwegians are willing to invest in gaming networks and related products and services. Additionally, the country's advanced telecommunications infrastructure and widespread access to high-speed internet have created a conducive environment for the development of the gaming industry.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Norway is also influenced by underlying macroeconomic factors. Norway has a strong gaming culture, with a large number of gamers and gaming enthusiasts. This cultural aspect, combined with the country's high level of digital literacy, has created a fertile ground for the development of gaming networks. Furthermore, the government's support for the gaming industry through favorable policies and incentives has further fueled the growth of the market. In conclusion, the Gaming Networks market in Norway is experiencing significant growth due to changing customer preferences, such as the preference for online and mobile gaming. The rise of eSports and the country's favorable local circumstances, including a strong economy and advanced telecommunications infrastructure, have also contributed to the market's development. Additionally, underlying macroeconomic factors, such as Norway's gaming culture and government support, have further propelled the growth 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.

Vue d’ensemble

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