Gaming Networks - Denmark

  • Denmark
  • In Denmark, revenue in the Gaming Networks market market is projected to reach US$26.96m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.49%, resulting in a projected market volume of US$38.69m by 2029.
  • Within the Gaming Networks market market in Denmark, the number of users is anticipated to amount to 0.9m users by 2029.
  • User penetration in Denmark will be 11.1% in 2024 and is expected to increase to 15.1% by 2029.
  • In a global context, the most revenue will be generated the United States, with US$757.60m expected in 2024.
  • The average revenue per user (ARPU) in Denmark's Gaming Networks market market is projected to reach US$40.88 in 2024.
  • Denmark's gaming networks are increasingly integrating immersive technologies, reflecting a growing consumer demand for enhanced interactive experiences within the media landscape.

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

 
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Analyst Opinion

The Gaming Networks market in Denmark is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Gaming Networks market in Denmark are shifting towards online multiplayer gaming, as players seek more interactive and social gaming experiences. This trend is driven by the increasing availability of high-speed internet connections and the growing popularity of online gaming platforms. Players are also showing a preference for mobile gaming, as smartphones and tablets become more powerful and offer a convenient way to play games on the go. Additionally, there is a growing demand for cross-platform gaming, allowing players to seamlessly switch between different devices and continue their gaming experience. Trends in the market include the rise of esports, which has gained significant popularity in Denmark. Esports tournaments and events attract a large number of participants and spectators, driving the demand for gaming networks that can support high-performance multiplayer gaming. Furthermore, virtual reality (VR) and augmented reality (AR) technologies are becoming increasingly integrated into gaming networks, providing players with immersive and realistic gaming experiences. This trend is expected to continue as VR and AR technologies become more accessible and affordable. Local special circumstances in Denmark contribute to the development of the Gaming Networks market. Denmark has a highly developed internet infrastructure, with one of the highest broadband penetration rates in the world. This enables a seamless online gaming experience and supports the growth of the Gaming Networks market. Additionally, Denmark has a strong gaming culture, with a high number of gamers and a supportive community. This creates a favorable environment for the growth of the Gaming Networks market, as there is a large and engaged audience for gaming content. Underlying macroeconomic factors also play a role in the development of the Gaming Networks market in Denmark. The country has a strong economy and a high standard of living, which allows consumers to invest in gaming hardware and software. Furthermore, the Danish government has implemented policies to support the growth of the technology and gaming industries, providing incentives for companies to invest in the development of gaming networks. These factors contribute to the overall growth and development of the Gaming Networks market in Denmark. In conclusion, the Gaming Networks market in Denmark is experiencing growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards online multiplayer gaming, the rise of esports, the integration of VR and AR technologies, the strong gaming culture, and the supportive government policies all contribute to the growth of the market. With a highly developed internet infrastructure and a strong economy, Denmark is well-positioned to continue its growth in the Gaming Networks 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.

Overview

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