Download Games

  • Worldwide
  • Revenue in the Download Games market market worldwide is projected to reach €19.91bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.70%, which will result in a projected market volume of €26.27bn by 2029.
  • In the Download Games market market, the number of users worldwide is anticipated to amount to 1.4bn users by 2029.
  • User penetration will be 16.2% in 2024 and is expected to increase to 17.0% by 2029.
  • In global comparison, the majority of revenue will be generated the United States, with an expected total of €4,687.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market worldwide is projected to amount to €15.82 in 2024.
  • The global trend in the Download Games segment reflects a growing preference for immersive gaming experiences, significantly driven by advancements in technology and user engagement.

Key regions: India, Japan, China, Europe, France

 
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Región
 
Comparación de regiones
 
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Analyst Opinion

The Download Games market in Worldwide is experiencing significant growth due to the increasing popularity of gaming among consumers.

Customer preferences:
Customers are increasingly turning to downloadable games as a convenient and cost-effective way to access and enjoy their favorite games. The ability to download games directly to their devices eliminates the need for physical copies and allows for instant access to a wide range of titles. Additionally, the availability of online multiplayer options and regular updates and expansions for downloaded games enhances the overall gaming experience for customers.

Trends in the market:
One of the key trends in the Download Games market is the rise of mobile gaming. With the proliferation of smartphones and tablets, more and more consumers are playing games on their mobile devices. This has led to a surge in demand for downloadable mobile games, which are often free to download but offer in-app purchases to enhance gameplay or unlock additional features. The convenience and portability of mobile gaming have made it a popular choice among consumers of all ages. Another trend in the market is the increasing popularity of online gaming platforms. These platforms offer a wide selection of downloadable games, often at discounted prices, and provide a centralized hub for gamers to connect, compete, and collaborate with other players. The rise of online gaming communities and eSports has further fueled the demand for downloadable games, as players seek to improve their skills and compete in organized tournaments.

Local special circumstances:
In certain regions, cultural preferences and local special circumstances play a significant role in shaping the Download Games market. For example, in Asia, particularly in countries like South Korea and China, online gaming is deeply ingrained in the culture and has a massive following. This has led to the development of localized games and gaming platforms that cater specifically to the preferences and interests of these markets. Additionally, the availability of high-speed internet and widespread smartphone adoption in these regions has further contributed to the growth of the Download Games market.

Underlying macroeconomic factors:
The growth of the Download Games market is also influenced by underlying macroeconomic factors. As disposable incomes rise, consumers have more purchasing power to spend on entertainment and leisure activities, including gaming. Furthermore, advancements in technology and infrastructure, such as the expansion of broadband internet and the development of more powerful gaming devices, have made downloading games faster and more accessible to a larger audience. These factors, combined with the increasing ubiquity of gaming as a form of entertainment, have contributed to the steady growth of the Download Games market in Worldwide.

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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