Online Games

  • Worldwide
  • Revenue in the Online Games market market in the world is projected to reach €25.94bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.20%, resulting in a projected market volume of €33.42bn by 2029.
  • In the Online Games market market in the world, the number of users is expected to amount to 1.3bn users by 2029.
  • User penetration will be 15.1% in 2024 and is anticipated to increase to 16.2% by 2029.
  • In a global comparison, the majority of revenue will be generated China, with an expected revenue of €6,057.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in the world is projected to be €22.15 in 2024.
  • The worldwide online games market is increasingly prioritizing immersive experiences and social connectivity, reflecting a shift towards community-driven gaming platforms.

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

 
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Región
 
Comparación de regiones
 
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Analyst Opinion

The Online Games market in Worldwide is experiencing significant growth and development due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Worldwide are increasingly drawn to online games due to their convenience and accessibility. With the widespread availability of smartphones and high-speed internet connections, more people are able to access online games anytime and anywhere. Additionally, the social aspect of online gaming, such as multiplayer options and virtual communities, appeals to customers who enjoy connecting and interacting with other players.

Trends in the market:
One of the key trends in the Online Games market in Worldwide is the rise of mobile gaming. As smartphones become more advanced and affordable, an increasing number of people are using their mobile devices to play games. This trend is driven by the convenience of mobile gaming, as users can easily download and play games on the go. Furthermore, the introduction of augmented reality (AR) and virtual reality (VR) technologies has enhanced the gaming experience, immersing players in virtual worlds and creating a more interactive and engaging gameplay. Another trend in the market is the growth of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained significant traction in Worldwide, with a growing number of people watching esports events and participating in online gaming competitions. The popularity of esports has led to the development of dedicated gaming platforms and the emergence of professional gaming teams and leagues.

Local special circumstances:
In Worldwide, the Online Games market is influenced by the cultural diversity and preferences of different regions. For example, in some countries, there is a strong preference for multiplayer online battle arena (MOBA) games, while in others, role-playing games (RPGs) are more popular. These regional preferences shape the types of games that are developed and marketed in different countries, catering to the specific tastes and interests of local customers.

Underlying macroeconomic factors:
The growth of the Online Games market in Worldwide is also driven by underlying macroeconomic factors. The increasing disposable income of consumers and the growing middle class in many countries have contributed to the rise in spending on entertainment and leisure activities, including online gaming. Additionally, technological advancements and infrastructure development have improved internet connectivity and made online gaming more accessible to a larger population. In conclusion, the Online Games market in Worldwide is experiencing growth and development due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. The convenience and accessibility of online games, the rise of mobile gaming, the popularity of esports, regional preferences, and the increasing disposable income of consumers are all contributing to the expansion of the market. As technology continues to advance and more people gain access to the internet, the Online Games market in Worldwide is expected to continue its upward trajectory.

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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