Highlights
Market definition
in-scope / out-of-scope
Reports special
  • Revenue in the Download Games segment amounts to US$14,694m in 2019.
  • Revenue is expected to show an annual growth rate (CAGR 2019-2023) of 3.9%, resulting in a market volume of US$17,095m by 2023.
  • User penetration is 14.7% in 2019 and is expected to hit 15.5% by 2023.
  • The average revenue per user (ARPU) currently amounts to US$13.57.
  • In global comparison, most revenue is generated in the United States (US$4,110m in 2019).
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Download Games refer to online sales of full version video games for gaming consoles or PCs/laptops via direct download of the installation file and a corresponding product key. Full version video games require an installation on a specific hardware device. Top vendors are Steam, PlayStation Store or Xbox Games Store. Physical video game sales, demo/trial versions and completely free-to-play games are not included.
in-scope
  • Online sales of video games for gaming consoles or PCs/laptops via direct download
out-of-scope
  • Physical video game sales
  • Demo/trial-versions
Digital Media Report 2019 - Video Games

Digital Media Report 2019 - Video Games

Statista Digital Market Outlook - Segment Report
Download
Revenue (2019)
+6.0% yoy
US$14,694m
Users (2019)
+2.8% yoy
1,083.0m

Revenue Revenue Growth

in the Download Games market in million US$ in percent

Reading Support Revenue in the Download Games segment amounts to US$14,694m in 2019. Reading Support The Download Games segment is expected to show a revenue growth of 5.0% in 2020.

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  • Revenue
  • Revenue Growth
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Revenue:

The “Revenue” box shows the forecasted revenue development of the selected market (market segment, region) for each year.


Revenue Growth:

The “Revenue Growth” box shows the year-over-year revenue development of the selected market (market segment, region) in percentage terms.

A definition and detailed explanation of the displayed markets can be found here.
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Users Penetration Rate

in the Download Games market in millions in percent

Reading Support In the Download Games segment, the number of users is expected to amount to 1,186.6m by 2023. Reading Support User penetration in the Download Games segment is at 14.7% in 2019.

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  • Users
  • Penetration Rate
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User:

The “User” box shows the number of active paying customers (or accounts) of the selected market (market segment, region) in millions for each year.


Penetration Rate:

The “Penetration Rate” box shows the share of active paying customers (or accounts) from the total population of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Analyst Opinion

With rising prosperity and connection speeds in emerging and developing countries, the Download Games market will continue to grow steadily over the next few years. New offers like subscription-based game libraries (e. g., Uplay+) will power this development even further. However, upcoming technical innovations such as game streaming might have the same impact on the Download Games market as Music Streaming had on Music Downloads.

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ARPU

in the Download Games market in US$

Reading Support The average revenue per user (ARPU) in the Download Games segment amounts to US$13.57 in 2019.

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ARPU:

The “ARPU” box shows the average annual revenue per paying user of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Global Comparison - Revenue Global Comparison - User Penetration

in the Download Games market in million US$ in percent

Reading Support With a market volume of US$4,110m in 2019, most revenue is generated in the United States. Reading Support With a rate of 52.1%, the user penetration in the Download Games segment is highest in the United States.

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  • Global Comparison - Revenue
  • Global Comparison - User Penetration
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Global Comparison – Revenue:

The “Revenue” tab shows a comparison of revenues for the leading economies in the selected market (market segment, region) and year.


Global Comparison – User Penetration:

The “User Penetration” tab shows a comparison of user penetration rates for 150 of the world’s leading digital economies in the selected market (market segment, region) and year.

A definition and detailed explanation of the displayed markets can be found here.
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Key Market Indicators

The following Key Market Indicators give an overview of the demographic, economic and technological development of the selected region on the basis of general KPIs. The calculation of Statista’s Market Outlook is based on a complex market-driver logic including over 400 region-specific data sets.

2017201820192020202120222023 CAGR
(2017-2023)
Population in m
Number of individuals (all ages) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
0-14 years in m
Number of individuals (age 0-14) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
15-24 years in m
Number of individuals (age 15-24) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
25-34 years in m
Number of individuals (age 25-34) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
35-44 years in m
Number of individuals (age 35-44) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
45-54 years in m
Number of individuals (age 45-54) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
55+ years in m
Number of individuals (age 55 and older) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA
Consumer spending (current) in US$
Average consumer spending per capita of private households in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Foodstuffs, beverages in US$
Consumer spending per capita for food and non-alcoholic beverages (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). The COICOP definition varies from the market definitions employed in the Consumer Market Outlook. It covers all private household spendings meant for consumption at home. In contrast, the Food market in the Consumer Market Outlook covers only certain segments of processed food and excludes for example fresh food, oils and fats and some other items. The markets for Alcoholic, Non-Alcoholic and Hot Drinks in turn not only include sales for at-home consumption (off-trade) but also sales to the on-trade sector (restaurants, bars, cafés). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Alcohol, tobacco in US$
Consumer spending per capita for alcoholic beverages, tobacco and narcotics (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). The COICOP definition varies from the market definitions employed in the Consumer Market Outlook. It covers all private household spendings meant for consumption at home. The market for Alcoholic, Non-Alcoholic and Hot Drinks not only include sales for at-home consumption (off-trade) but also sales to the on-trade sector (restaurants, bars, cafés). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Clothing, footwear in US$
Consumer spending per capita for clothing and footwear (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). Included are both consumption of goods as well as services (cleaning and cobblers). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Housing in US$
Consumer spending per capita for housing, water, electricity, gas and other fuels (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Household in US$
Consumer spending per capita for furnishings, household equipment and routine maintenance of the house (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Health in US$
Consumer spending per capita for health (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Transport in US$
Consumer spending per capita for transport (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). This group inlcudes the purchase of vehicles, maintenenace of vehicles as well as transportation services. | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Communication in US$
Consumer spending per capita for communication (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Recreation, culture in US$
Consumer spending per capita for recreation and culture (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Education in US$
Consumer spending per capita for education (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Restaurants, hotels in US$
Consumer spending per capita for restaurants and hotels (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Other in US$
Consumer spending per capita for miscellaneous goods and services (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). These include personal care products and services, personal items like watches and jewellery as well as all other products and services not mentioned elsewhere. | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Telecommunication
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Broadband subscriptions per 100 capita
Number of-fixed broadband subscriptions per 100 inhabitants | Source: Statista, based on World Bank
Smartphone penetration in %
Estimated share of the total population using a smartphone | Source: Statista
Internet users in m
Number of people in the selected region using the internet | Source: Statista, based on ITU and national statistical offices
Hardware market
Click arrow to expand
Per-capita volume laptops in units
Average per capita sales of laptops and tablets in units | Source: Statista Consumer Market Outlook
Per-capita revenue laptops in US$
Average revenue of laptops and tablets per capita | Source: Statista Consumer Market Outlook
Per-capita volume desktop PCs in units
Average per capita sales of Desktop-PCs in units | Source: Statista Consumer Market Outlook
Per-capita revenue desktop PCs in US$
Average revenue of Desktop-PCs per capita | Source: Statista Consumer Market Outlook
Per-capita volume mobile phones in units
Average per capita sales of mobile phones in units | Source: Statista Consumer Market Outlook
Per-capita revenue mobile phones in US$
Average revenue of mobile phones per capita | Source: Statista Consumer Market Outlook
Households in m
Total number of households in the selected region | Source: Statista
GDP (current) in US$
Gross domestic product (in current prices, constant exchange rate) of the selected region per capita | Source: Statista, based on IMF WEOD
Internet penetration in %
Estimated share of the total population in the selected region using the internet | Source: Statista, based on ITU and national statistical offices
Source: Statista, September 2019; Selected region only includes countries listed in the Digital Market Outlook
Source: Statista, September 2019, based on IMF, World Bank, UN and Eurostat
Selected region only includes countries listed in the Digital Market Outlook

Methodology

The Download Games market builds on Statista primary research (Statista Global Consumer Survey), bottom-up modeling, market data from independent databases and third-party sources, analysis of various key market and macroeconomic indicators, historical developments, current trends, and reported performance indicators from the key market players. In particular, we consider average prices and purchase frequencies per anno. All monetary figures refer to consumer spendings for digital goods or subscriptions in the respective segment. Those spendings do factor in discounts, margins as well as taxes. The user metrics shows the number of customers who have made at least one online purchase within the last 12 months.

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