Download Games - Europe

  • Europe
  • In Europe, the revenue in the Download Games market market is forecasted to reach US$6.03bn in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.26%, leading to a projected market volume of US$7.79bn by 2029.
  • By 2029, the number of users in the Download Games market market is expected to reach 167.7m users.
  • User penetration is set to be 19.3% in 2024 and is projected to increase to 19.9% by 2029.
  • When compared globally, the in the United States will generate the most revenue (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market market is estimated to be US$37.08 in 2024.
  • In Germany, the Download Games market is booming with a surge in demand for immersive gaming experiences and innovative digital content.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Europe has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for the growth of the Download Games market in Europe is the increasing preference for digital entertainment among consumers. With the advancement of technology and the widespread availability of high-speed internet, more and more people are opting to download games instead of purchasing physical copies. This allows them to access a wide variety of games instantly and play them on multiple devices. Additionally, the convenience of being able to download games directly to their devices without having to visit a physical store is a major factor driving the market growth.

Trends in the market:
Another trend in the Download Games market in Europe is the rise of mobile gaming. Mobile devices such as smartphones and tablets have become increasingly powerful and capable of running complex games. This has led to a surge in the popularity of mobile gaming, with a large number of consumers downloading games on their mobile devices. The availability of a wide range of mobile games, including both free and paid options, has further fueled this trend. As a result, mobile gaming has become a significant segment of the Download Games market in Europe.

Local special circumstances:
The Download Games market in Europe is also influenced by local special circumstances. For example, different countries in Europe have varying levels of internet penetration and access to high-speed internet. This can impact the growth of the market in different countries, with those having better internet infrastructure experiencing faster growth. Additionally, cultural preferences and gaming habits can also vary across different European countries, leading to variations in the demand for different types of games.

Underlying macroeconomic factors:
The growth of the Download Games market in Europe is also supported by underlying macroeconomic factors. The overall economic stability and disposable income levels in Europe play a significant role in driving consumer spending on entertainment, including download games. When the economy is strong and consumers have more disposable income, they are more likely to spend on leisure activities such as gaming. Additionally, the availability of affordable devices and internet plans also contributes to the growth of the market. In conclusion, the Download Games market in Europe is experiencing growth due to the increasing preference for digital entertainment, the rise of mobile gaming, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and consumer preferences evolve, the market is expected to continue its upward trajectory in the coming years.

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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