Games - Argentina

  • Argentina
  • In Argentina, revenue in the Games market is projected to reach US$1,617.00m in 2024.
  • The revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.96%, leading to a projected market volume of US$2,372.00m by 2029.
  • When compared globally, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • In the Games market withArgentina, the number of users is anticipated to amount to 18.3m users by 2029.
  • User penetration in the country is forecasted to be 35.0% in 2024, increasing to 38.5% by 2029.
  • The average revenue per user (ARPU) in Argentina is expected to reach US$697.80.
  • Argentina's gaming market is experiencing a surge in mobile gaming popularity, driven by increased internet accessibility and a growing youth demographic seeking interactive entertainment.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Argentina has been experiencing significant growth in recent years, driven by the increasing popularity of gaming among the country's population.

Customer preferences:
Argentinian gamers have shown a strong preference for a wide variety of gaming platforms, including consoles, PCs, and mobile devices. Console gaming remains popular, with many gamers opting for the latest PlayStation or Xbox models. However, PC gaming has also gained traction, particularly among hardcore gamers who appreciate the higher graphical capabilities and customization options. Additionally, the widespread adoption of smartphones has led to a surge in mobile gaming, with casual and indie games finding a large audience.

Trends in the market:
One notable trend in the Argentinian Games market is the rise of esports. Competitive gaming has gained immense popularity, with professional esports teams and tournaments attracting a growing fan base. This trend has been fueled by the increasing accessibility of high-speed internet and the proliferation of streaming platforms, allowing gamers to connect and compete on a global scale. As a result, the demand for gaming accessories, such as gaming keyboards, mice, and headsets, has also increased. Another trend in the market is the growing demand for virtual reality (VR) and augmented reality (AR) gaming experiences. The immersive nature of these technologies has captivated gamers, offering a new level of interactivity and realism. This trend has been further accelerated by the launch of affordable VR headsets and the development of innovative AR applications for mobile devices.

Local special circumstances:
One unique characteristic of the Argentinian Games market is the influence of cultural preferences. Argentinians have a strong affinity for local content, including games that reflect their own cultural identity and experiences. This has led to the emergence of a thriving indie game development scene, with local game developers creating games that resonate with the Argentinian audience. These games often incorporate elements of Argentinian history, folklore, and popular culture, attracting both local and international gamers.

Underlying macroeconomic factors:
The growth of the Games market in Argentina can also be attributed to favorable macroeconomic factors. Over the past decade, the country has experienced steady economic growth, resulting in an expanding middle class with increasing disposable income. This has allowed more Argentinians to afford gaming consoles, PCs, and smartphones, driving the demand for games and gaming accessories. Additionally, the government has implemented policies to support the development of the local gaming industry. This includes providing tax incentives and grants to game developers, fostering innovation and growth in the sector. These initiatives have not only encouraged the creation of local games but have also attracted international game development studios to establish a presence in Argentina. In conclusion, the Games market in Argentina is experiencing robust growth, driven by customer preferences for a variety of gaming platforms, the rise of esports and virtual reality gaming, local cultural preferences, and favorable macroeconomic factors. With the continued expansion of the middle class and government support for the gaming industry, the market is poised to continue its upward trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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