Definition:
The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.Structure:
The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
Bangladesh, a country located in South Asia, has seen significant development in its Games market in recent years. Customer preferences have shifted towards digital gaming platforms, leading to a surge in the popularity of mobile and online games. This trend can be attributed to several factors, including the increasing affordability of smartphones, the growing internet penetration rate, and the availability of diverse gaming options. Customer preferences in Bangladesh have shifted towards digital gaming platforms, with mobile and online games gaining immense popularity. This can be attributed to the convenience and accessibility offered by these platforms. With the increasing affordability of smartphones, a larger portion of the population now has access to devices capable of running mobile games. Additionally, the growing internet penetration rate has allowed more people to connect to online gaming platforms, further contributing to the rise in popularity. The availability of diverse gaming options has also played a significant role in the development of the Games market in Bangladesh. Gaming companies have recognized the potential of the market and have started catering to the preferences of local consumers. This has led to the introduction of games that resonate with the cultural and social context of Bangladesh, attracting a wider audience. Furthermore, the inclusion of local languages and themes in games has made them more appealing to the population. The Games market in Bangladesh has witnessed several trends in recent years. One prominent trend is the rise of mobile gaming. Mobile games have become the preferred choice for many consumers due to their convenience and portability. The availability of a wide range of genres and game types on mobile platforms has also contributed to their popularity. Additionally, the rise of online gaming has provided opportunities for multiplayer experiences, creating a sense of community among gamers. Another trend in the market is the growth of eSports. Competitive gaming has gained traction in Bangladesh, with the emergence of eSports tournaments and professional teams. This trend can be attributed to the increasing interest in competitive gaming globally and the rise of streaming platforms that allow players to showcase their skills. The popularity of eSports has led to the development of dedicated gaming arenas and the establishment of eSports organizations in the country. Local special circumstances in Bangladesh have also influenced the development of the Games market. The country's large youth population, with a high proportion of tech-savvy individuals, has contributed to the growing demand for gaming. Additionally, the relatively low cost of data and internet services has made online gaming more accessible to a wider audience. The presence of local game developers and studios has also fostered the growth of the industry, creating opportunities for local talent and contributing to the overall development of the market. Underlying macroeconomic factors, such as the steady economic growth and increasing disposable income in Bangladesh, have provided a favorable environment for the Games market to thrive. As more people have access to smartphones and internet services, the demand for entertainment options, including gaming, has increased. The government's focus on digitalization and the promotion of the technology sector has also created a conducive environment for the growth of the Games market. In conclusion, the Games market in Bangladesh has experienced significant development in recent years, driven by shifting customer preferences towards digital gaming platforms, the availability of diverse gaming options, and underlying macroeconomic factors. The rise of mobile and online games, the growth of eSports, and the presence of local game developers have contributed to the overall growth of the market. With the continued advancement of technology and the increasing popularity of gaming, the Games market in Bangladesh is expected to further expand in the coming years.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Mar 2024
Source: Statista Company Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights