Games - Central & Western Europe

  • Central & Western Europe
  • In Central & Western Europe, revenue in the Games market is projected to reach US$50.50bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.57%, leading to a projected market volume of US$72.74bn by 2029.
  • In a global context, the highest revenue will be generated United States, with an estimated US$128.10bn in 2024.
  • Within the Games market in Central & Western Europe, the number of users is anticipated to reach 144.6m users by 2029.
  • User penetration is projected to be 38.0% in 2024, increasing to 43.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Central and Western Europe, Germany's gaming market is increasingly prioritizing innovative storytelling and cultural relevance, captivating a diverse audience of players.

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

 
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Analyst Opinion

The Games market in Central & Western Europe is experiencing significant growth and development. Customer preferences in the region are shifting towards digital gaming platforms, with a growing demand for online and mobile games. This can be attributed to the increasing availability of high-speed internet connections and the widespread use of smartphones and tablets. Additionally, there is a preference for multiplayer and social gaming experiences, as players seek to connect and interact with others in virtual worlds. Trends in the market show a rise in the popularity of esports, with competitive gaming events attracting large audiences and generating substantial revenue. Esports tournaments are not only a source of entertainment, but also a platform for professional gamers to showcase their skills and compete for lucrative prizes. This trend is fueled by the growing interest in watching and participating in competitive gaming, as well as the rise of streaming platforms that allow fans to watch their favorite players in action. Local special circumstances in Central & Western Europe contribute to the development of the Games market. The region has a strong gaming culture, with a rich history of game development and a passionate community of players. This has led to the establishment of local game studios and the creation of unique and innovative games that cater to the preferences of European players. Additionally, the presence of major gaming events and conferences in the region further promotes the growth of the industry. Underlying macroeconomic factors also play a role in the development of the Games market in Central & Western Europe. The region has a strong economy and a high disposable income, allowing consumers to spend on leisure activities such as gaming. Furthermore, government support for the creative industries and the presence of favorable tax incentives attract both local and international game developers to the region. This fosters innovation and investment in the Games market, driving its growth and expansion. In conclusion, the Games market in Central & Western Europe is experiencing growth and development due to shifting customer preferences towards digital gaming platforms, the rise of esports, local special circumstances that foster a vibrant gaming culture, and underlying macroeconomic factors such as a strong economy and government support. This presents opportunities for game developers and businesses in the region to capitalize on the growing market and cater to the evolving needs and preferences of European gamers.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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