Games - Costa Rica

  • Costa Rica
  • Costa Rica is expected to see a revenue of US$185.70m in the Games market by 2024.
  • The revenue is forecasted to grow annually at a rate of 6.66% (CAGR 2024-2029), reaching a market volume of US$256.40m by 2029.
  • When compared globally, in China is projected to generate the most revenue, with US$128.90bn expected in 2024.
  • In Costa Rica's Games market, the number of users is anticipated to reach 1,442.0k users by 2029.
  • User penetration is forecasted to be 25.6% in 2024 and is projected to increase to 26.7% by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • Costa Rica's gaming media market is experiencing a surge in mobile gaming app downloads, reflecting a growing trend towards on-the-go entertainment consumption.

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

 
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Analyst Opinion

The Games market in Costa Rica is experiencing significant growth and development, driven by various factors such as changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Games market are evolving, with a growing demand for immersive and interactive gaming experiences.

Customers are increasingly seeking games that provide a high level of engagement, allowing them to escape reality and explore virtual worlds. This shift in preferences is fueled by advancements in technology, such as virtual reality (VR) and augmented reality (AR), which offer a more immersive gaming experience. Additionally, there is a rising interest in multiplayer and online gaming, as individuals seek social connections and competitive challenges in the virtual realm.

Trends in the Games market in Costa Rica reflect global patterns, as the country is influenced by worldwide developments. One prominent trend is the rise of mobile gaming, which has become increasingly popular due to the widespread use of smartphones and the convenience they offer. Mobile games provide easy access to entertainment and can be played anytime and anywhere, making them appealing to a wide range of consumers.

Another trend is the growing popularity of esports, with competitive gaming events attracting large audiences and generating significant revenue. This trend is driven by the increasing recognition of gaming as a legitimate sport and the rise of professional gamers who compete on a global scale. Local special circumstances in Costa Rica also contribute to the development of the Games market.

The country has a young and tech-savvy population, with a high level of digital literacy. This demographic is highly receptive to gaming and actively participates in the market. Additionally, Costa Rica has a strong IT infrastructure and a growing gaming industry, which creates a favorable environment for the growth of the market.

The government has also been supportive of the gaming industry, implementing policies and initiatives to promote its development and attract foreign investment. Underlying macroeconomic factors further drive the growth of the Games market in Costa Rica. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending.

As a result, individuals have more financial resources to allocate towards leisure activities, including gaming. Furthermore, the rising popularity of Costa Rica as a tourist destination has also contributed to the growth of the Games market. Tourists, both domestic and international, often seek entertainment options during their stay, and gaming provides a popular choice.

In conclusion, the Games market in Costa Rica is experiencing significant growth and development, driven by changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and customer demands evolve, the market is expected to further expand, providing opportunities for both local and international players in the industry.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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