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Games - Dominican Republic

Dominican Republic
  • In the Dominican Republic, revenue in the Games market is projected to reach US$343.30m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.02%, which will result in a projected market volume of US$528.60m by 2029.
  • When compared globally, the most revenue will be generated United States, which is anticipated to reach US$128.10bn in 2024.
  • In the Dominican Republic, the number of users in the Games market is expected to amount to 6.3m users by 2029.
  • User penetration in the Dominican Republic will be 47.0% in 2024 and is expected to increase to 52.7% by 2029.
  • The average revenue per user (ARPU) in the Dominican Republic is anticipated to amount to US$598.40.
  • In the Dominican Republic, the growing popularity of mobile gaming is reshaping the Games in the Media market, attracting significant local investments and interest.

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.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    The Games market in Dominican Republic is experiencing significant growth and development.

    Customer preferences:
    Dominican Republic has a young population, with a high percentage of gamers in the age group of 18-35. This demographic is highly interested in gaming and spends a significant amount of time playing video games. Additionally, there is a growing interest in mobile gaming, as smartphones become more affordable and accessible to a larger portion of the population.

    Trends in the market:
    One of the key trends in the Games market in Dominican Republic is the rise of online gaming. With the increasing availability of high-speed internet connections, more and more gamers are opting to play games online, either competitively or cooperatively with friends. This trend is fueled by the popularity of multiplayer games and the desire for social interaction within the gaming community. Another trend in the market is the growing popularity of esports. Esports tournaments and events are attracting a large number of participants and spectators in Dominican Republic. The competitive nature of esports and the opportunity to showcase skills and talent is driving the interest in this segment of the gaming market.

    Local special circumstances:
    One of the unique factors influencing the Games market in Dominican Republic is the cultural preference for certain genres of games. Dominican gamers have a particular affinity for sports games, such as soccer and basketball. This preference is influenced by the popularity of these sports in the country and the desire to experience them virtually.

    Underlying macroeconomic factors:
    The growth of the Games market in Dominican Republic can also be attributed to the overall economic development of the country. As the economy improves, more people have disposable income to spend on entertainment, including video games. Additionally, the increasing availability of internet and mobile technology is driving the growth of the gaming market, as it provides access to a wider range of games and platforms. In conclusion, the Games market in Dominican Republic is experiencing growth and development due to the preferences of the young population, the rise of online gaming and esports, the cultural preference for sports games, and the overall economic development of the country. With the continued expansion of internet and mobile technology, the market is expected to continue to grow in the coming years.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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