Games - Dominican Republic

  • Dominican Republic
  • The revenue in the Games market in the Dominican Republic is projected to reach US$314.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.89%, resulting in a projected market volume of US$480.90m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market in the Dominican Republic, the number of users is expected to amount to 6.3m users by 2029.
  • User penetration will be 47.0% in 2024 and is expected to hit 52.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$598.40.
  • The Dominican Republic's gaming media market is experiencing a surge in mobile gaming apps, catering to a growing tech-savvy population.

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

 
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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.

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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