Download Games - Bangladesh

  • Bangladesh
  • In Bangladesh, revenue in the Download Games market market is projected to reach US$68.63m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 11.05%, which will result in a projected market volume of US$115.90m by 2029.
  • In this market, the number of users in Bangladesh is anticipated to amount to 29.9m users by 2029.
  • User penetration in the Download Games market market will be 12.8% in 2024 and is expected to rise to 16.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with figures reaching US$5,054.00m in 2024.
  • Additionally, the average revenue per user (ARPU) in the Download Games market market in Bangladesh is projected to amount to US$3.07 in 2024.
  • In Bangladesh, the rising smartphone penetration is significantly driving the popularity of download games among the youth, fostering a vibrant digital entertainment culture.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Bangladesh has been witnessing significant growth in recent years, driven by the increasing popularity of mobile gaming and the growing number of smartphone users in the country.

Customer preferences:
Bangladesh has a young population, with a large number of tech-savvy individuals who are enthusiastic about gaming. This demographic is highly engaged with mobile games, with a preference for both casual and competitive games. Free-to-play games with in-app purchases are particularly popular, as they allow users to enjoy the game without any upfront cost and provide opportunities for in-game purchases to enhance the gaming experience.

Trends in the market:
One of the key trends in the Download Games market in Bangladesh is the rise of multiplayer online battle arena (MOBA) games. These games, which involve team-based gameplay and intense competition, have gained a strong following among gamers in the country. The popularity of MOBA games can be attributed to their competitive nature and the sense of community they foster, as players often form teams and compete against others online. Another trend in the market is the increasing availability of localized content. Game developers are recognizing the importance of catering to the specific preferences and cultural nuances of the Bangladeshi market. By offering games that are tailored to the local audience, developers are able to attract a larger user base and increase engagement.

Local special circumstances:
Bangladesh has a rapidly expanding mobile internet infrastructure, with the government taking initiatives to improve internet connectivity across the country. This has led to an increase in the number of smartphone users and the availability of affordable data plans, making it easier for people to access and download games. Additionally, the growing popularity of social media platforms in Bangladesh has also contributed to the growth of the Download Games market, as users often discover and share games through these platforms.

Underlying macroeconomic factors:
The economic growth in Bangladesh has led to an increase in disposable income and a higher standard of living for many individuals. This has resulted in a greater willingness to spend on entertainment, including mobile games. Furthermore, the government's focus on digitalization and the promotion of the information technology sector has created a favorable environment for the growth of the Download Games market. The availability of skilled developers and the establishment of tech parks have encouraged local game development studios to create innovative and engaging games for the Bangladeshi market. In conclusion, the Download Games market in Bangladesh is experiencing significant growth due to the increasing popularity of mobile gaming, the preferences of the local customer base, the availability of localized content, the improving mobile internet infrastructure, and the favorable macroeconomic factors. As the market continues to evolve, it is expected to present opportunities for both local and international game developers to tap into the growing demand for mobile games in Bangladesh.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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