Download Games - Central & Western Europe

  • Central & Western Europe
  • Revenue in the Download Games market market in Central & Western Europe is forecasted to reach US$4.33bn in 2024.
  • The market is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.32%, leading to a projected market volume of US$5.61bn by 2029.
  • By 2029, the number of users in the Central & Western European Download Games market market is expected to reach 84.1m users.
  • User penetration is predicted to be 24.3% in 2024, with an expected increase to 25.1% by 2029.
  • When compared globally, the in the United States is set to generate the highest revenue, reaching US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Central & Western European Download Games market market is projected to be US$52.97 in 2024.
  • In Central & Western Europe, the Download Games market is witnessing a surge in demand for immersive and interactive gaming experiences among tech-savvy consumers.

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

 
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Analyst Opinion

The Download Games market in Central & Western Europe is experiencing significant growth and development. Customer preferences in the region are shifting towards digital gaming, with a growing demand for downloadable games.

This shift can be attributed to several factors. Firstly, the convenience of downloading games directly to devices has become increasingly appealing to consumers, as it eliminates the need for physical copies and allows for instant access to a wide range of games. Additionally, the rise of online multiplayer gaming has contributed to the popularity of downloadable games, as players can easily connect and compete with others from around the world.

One of the key trends in the market is the increasing popularity of mobile gaming. With the widespread use of smartphones and tablets, more and more consumers are turning to mobile devices as their primary gaming platform. This trend is particularly evident in Central & Western Europe, where mobile penetration rates are high and consumers are increasingly using their mobile devices for entertainment purposes.

As a result, there has been a surge in the demand for downloadable mobile games, leading to the growth of the market in the region. Another trend in the market is the rise of free-to-play games. Free-to-play games, which are initially available for free download but offer in-app purchases, have gained popularity among consumers in Central & Western Europe.

This business model allows developers to reach a wider audience and generate revenue through microtransactions. The availability of high-quality free-to-play games has attracted a large number of players, further driving the growth of the market. Local special circumstances in Central & Western Europe also contribute to the development of the Download Games market.

The region has a strong gaming culture, with a large and dedicated community of gamers. This community is highly engaged and willing to spend money on gaming, which creates a favorable environment for the growth of the market. Additionally, the region has a well-developed infrastructure and high internet penetration rates, which facilitate the downloading of games and online gaming experiences.

Underlying macroeconomic factors also play a role in the growth of the Download Games market in Central & Western Europe. The region has a stable and growing economy, which has led to increased disposable income among consumers. This allows them to spend more on leisure activities, including gaming.

Furthermore, the region has a high level of digital literacy and technological advancement, which makes it easier for consumers to access and download games. In conclusion, the Download Games market in Central & Western Europe is experiencing significant growth and development due to customer preferences for digital gaming, the rise of mobile gaming, the popularity of free-to-play games, local special circumstances, and underlying macroeconomic factors.

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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