Download Games - D-A-CH

  • D-A-CH
  • Revenue in the Download Games market market in D-A-CH is forecasted to reach US$1.22bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.04%, leading to a projected market volume of US$1.56bn by 2029.
  • By 2029, the number of users in the Download Games market market in D-A-CH is expected to reach 0.00.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market in D-A-CH is projected to be 0.00 in 2024.
  • In D-A-CH, the Download Games market is seeing a surge in demand, with a focus on high-quality graphics and immersive gameplay experiences.

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

 
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Analyst Opinion

The Download Games market in D-A-CH is experiencing significant growth and development due to various factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all play a role in shaping the market.

Customer preferences:
Customers in D-A-CH have shown a strong preference for Download Games, contributing to the growth of the market. The convenience of being able to download games directly to their devices without the need for physical copies has resonated with consumers. Additionally, the increasing availability of high-speed internet connections has made downloading games faster and more accessible.

Trends in the market:
One of the key trends in the Download Games market in D-A-CH is the rise of mobile gaming. With the proliferation of smartphones and tablets, more and more people are turning to mobile devices for gaming. This trend is driven by factors such as the increasing processing power of mobile devices, the availability of a wide range of games on app stores, and the convenience of playing games on the go. Another trend in the market is the popularity of online multiplayer games. With the advancement of internet technology, players can now connect and compete with others from around the world. This has created a vibrant online gaming community and has led to the development of games specifically designed for multiplayer experiences.

Local special circumstances:
The D-A-CH region, which consists of Germany, Austria, and Switzerland, has a strong gaming culture. Gaming is seen as a popular form of entertainment and is widely accepted by society. This cultural acceptance has created a favorable environment for the growth of the Download Games market. Furthermore, the D-A-CH region has a high level of disposable income, allowing consumers to spend on leisure activities such as gaming. This has contributed to the growth of the market as consumers are willing to invest in premium games and in-game purchases.

Underlying macroeconomic factors:
The strong economy in the D-A-CH region has played a significant role in the growth of the Download Games market. The region has a high GDP per capita and a stable economic environment, which has led to increased consumer spending on entertainment products, including games. Additionally, the D-A-CH region has a well-developed infrastructure, including a reliable internet connection. This infrastructure has facilitated the growth of the Download Games market by providing consumers with the necessary means to download and play games. In conclusion, the Download Games market in D-A-CH is experiencing growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The convenience of downloading games, the rise of mobile gaming, and the popularity of online multiplayer games are driving the market. The strong gaming culture, high disposable income, and stable economy in the D-A-CH region are also contributing to the growth of the market.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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