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Download Games - EU-27

EU-27
  • In the EU-20.9%, revenue in the Download Games market market is projected to reach US$3.85bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.41%, leading to a projected market volume of US$5.00bn by 2029.
  • The number of users in the Download Games market market within the EU-20.9% is anticipated to amount to 92.8m users by 2029.
  • User penetration is forecasted to be 20.1% in 2024 and is expected to increase to 20.9% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with US$5.05bn in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in the EU-20.9% is projected to amount to US$42.74 in 2024.
  • The EU-27 region is witnessing a surge in the popularity of indie download games, reflecting a growing consumer preference for unique, narrative-driven experiences.

Definition:

Download games refer to video games that are purchased and downloaded digitally over the internet, rather than being obtained through physical copies. This method allows players to access games directly on their gaming devices, such as consoles, computers, or mobile devices, without the need for physical discs or cartridges. Download games often include a wide variety of genres and titles, ranging from indie games to blockbuster releases, and are distributed through various digital storefronts or platforms. Players can enjoy the convenience of instant access to their games and often benefit from additional content, updates, and online features provided by the publishers.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.

In-Scope

  • Online sales of video games for gaming consoles or PCs/laptops via direct downloads such as Electronic Arts (EA), Activision Blizzard, and Ubisoft

Out-Of-Scope

  • Physical video game sales
  • Demo/trial-versions of video games
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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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Download Games market in EU-27 has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

    Customer preferences:
    Customers in the EU-27 have shown a growing preference for downloading games rather than purchasing physical copies. This shift can be attributed to several factors. Firstly, downloading games offers convenience as customers can instantly access their purchases without having to wait for shipping or visit a physical store. Secondly, downloading games allows for easy updates and patches, ensuring that customers have the latest versions of their favorite games. Finally, downloading games often offers a wider selection and availability, allowing customers to access a greater variety of titles.

    Trends in the market:
    One of the key trends in the Download Games market in the EU-27 is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more customers are turning to mobile devices for gaming. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of gaming apps. As a result, mobile gaming has become a significant segment of the Download Games market in the EU-27, with a growing number of customers choosing to download games on their mobile devices. Another trend in the market is the growing popularity of multiplayer online games. These games allow players to connect and compete with each other over the internet, creating a social and interactive gaming experience. The rise of online gaming has been facilitated by the increasing availability of high-speed internet connections in the EU-27. With faster internet speeds, customers can now easily download and play online games without experiencing lag or connectivity issues.

    Local special circumstances:
    The Download Games market in the EU-27 is influenced by several local special circumstances. One such circumstance is the diversity of languages and cultures in the region. Game developers need to cater to the preferences and tastes of customers from different countries, which can require localization efforts and the development of region-specific content. Additionally, the EU-27 has different regulations and laws regarding gaming, which can impact the availability and distribution of certain games.

    Underlying macroeconomic factors:
    Several underlying macroeconomic factors contribute to the growth of the Download Games market in the EU-27. Firstly, the region has a high level of internet penetration, with a large percentage of the population having access to high-speed internet connections. This widespread internet access enables customers to easily download games and participate in online gaming communities. Secondly, the EU-27 has a strong gaming culture, with a large and enthusiastic community of gamers. This cultural affinity for gaming drives demand for downloadable games and creates a favorable environment for the growth of the market. Lastly, the EU-27 has a relatively high disposable income, allowing customers to spend on leisure activities such as gaming. This higher purchasing power contributes to the growth of the Download Games market as customers are willing to invest in digital entertainment experiences. Overall, the Download Games market in the EU-27 is experiencing growth due to changing customer preferences, the rise of mobile and online gaming, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, game developers and distributors will need to adapt to these trends and cater to the unique preferences and needs of customers in the EU-27.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 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.

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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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