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Download Games - Finland

Finland
  • In Finland, revenue in the Download Games market market is projected to reach US$89.05m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.67%, leading to a projected market volume of US$111.90m by 2029.
  • By 2029, the number of users in the Download Games market market in Finland is anticipated to amount to 1.6m users.
  • User penetration in Finland is expected to be 28.1% in 2024 and is projected to increase to 29.3% by 2029.
  • In a global context, most revenue in the Download Games market market will be generated the United States, where it is expected to reach US$5.05bn in 2024.
  • Furthermore, the average revenue per user (ARPU) in Finland's Download Games market market is projected to be US$57.20 in 2024.
  • In Finland, the Download Games segment continues to thrive as consumers increasingly favor digital accessibility over traditional gaming formats.

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
Games: market data & analysis - Cover

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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Download Games market in Finland has been experiencing steady growth in recent years, driven by customer preferences for digital entertainment and the increasing availability of high-speed internet connections.

    Customer preferences:
    Finland has a tech-savvy population that is highly engaged in digital entertainment. Customers in Finland prefer the convenience and accessibility of downloading games directly to their devices, rather than purchasing physical copies. This trend is in line with the global shift towards digital distribution in the gaming industry. Additionally, Finnish gamers are known for their interest in multiplayer and online gaming, which further contributes to the demand for downloadable games.

    Trends in the market:
    One of the key trends in the Download Games market in Finland is the rise of mobile gaming. With the widespread adoption of smartphones and tablets, more and more people are playing games on their mobile devices. This has led to an increase in the demand for mobile games, which can be easily downloaded and played on the go. Furthermore, the availability of high-speed internet connections enables seamless online multiplayer gaming experiences, which are particularly popular among Finnish gamers. Another trend in the market is the growing popularity of indie games. Finnish gamers are known for their interest in unique and innovative gaming experiences, and indie games often offer a refreshing alternative to mainstream titles. The accessibility of digital distribution platforms has made it easier for indie game developers to reach a wider audience, and Finnish gamers are actively seeking out these types of games.

    Local special circumstances:
    Finland has a strong gaming industry, with several successful game development studios and a vibrant gaming community. This has created a supportive environment for the Download Games market, as local developers are able to create games that cater specifically to the preferences of Finnish gamers. Additionally, the Finnish government has implemented policies to support the gaming industry, providing funding and resources for game development initiatives.

    Underlying macroeconomic factors:
    The growth of the Download Games market in Finland can also be attributed to underlying macroeconomic factors. Finland has a high level of internet penetration, with a well-developed broadband infrastructure that enables fast and reliable internet connections. This has facilitated the adoption of digital distribution platforms and the growth of online gaming. Furthermore, Finland has a strong economy and a high standard of living, which allows consumers to spend more on entertainment and leisure activities, including downloadable games. In conclusion, the Download Games market in Finland is experiencing steady growth due to customer preferences for digital entertainment, including mobile gaming and indie games. The local special circumstances, such as a strong gaming industry and government support, further contribute to the market's development. Additionally, underlying macroeconomic factors, such as high internet penetration and a strong economy, support the growth of the market in Finland.

    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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