Download Games - G7

  • G7
  • In G7, revenue in the Download Games market market is projected to reach US$11.43bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.45%, resulting in a projected market volume of US$14.90bn by 2029.
  • In the Download Games market market withG7, the number of users is expected to amount to 268.8m users by 2029.
  • User penetration will be 33.0% in 2024 and is expected to hit 34.2% by 2029.
  • In global comparison, most revenue will be generated the United States, with a projection of US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market is projected to amount to US$44.53 in 2024.
  • In the United States, the demand for downloadable games continues to surge, driven by a growing preference for digital convenience and diverse gaming experiences.

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

 
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Analyst Opinion

The Download Games market in G7 countries has been experiencing significant growth in recent years.

Customer preferences:
Customers in G7 countries have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors. Firstly, downloading games provides convenience as customers can access their favorite games instantly without the need to visit a physical store. Secondly, downloading games allows for easy updates and patches, ensuring that customers have the latest version of the game. Lastly, the availability of a wide range of games from various genres and developers has contributed to the popularity of downloading games.

Trends in the market:
One of the key trends in the Download Games market in G7 countries is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more customers are opting to play games on their mobile devices. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a vast selection of games through app stores. As a result, mobile gaming has become a significant segment of the Download Games market in G7 countries. Another trend in the market is the growth of online multiplayer games. Customers are increasingly seeking interactive and social gaming experiences, and online multiplayer games provide just that. These games allow players to connect and compete with others from around the world, creating a sense of community and engagement. The popularity of online multiplayer games has been further fueled by the advancements in internet connectivity and the widespread availability of high-speed internet.

Local special circumstances:
While the overall trend in the Download Games market is positive, there are some local special circumstances that impact the market in G7 countries. One such circumstance is the presence of regulatory restrictions. Some G7 countries have implemented regulations that restrict or regulate certain aspects of the Download Games market, such as age restrictions or content censorship. These regulations can impact the availability and distribution of certain games, and developers and publishers need to navigate these regulations to ensure compliance.

Underlying macroeconomic factors:
The growth of the Download Games market in G7 countries can be attributed to several underlying macroeconomic factors. Firstly, the increasing penetration of internet and mobile devices has expanded the potential customer base for downloading games. As more people gain access to the internet and own smartphones, the demand for downloadable games is expected to continue growing. Additionally, the rising disposable incomes in G7 countries have contributed to the growth of the Download Games market. As customers have more disposable income, they are willing to spend on entertainment and leisure activities, including downloading games. The willingness to spend on games is further supported by the availability of various payment methods and pricing models, such as freemium games or subscription services. In conclusion, the Download Games market in G7 countries is experiencing significant growth driven by customer preferences for convenience and a wide range of game options. The rise of mobile gaming and online multiplayer games are key trends in the market. However, local special circumstances such as regulatory restrictions can impact the market. The underlying macroeconomic factors of increasing internet penetration and rising disposable incomes contribute 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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