Download Games - Hong Kong

  • Hong Kong
  • The Download Games market market in Hong Kong is forecasted to reach US$48.97m in revenue by 2024.
  • The market is anticipated to experience an annual growth rate (CAGR 2024-2029) of 4.40%, leading to a projected market volume of US$60.74m by 2029.
  • By 2029, the number of users in the Download Games market market in Hong Kong is expected to reach 1.3m users.
  • User penetration is predicted to be 17.3% in 2024 and is projected to increase to 17.8% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue in the Download Games market market, reaching US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Hong Kong is estimated to be US$37.74 in 2024.
  • The demand for downloadable games in Hong Kong's media market is surging, driven by a tech-savvy population and increasing mobile gaming preferences.

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

 
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Analyst Opinion

The Download Games market in Hong Kong has been experiencing steady growth in recent years.

Customer preferences:
Hong Kong consumers have shown a strong preference for mobile gaming, with the majority of downloads being made on smartphones and tablets. This can be attributed to the high smartphone penetration rate in Hong Kong, as well as the convenience and portability of mobile gaming. Additionally, Hong Kong consumers have shown a preference for free-to-play games, which offer in-app purchases or advertisements to generate revenue. This aligns with global trends in the gaming industry, as free-to-play models have become increasingly popular worldwide.

Trends in the market:
One of the key trends in the Download Games market in Hong Kong is the rise of multiplayer online games. These games allow players to interact with each other in real-time, creating a social and competitive gaming experience. This trend can be attributed to advancements in technology and the increasing availability of high-speed internet connections. Multiplayer online games not only provide entertainment but also allow players to connect with friends and form communities, further enhancing the gaming experience. Another trend in the market is the increasing popularity of augmented reality (AR) and virtual reality (VR) games. AR and VR technologies have gained traction in recent years, and game developers have been quick to incorporate these technologies into their offerings. AR and VR games provide a more immersive and interactive experience for players, allowing them to feel like they are part of the game world. This trend is expected to continue as the technology becomes more accessible and affordable.

Local special circumstances:
Hong Kong's unique position as a global financial hub and a gateway to China has contributed to the growth of the Download Games market. The city's high standard of living and disposable income levels have made it an attractive market for game developers. Additionally, Hong Kong's proximity to Mainland China has allowed developers to tap into the massive Chinese gaming market, which is one of the largest in the world. This has resulted in a wide variety of games being available in Hong Kong, catering to different preferences and interests.

Underlying macroeconomic factors:
The strong economic growth and stable political environment in Hong Kong have provided a favorable environment for the Download Games market to thrive. The city's robust IT infrastructure and high internet penetration rate have also played a crucial role in the growth of the market. Furthermore, Hong Kong's status as a global center for technology and innovation has attracted game developers and investors, leading to increased competition and innovation in the market. In conclusion, the Download Games market in Hong Kong is experiencing steady growth due to customer preferences for mobile gaming, the rise of multiplayer online games, and the increasing popularity of AR and VR games. Hong Kong's unique position as a global financial hub and its proximity to Mainland China have also contributed to the growth of the market. The city's strong economic growth, stable political environment, and robust IT infrastructure have provided a conducive environment for the market to thrive.

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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