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Download Games - Malta

Malta
  • In Malta, revenue in the Download Games market market is projected to reach US$2.29m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.09%, leading to a projected market volume of US$2.94m by 2029.
  • The number of users in the Download Games market market in Malta is anticipated to amount to 65.4k users by 2029.
  • User penetration in Malta will be 11.8% in 2024, with expectations to rise to 12.0% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is estimated to reach US$5.05bn in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Malta is projected to amount to US$36.14 in 2024.
  • Malta's Download Games market is witnessing a surge in popularity, driven by an increasing number of gamers seeking immersive digital 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
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 Malta has been experiencing steady growth in recent years, driven by the increasing popularity of gaming among the local population.

    Customer preferences:
    Maltese consumers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors, including convenience, cost-effectiveness, and the ability to access a wide range of games instantly. With the rise of digital platforms such as Steam and Epic Games Store, gamers in Malta have been able to easily browse and download their favorite games from the comfort of their own homes.

    Trends in the market:
    One of the key trends in the Download Games market in Malta is the shift towards mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet connections, more and more Maltese gamers are turning to mobile devices as their primary gaming platform. This trend is expected to continue as mobile technology continues to advance and developers create more immersive and engaging mobile games. Another trend in the market is the growing popularity of online multiplayer games. Maltese gamers are increasingly seeking out games that allow them to connect and compete with other players from around the world. This trend is driven by the desire for social interaction and the thrill of competing against real opponents. As a result, game developers are focusing on creating multiplayer experiences that offer both competitive and cooperative gameplay.

    Local special circumstances:
    One of the unique aspects of the Download Games market in Malta is the country's small size and close-knit gaming community. With a population of just over 500,000 people, Malta offers a tight-knit gaming community where gamers can easily connect and interact with each other. This sense of community has fostered a strong gaming culture in the country, with regular gaming events, tournaments, and meetups taking place.

    Underlying macroeconomic factors:
    The growth of the Download Games market in Malta can be attributed to several underlying macroeconomic factors. Firstly, the country's strong internet infrastructure and high internet penetration rate have made it easier for gamers to download games and access online gaming platforms. Additionally, Malta's robust economy and high disposable income levels have allowed consumers to invest in gaming hardware and software. In conclusion, the Download Games market in Malta is experiencing steady growth due to customer preferences for digital downloads, the increasing popularity of mobile gaming, and the growing demand for online multiplayer experiences. The country's small size and close-knit gaming community also contribute to the market's development. With the continued advancement of technology and the increasing availability of high-speed internet, the Download Games market in Malta is expected to continue its growth trajectory in the coming years.

    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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