Download Games - Malta

  • Malta
  • Revenue in the Download Games market market in Malta is forecasted to reach US$2.29m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.12%, leading to a projected market volume of US$2.94m by 2029.
  • Within the Download Games market market, the number of users is expected to reach 65.4k users by 2029.
  • User penetration is set to be 11.8% in 2024 and is projected to increase to 12.1% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market is estimated to be US$36.14 in 2024.
  • Malta's Download Games market is flourishing with a surge in user engagement and a growing demand for locally developed gaming content.

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

 
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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.

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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