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Download Games - Nordics

Nordics
  • In the Nordics, revenue in the Download Games market market is projected to reach US$411.80m in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.86%, leading to a projected market volume of US$573.60m by 2029.
  • Additionally, the number of users in the Download Games market market in the Nordics is anticipated to amount to 8.1m users by 2029.
  • User penetration will be 26.6% in 2024 and is expected to increase to 28.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with an expected figure of US$5.05bn in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Download Games market market in the Nordics is projected to amount to US$55.11 in 2024.
  • The Nordics are witnessing a significant shift towards mobile download games, driven by increased smartphone penetration and a preference for on-the-go gaming 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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Download Games market in Nordics has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in the Nordics have played a crucial role in the growth of the Download Games market. The region has a high internet penetration rate, and consumers in the Nordics are known for their tech-savviness. With a strong interest in gaming, the demand for downloadable games has been on the rise. Additionally, the convenience of downloading games directly to devices has made it an attractive option for consumers in the region. Trends in the market have also contributed to the growth of the Download Games market in the Nordics. One notable trend is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more people are turning to mobile devices for gaming. This trend has led to a surge in the demand for downloadable mobile games in the Nordics. Furthermore, the emergence of online multiplayer games has also contributed to the growth of the market. The ability to connect and play with friends and other gamers online has become increasingly important for consumers in the Nordics. Local special circumstances have also played a role in the development of the Download Games market in the Nordics. The region has a strong gaming culture, with a number of successful game developers and studios based in the Nordics. This has created a supportive ecosystem for the industry and has helped fuel the growth of the market. Additionally, the Nordics have a high disposable income and a strong welfare system, which has allowed consumers to spend more on leisure activities such as gaming. Underlying macroeconomic factors have also contributed to the growth of the Download Games market in the Nordics. The region has a stable economy and a high standard of living, which has created a favorable environment for the gaming industry. Furthermore, the Nordics have a strong focus on innovation and technology, which has helped drive the development of the market. The region's commitment to digitalization has created opportunities for the Download Games market to thrive. In conclusion, the Download Games market in the Nordics has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The region's tech-savvy consumers, the rise of mobile gaming, the strong gaming culture, and the stable economy have all contributed to the development of the market. As the Nordics continue to embrace digitalization and innovation, the Download Games market is expected to continue growing 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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