Download Games - Northern Europe

  • Northern Europe
  • In Northern Europe, revenue in the Download Games market market is projected to reach US$0.43bn in 2024.
  • Revenue in this market is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.89%, leading to a projected market volume of US$0.60bn by 2029.
  • The number of users in the Download Games market market in Northern Europe is expected to amount to 8.9m users by 2029.
  • User penetration in this region will be 24.5% in 2024 and is forecasted to increase to 26.1% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with an estimated US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Northern Europe is projected to reach US$52.16 in 2024.
  • In Northern Europe, the Download Games market is increasingly driven by a demand for immersive storytelling and innovative gameplay experiences.

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

 
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Analyst Opinion

The Download Games market in Northern Europe has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming. Customer preferences in Northern Europe have shifted towards digital downloads of games, as consumers seek convenience and immediate access to a wide variety of titles. This trend has been further fueled by the widespread availability of high-speed internet connections in the region, which allow for quick and seamless downloads. Additionally, the prevalence of smartphones and other mobile devices has made it easier for consumers to play games on the go, further driving the demand for downloadable games. In terms of trends in the market, there has been a notable increase in the popularity of multiplayer online games in Northern Europe. These games allow players to connect and compete with others from around the world, providing a social and interactive gaming experience. This trend has been driven by advancements in technology, such as improved internet connectivity and more powerful gaming consoles, which enable seamless online gameplay. As a result, game developers have focused on creating immersive multiplayer experiences to cater to the growing demand in the region. Another trend in the market is the rise of free-to-play games with in-app purchases. This business model allows players to download and play games for free, while offering optional in-game purchases to enhance their gaming experience. This model has become increasingly popular in Northern Europe, as it provides consumers with a low barrier to entry and the ability to customize their gaming experience based on their preferences and budget. Game developers have embraced this trend by offering a wide range of in-app purchases, including cosmetic items, power-ups, and additional content, to monetize their games. Local special circumstances in Northern Europe have also contributed to the growth of the Download Games market. The region has a strong gaming culture, with a large number of dedicated gamers and gaming communities. This has created a supportive environment for game developers and publishers, who are able to tap into a passionate and engaged audience. Additionally, the high disposable income levels in Northern Europe have made it easier for consumers to invest in gaming, including purchasing downloadable games and in-app purchases. Underlying macroeconomic factors, such as the strong economies and high standards of living in Northern Europe, have also played a role in the growth of the Download Games market. These factors have contributed to the high purchasing power of consumers in the region, allowing them to spend more on entertainment, including gaming. Furthermore, the stable and reliable infrastructure in Northern Europe, including robust internet connectivity and well-developed distribution networks, has facilitated the growth of the Download Games market by ensuring efficient and reliable access to digital content. Overall, the Download Games market in Northern Europe has experienced significant growth due to changing customer preferences, the rise of multiplayer online games, the popularity of free-to-play games with in-app purchases, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and consumer demand for digital entertainment increases, the Download Games market in Northern Europe is expected to continue its upward trajectory.

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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