Download Games - Pakistan

  • Pakistan
  • In Pakistan, revenue in the Download Games market market is projected to reach US$39.51m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.87%, leading to a projected market volume of US$63.26m by 2029.
  • Within the Download Games market market in Pakistan, the number of users is anticipated to amount to 16.8m users by 2029.
  • User penetration in Pakistan will be 5.0% in 2024 and is expected to increase to 6.2% by 2029.
  • In global comparison, the majority of revenue will be generated the United States, which is projected to reach US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Pakistan is projected to amount to US$3.21 in 2024.
  • In Pakistan, the rising youth population is increasingly driving demand for download games, reflecting a shift towards digital entertainment and leisure activities.

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

 
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Analyst Opinion

The Download Games market in Pakistan is experiencing significant growth and development.

Customer preferences:
Customers in Pakistan are increasingly turning to download games as a popular form of entertainment. The convenience and accessibility of downloading games directly to their devices, such as smartphones and tablets, is a major factor driving this trend. Additionally, the wide variety of games available for download allows customers to find games that cater to their specific interests and preferences.

Trends in the market:
One of the key trends in the Download Games market in Pakistan is the rise of mobile gaming. With the increasing adoption of smartphones and the availability of affordable data plans, more and more people in Pakistan are using their mobile devices to play games. This trend is fueled by the growing popularity of multiplayer and online games, which allow users to connect and compete with others in real-time. As a result, game developers are focusing on creating mobile-friendly games that provide an immersive and engaging experience for players. Another trend in the market is the emergence of local game developers in Pakistan. These developers are creating games that are specifically tailored to the preferences and interests of the local audience. This localization strategy has proven to be successful, as it allows developers to cater to the unique cultural and social aspects of the Pakistani market. Additionally, the lower development costs in Pakistan compared to other countries make it an attractive destination for game development studios.

Local special circumstances:
Pakistan has a large and young population, with a significant portion of the population being under the age of 30. This demographic is highly tech-savvy and has a strong affinity for digital entertainment, including download games. The high smartphone penetration rate in the country further contributes to the growth of the Download Games market. Furthermore, the increasing availability of high-speed internet and the expansion of 4G networks across the country have made it easier for people in Pakistan to download and play games. This improved internet infrastructure has also facilitated the rise of online multiplayer games, allowing players to connect and compete with others from around the world.

Underlying macroeconomic factors:
The growing Download Games market in Pakistan can also be attributed to the overall economic development of the country. As disposable incomes rise and the middle class expands, more people have the financial means to invest in digital entertainment. This has created a larger consumer base for download games, driving the growth of the market. In conclusion, the Download Games market in Pakistan is experiencing significant growth and development due to customer preferences for convenient and accessible entertainment options, the rise of mobile gaming, the emergence of local game developers, the young and tech-savvy population, the improving internet infrastructure, and the overall economic development of the country.

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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