Download Games - Southern Europe

  • Southern Europe
  • In Southern Europe, the revenue in the Download Games market market is forecasted to reach US$0.91bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.43%, leading to a projected market volume of US$1.13bn by 2029.
  • Within the Download Games market market, the number of users is expected to reach 36.3m users by 2029.
  • User penetration is set to be 15.0% in 2024 and is projected to increase to 15.3% by 2029.
  • When compared globally, the in the United States will generate the most revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market is predicted to be US$25.75 in 2024.
  • In Southern Europe, Italy's download games market is experiencing a surge in demand, driven by a growing interest in mobile gaming platforms.

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

 
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Analyst Opinion

The Download Games market in Southern Europe is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this positive trend.

Customer preferences in the Download Games market in Southern Europe are driving the growth of the industry. Consumers in this region are increasingly turning to digital downloads for their gaming needs, as it offers convenience and immediate access to a wide range of games. This shift in preference is fueled by the increasing availability and affordability of high-speed internet connections, which allows for faster and more seamless downloading of games.

Additionally, the prevalence of smartphones and other mobile devices has made it easier for consumers to access and play games on the go. Trends in the market also contribute to the growth of the Download Games industry in Southern Europe. One notable trend is the rise of mobile gaming.

As more consumers own smartphones and tablets, they are turning to mobile games as a form of entertainment. This trend is particularly strong in Southern Europe, where mobile penetration rates are high. Mobile games offer a wide variety of genres and gameplay experiences, catering to a diverse range of consumer preferences.

Furthermore, the rise of free-to-play games with in-app purchases has also contributed to the growth of the Download Games market in Southern Europe. These games attract a large user base by offering free access to the game, while generating revenue through in-app purchases for additional features or virtual goods. Local special circumstances also play a role in the development of the Download Games market in Southern Europe.

The region has a strong gaming culture, with a passionate and engaged community of gamers. This has created a favorable environment for the growth of the industry, as consumers are highly receptive to new games and gaming experiences. Additionally, Southern Europe has a rich history of game development, with many successful studios and developers based in the region.

This local expertise and talent contribute to the creation of high-quality games that cater to the preferences of the local market. Underlying macroeconomic factors also contribute to the growth of the Download Games market in Southern Europe. The region has experienced economic stability and growth in recent years, which has increased disposable income levels and consumer spending.

This allows consumers to invest in gaming and entertainment products, including digital downloads. Furthermore, the growth of the technology sector and the increasing availability of internet infrastructure have created a favorable environment for the development of the Download Games market. In conclusion, the Download Games market in Southern Europe is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The shift towards digital downloads, the rise of mobile gaming, the strong gaming culture in the region, and the favorable macroeconomic environment all contribute to the positive trend in the market.

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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