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Games - EU-27

EU-27
  • In the EU-27, revenue in the Games market is projected to reach US$48.52bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.17%, leading to a projected market volume of US$68.58bn by 2029.
  • In a global context, the largest share of revenue will be generated United States, with an anticipated amount of US$128.10bn in 2024.
  • Within the Games market in the EU-27, the number of users is expected to reach 171.0m users by 2029.
  • User penetration in the EU-27 is projected to be 33.7% in 2024 and is forecasted to increase to 38.5% by 2029.
  • The average revenue per user (ARPU) is anticipated to amount to [arpu_firstmarket_yeartoday].
  • The EU-27 Games in the Media market is increasingly prioritizing sustainability, reflecting a growing consumer demand for environmentally conscious gaming experiences.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
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 Games market in EU-27 is experiencing significant growth and development. Customer preferences are shifting towards digital gaming platforms, leading to an increase in online gaming and mobile gaming. The market is also benefiting from the rise in esports and the growing popularity of virtual reality (VR) and augmented reality (AR) games.

    Customer preferences:
    Customers in the EU-27 region are increasingly favoring digital gaming platforms over traditional gaming consoles. This shift can be attributed to several factors, including the convenience of online gaming, the wide variety of games available, and the ability to play with friends and other players from around the world. Mobile gaming has also gained popularity, as smartphones have become more powerful and capable of running high-quality games.

    Trends in the market:
    One of the major trends in the EU-27 Games market is the rise of esports. Esports tournaments and competitions are attracting a large number of viewers and participants, with professional players earning significant incomes. This trend has led to the development of dedicated esports teams and organizations, as well as the establishment of esports leagues and events. Another trend in the market is the growing popularity of VR and AR games. Virtual reality technology allows players to immerse themselves in a virtual world, while augmented reality games overlay digital elements onto the real world. These technologies offer unique and immersive gaming experiences, attracting a new segment of customers.

    Local special circumstances:
    The EU-27 region consists of diverse countries with different languages and cultures. This presents both opportunities and challenges for game developers and publishers. Localization is crucial to cater to the preferences and needs of each market. Games that are translated into local languages and adapted to local cultures are more likely to succeed. Furthermore, the EU-27 region has strict regulations regarding data privacy and protection. Game developers and publishers need to comply with these regulations to ensure the security and privacy of user data. This can have an impact on the development and distribution of games in the region.

    Underlying macroeconomic factors:
    The growth of the Games market in the EU-27 can be attributed to several underlying macroeconomic factors. The region has a large population with a high disposable income, which allows consumers to spend on gaming and entertainment. Additionally, the increasing penetration of internet and smartphones has made gaming more accessible to a wider audience. Furthermore, the COVID-19 pandemic has had a significant impact on the Games market in the EU-27. With people spending more time at home due to lockdowns and social distancing measures, there has been a surge in demand for gaming. This trend is expected to continue even after the pandemic, as people have discovered the entertainment and social aspects of gaming. In conclusion, the Games market in EU-27 is experiencing growth and development driven by customer preferences for digital gaming platforms, the rise of esports, and the popularity of VR and AR games. Localization and data privacy regulations are important considerations for game developers and publishers in the region. The underlying macroeconomic factors, such as a large population with high disposable income and the impact of the COVID-19 pandemic, are also contributing to the growth of the market.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company 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 Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    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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