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Games - Finland

Finland
  • In Finland, revenue in the Games market is projected to reach US$821.20m in 2024.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2024-2029) of 8.39%, resulting in a projected market volume of US$1.23bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market in Finland, the number of users is anticipated to amount to 2.5m users by 2029.
  • User penetration will be 39.6% in 2024 and is projected to increase to 45.1% by 2029.
  • The average revenue per user (ARPU) in Finland is expected to amount to US$1.07k.
  • In Finland, the Games in the Media market is witnessing a surge in innovative storytelling, reflecting the nation's strong emphasis on creative digital content.

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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Finland has experienced significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in the Games market in Finland have shifted towards digital gaming, with a growing demand for online multiplayer games and mobile gaming. This can be attributed to the increasing availability of high-speed internet and the widespread adoption of smartphones and other mobile devices. Additionally, Finnish consumers have shown a preference for games that offer immersive and interactive experiences, with a focus on realistic graphics and engaging gameplay. Trends in the market indicate a strong growth potential for virtual reality (VR) and augmented reality (AR) games. The advancements in VR and AR technologies have opened up new possibilities for gaming, allowing players to fully immerse themselves in virtual worlds and interact with their surroundings. This trend is expected to continue as the technology becomes more affordable and accessible to a wider audience. Another notable trend in the Games market in Finland is the rise of eSports. Competitive gaming has gained significant popularity in recent years, with a growing number of professional eSports teams and tournaments. This trend is driven by the increasing recognition of gaming as a legitimate sport and the rise of streaming platforms that allow fans to watch their favorite players and teams in action. Local special circumstances also play a role in the development of the Games market in Finland. The country has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. Finland is also home to several successful game development studios, which have contributed to the growth of the local gaming industry. Additionally, the Finnish government has implemented supportive policies and initiatives to promote the development of the Games market, including funding for game development projects and tax incentives for game companies. Underlying macroeconomic factors, such as the overall economic stability and disposable income levels in Finland, also contribute to the growth of the Games market. As the economy continues to improve and consumer spending power increases, more individuals are able to invest in gaming consoles, gaming PCs, and other gaming equipment. This, in turn, drives the demand for games and fuels the growth of the market. In conclusion, the Games market in Finland is developing rapidly due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards digital gaming, the rise of VR and AR games, the popularity of eSports, the strong gaming culture, supportive government policies, and the overall economic stability all contribute to the growth and success of the market.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    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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    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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