Games - Guyana

  • Guyana
  • In Guyana, revenue in the Games market is projected to reach US$13.61m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.70%, resulting in a projected market volume of US$20.65m by 2029.
  • In global comparison, most revenue will be generated United States, with US$128.10bn expected in 2024.
  • Within the Games market in Guyana, the number of users is expected to amount to 166.1k users by 2029.
  • User penetration will be 16.7% in 2024 and is anticipated to reach 19.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Guyana, the Games in the Media market is experiencing a surge in digital engagement, reflecting the nation's growing interest in interactive entertainment.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Guyana has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
In Guyana, there is a growing demand for video games across all age groups. Younger consumers are particularly interested in popular console games, while mobile gaming has become increasingly popular among older demographics. This shift in customer preferences can be attributed to the increasing availability and affordability of gaming consoles and smartphones in the country. Additionally, the rise of online multiplayer games has created a sense of community and social interaction, further fueling the demand for gaming in Guyana.

Trends in the market:
One of the key trends in the Games market in Guyana is the rise of esports. Esports tournaments and competitions have gained significant popularity, attracting both local and international players. This trend has led to the establishment of dedicated gaming arenas and the formation of esports teams in the country. The growth of esports in Guyana can be attributed to the increasing recognition of gaming as a legitimate sport and the potential for professional gaming careers. Another trend in the Games market in Guyana is the increasing popularity of virtual reality (VR) gaming. VR technology allows players to immerse themselves in a virtual world, providing a more immersive and interactive gaming experience. The demand for VR gaming has been driven by advancements in technology and the increasing availability of VR headsets in the market. This trend is expected to continue as more innovative VR games are developed and introduced to the market.

Local special circumstances:
One of the factors contributing to the growth of the Games market in Guyana is the country's young population. With a large proportion of the population under the age of 30, there is a significant consumer base for gaming products and services. Additionally, the increasing internet penetration in the country has made online gaming more accessible to a wider audience.

Underlying macroeconomic factors:
The growing Games market in Guyana can also be attributed to the country's improving economic conditions. As the economy continues to develop, consumers have more disposable income to spend on leisure activities, including gaming. The government's efforts to promote the digital economy and attract foreign investment have also contributed to the growth of the Games market in Guyana. In conclusion, the Games market in Guyana is experiencing significant growth due to changing customer preferences, including the rise of esports and the increasing popularity of VR gaming. The country's young population, improving economic conditions, and government support for the digital economy have also played a role in driving the growth of the market. As the gaming industry continues to evolve and innovate, the Games market in Guyana is expected to further expand in the coming years.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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