Games - Jamaica

  • Jamaica
  • Revenue in the Games market in Jamaica is forecasted to reach US$58.13m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.65%, leading to an estimated market volume of US$80.20m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • Within the Games market in Jamaica, the number of users is projected to reach 753.6k users by 2029.
  • User penetration is set to be 23.1% in 2024 and is projected to increase to 26.8% by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • Jamaica's gaming media market is experiencing a surge in local game development, reflecting a growing interest in culturally relevant content.

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

 
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Analyst Opinion

The Games market in Jamaica has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in the Games market in Jamaica have shifted towards digital and mobile gaming.

With the increasing availability of smartphones and affordable internet access, more Jamaicans are turning to mobile gaming as a form of entertainment. This shift in preferences is also influenced by the global trend of mobile gaming becoming more popular worldwide. Trends in the market show a rise in the popularity of online multiplayer games in Jamaica.

These games allow players to connect and compete with others from around the world, providing a social and interactive gaming experience. This trend is in line with the global rise of online multiplayer gaming, as people seek out ways to connect with others virtually. Local special circumstances in Jamaica have contributed to the growth of the Games market.

The country has a young population, with a high percentage of individuals under the age of 30. This demographic is more likely to engage in gaming and embrace new technologies. Additionally, the Jamaican government has been supportive of the technology sector, providing incentives and creating an environment conducive to the growth of the Games market.

Underlying macroeconomic factors also play a role in the development of the Games market in Jamaica. The country has experienced steady economic growth in recent years, leading to an increase in disposable income. This has allowed more Jamaicans to afford gaming devices and invest in the latest gaming technologies.

Furthermore, the growing middle class in Jamaica has contributed to the expansion of the market, as these individuals have more purchasing power to spend on leisure activities such as gaming. In conclusion, the Games market in Jamaica is experiencing growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards mobile and online multiplayer gaming, combined with the young population and supportive government policies, has created a favorable environment for the development of the market.

With the continued growth of the Jamaican economy and the increasing popularity of gaming worldwide, the Games market in Jamaica is expected to continue its upward trajectory.

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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