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Games - Malta

Malta
  • In Malta, revenue in the Games market is projected to reach US$33.20m in 2024.
  • Revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.30%, leading to a projected market volume of US$45.07m by 2029.
  • In a global context, the majority of revenue will be generated United States with a figure of US$128.10bn in 2024.
  • Within the Games market in Malta, the number of users is anticipated to reach 119.7k users by 2029.
  • User penetration is forecasted to be 20.3% in 2024, increasing to 22.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Malta's Games in the Media market is experiencing a surge in digital gaming platforms, reflecting a growing demand for innovative interactive entertainment.

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 Malta has been experiencing significant growth in recent years, driven by customer preferences and global trends in the industry.

    Customer preferences:
    Maltese consumers have shown a strong preference for video games, both console and mobile games. The convenience and accessibility of mobile gaming has made it particularly popular among younger generations. Additionally, the social aspect of online gaming has also contributed to its popularity, as players can connect and compete with friends and other players from around the world.

    Trends in the market:
    One of the key trends in the Games market in Malta is the rise of esports. Esports tournaments and events have gained a lot of traction in recent years, attracting both local and international players and spectators. This trend is driven by the increasing popularity of competitive gaming and the growing number of professional esports teams and leagues worldwide. Malta has also become a popular destination for esports events, thanks to its modern infrastructure and favorable climate. Another trend in the market is the growing demand for virtual reality (VR) and augmented reality (AR) games. These immersive technologies offer a unique gaming experience, allowing players to interact with virtual environments and characters in a more realistic and engaging way. The increasing availability and affordability of VR and AR devices have contributed to the growth of this segment in the market.

    Local special circumstances:
    One of the factors that has contributed to the growth of the Games market in Malta is the country's favorable business environment. Malta has established itself as a hub for the gaming industry, attracting international companies and investors. The government has implemented policies and regulations that support the growth of the sector, including tax incentives and a streamlined licensing process for gaming companies. Additionally, Malta's strong digital infrastructure and high internet penetration rate have also played a role in the development of the Games market. The country has a reliable and fast internet connection, which is essential for online gaming and multiplayer experiences.

    Underlying macroeconomic factors:
    The growth of the Games market in Malta is also influenced by global macroeconomic factors. The increasing disposable income of consumers, coupled with the growing popularity of gaming as a form of entertainment, has led to higher spending on games and related products. Furthermore, the COVID-19 pandemic has accelerated the growth of the gaming industry, as people turned to video games for entertainment and social interaction during lockdowns and social distancing measures. In conclusion, the Games market in Malta is experiencing significant growth due to customer preferences for video games, global trends in the industry, local special circumstances such as favorable business environment and digital infrastructure, and underlying macroeconomic factors. The rise of esports and the demand for VR and AR games are driving the market forward, while the government's support for the gaming sector has attracted international companies and investors to Malta.

    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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