Mobile Games - Argentina

  • Argentina
  • Revenue in Argentina's Mobile Games market market is forecasted to reach US$37.49m in 2024.
  • This is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.60%, leading to a projected market volume of US$49.23m by 2029.
  • The number of users in the Mobile Games market market is anticipated to reach 15.0m users by 2029.
  • User penetration is set to be 27.7% in 2024, with expectations to increase to 31.6% by 2029.
  • When compared globally, the majority of revenue will originate from in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in Argentina's Mobile Games market market is projected to be US$2.94 in 2024.
  • The mobile games market in Argentina is experiencing a surge in user engagement and revenue growth, showcasing a promising future for developers in the country.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Argentina has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing interest in gaming among consumers.

Customer preferences:
Argentinian consumers have shown a strong preference for mobile games, with a significant portion of the population owning smartphones. The convenience and portability of mobile devices have made it easier for people to access and play games on the go. Additionally, the younger demographic in Argentina, who are more tech-savvy and have grown up with mobile devices, are particularly drawn to mobile gaming.

Trends in the market:
One of the key trends in the Mobile Games market in Argentina is the rise of multiplayer and social gaming. Argentinian gamers enjoy connecting with friends and competing against others in real-time, making multiplayer games a popular choice. The social aspect of gaming allows users to interact and form communities, enhancing their overall gaming experience. Another trend in the market is the increasing popularity of free-to-play games with in-app purchases. This business model allows users to download and play games for free, but offers optional in-game purchases to enhance gameplay or unlock additional features. This model has proven to be successful in Argentina, as it provides a low entry barrier for gamers while still generating revenue for game developers.

Local special circumstances:
Argentina has a vibrant gaming culture, with a number of local game developers creating unique and innovative mobile games. These developers often incorporate elements of Argentine culture and history into their games, appealing to the local market. Additionally, the availability of local payment options, such as prepaid cards and mobile wallets, has made it easier for Argentinian gamers to make in-app purchases.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Argentina can also be attributed to the country's improving economic conditions. As the economy stabilizes and disposable incomes increase, consumers have more spending power to invest in entertainment and leisure activities, including mobile gaming. Furthermore, the increasing penetration of smartphones and improving internet connectivity across the country have made mobile gaming more accessible to a larger portion of the population. In conclusion, the Mobile Games market in Argentina is experiencing significant growth due to the preferences of Argentinian consumers for mobile gaming, the rise of multiplayer and social gaming, the popularity of free-to-play games with in-app purchases, the presence of local game developers, and improving macroeconomic conditions. As these trends continue to evolve, the Mobile Games market in Argentina is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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