Mobile Games - Bangladesh

  • Bangladesh
  • In 2024, revenue in the Mobile Games market market in Bangladesh is forecasted to reach US$548.70m.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 10.18%, leading to an estimated market volume of US$890.90m by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 45.9m users.
  • User penetration is projected to be 19.2% in 2024 and is set to increase to 25.1% by 2029.
  • When compared globally, in China is expected to generate the highest revenue, amounting to US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market is forecasted to be US$16.34 in 2024.
  • Bangladesh's mobile game market is rapidly expanding, driven by the growing smartphone penetration and increasing demand for interactive entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Bangladesh has witnessed significant growth in recent years, driven by changing customer preferences, technological advancements, and local special circumstances.

Customer preferences:
Bangladesh has a young and tech-savvy population, with a growing number of smartphone users. This demographic is increasingly turning to mobile games as a form of entertainment and relaxation. The convenience and accessibility of mobile gaming, combined with a wide variety of game genres and options, have made it a popular choice among consumers. Additionally, the affordability of smartphones and mobile data plans has made mobile gaming more accessible to a larger segment of the population.

Trends in the market:
One of the key trends in the Bangladeshi mobile games market is the rise of multiplayer and social gaming. Consumers are seeking interactive and engaging experiences that allow them to connect with friends and compete against other players. This trend is driven by the increasing availability of high-speed internet connectivity and the growing popularity of social media platforms. Mobile games that offer multiplayer features and social integration are gaining traction in the market. Another trend is the increasing popularity of casual and hyper-casual games. These types of games are easy to learn, require minimal time commitment, and can be played in short bursts. They appeal to a wide range of players, including both casual gamers and those who are new to gaming. The simplicity and addictive nature of casual and hyper-casual games have contributed to their popularity in the Bangladeshi market.

Local special circumstances:
Bangladesh has a large population with limited access to traditional forms of entertainment such as movie theaters and amusement parks. Mobile games provide a convenient and affordable alternative for entertainment, making them particularly appealing to consumers in the country. Additionally, the lack of local game development studios has created a demand for international mobile games, which are often localized to cater to the preferences and cultural nuances of the Bangladeshi market.

Underlying macroeconomic factors:
The growing middle class in Bangladesh, coupled with increasing disposable incomes, has contributed to the growth of the mobile games market. As more people have the financial means to purchase smartphones and mobile data plans, the demand for mobile games has increased. Additionally, the government's focus on digitalization and the development of the information technology sector has created a favorable environment for the growth of the mobile games market. In conclusion, the Mobile Games market in Bangladesh is experiencing significant growth due to changing customer preferences, the rise of multiplayer and social gaming, the popularity of casual and hyper-casual games, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it presents opportunities for both local and international game developers to cater to the growing demand for mobile games in the country.

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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