Mobile Games - Belgium

  • Belgium
  • In Belgium, revenue in the Mobile Games market market is projected to reach US$230.30m in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.55%, resulting in a projected market volume of US$301.70m by 2029.
  • By 2029, the number of users in the Mobile Games market market in Belgium is expected to amount to 3.5m users.
  • User penetration in Belgium will be 24.7% in 2024 and is anticipated to increase to 29.5% by 2029.
  • In a global context, the majority of revenue will be generated United States, where it is expected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Belgium's Mobile Games market market is projected to amount to US$79.63 in 2024.
  • In Belgium, the mobile games market is increasingly prioritizing local cultural themes and narratives to enhance user engagement and retention.

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

 
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Analyst Opinion

The Mobile Games market in Belgium has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment on-the-go.

Customer preferences:
Belgian consumers have shown a strong preference for mobile games, with a growing number of people spending their leisure time playing games on their smartphones. This can be attributed to the convenience and accessibility of mobile gaming, as well as the wide variety of games available on app stores. Additionally, the younger demographic in Belgium, who are more tech-savvy and accustomed to using smartphones, are particularly drawn to mobile games.

Trends in the market:
One of the key trends in the Mobile Games market in Belgium is the rise of casual games. Casual games are simple, easy-to-play games that can be enjoyed in short bursts of time. These games appeal to a wide range of players, including both casual gamers and those who are new to gaming. The popularity of casual games can be attributed to their simplicity, accessibility, and the fact that they can be played without a significant time commitment. Another trend in the market is the increasing popularity of multiplayer and social gaming. Belgian gamers are increasingly seeking out games that allow them to interact and compete with friends and other players. This trend is driven by the desire for social connection and the enjoyment of playing games together. Multiplayer mobile games provide a platform for players to connect and compete with each other, enhancing the overall gaming experience.

Local special circumstances:
Belgium has a strong gaming culture, with a number of successful game development studios and a vibrant gaming community. This has contributed to the growth of the Mobile Games market in the country, as local developers create games that resonate with Belgian players. Additionally, Belgium has a high smartphone penetration rate, with a large portion of the population owning smartphones. This widespread smartphone adoption provides a fertile market for mobile games.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Belgium is also influenced by underlying macroeconomic factors. The country has a stable and prosperous economy, which has contributed to the purchasing power of consumers. As a result, more people are able to afford smartphones and spend money on mobile games. Furthermore, the increasing availability of high-speed internet and the expansion of mobile networks have made it easier for people to download and play mobile games. In conclusion, the Mobile Games market in Belgium is experiencing significant growth, driven by customer preferences for convenience and entertainment on-the-go. The rise of casual games and the popularity of multiplayer and social gaming are key trends in the market. The strong gaming culture and high smartphone penetration rate in Belgium, along with the underlying macroeconomic factors, contribute to the growth of the Mobile Games market 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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