Mobile Games - BRICS

  • BRICS
  • Revenue in the Mobile Games market market in BRICS is projected to reach US$32.93bn in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 5.37%, which will result in a projected market volume of US$40.60bn by 2029.
  • The number of users in the Mobile Games market market withBRICS is expected to amount to 1.1bn users by 2029.
  • User penetration will be 29.2% in 2025 and is anticipated to rise to 32.5% by 2029.
  • In a global context, the majority of revenue will be generated United States, with an expected revenue of US$36,640.00m in 2025.
  • The average revenue per user (ARPU) in the Mobile Games market market in BRICS is projected to be US$34.00 in 2025.
  • In Brazil, the mobile games market is witnessing a surge in user engagement, fueled by the increasing popularity of multiplayer gaming experiences among younger audiences.

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

 
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Analyst Opinion

The Mobile Games market in BRICS countries is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to the expansion of the industry.

Customer preferences:
Mobile games have become increasingly popular among consumers in BRICS countries. The convenience and accessibility of playing games on smartphones have led to a surge in demand. Customers appreciate the ability to play games anytime and anywhere, making mobile gaming a preferred form of entertainment. Additionally, the availability of a wide range of game genres and options caters to the diverse preferences of customers in BRICS countries.

Trends in the market:
One of the notable trends in the Mobile Games market in BRICS countries is the rise of multiplayer and social gaming. Players in these countries enjoy interacting with friends and other gamers while playing mobile games. This trend has led to the development of games that incorporate social features, such as multiplayer modes and in-game chat functions. The competitive nature of multiplayer gaming appeals to customers in BRICS countries, driving the growth of this segment. Another trend in the market is the increasing popularity of in-app purchases. Customers are willing to spend money on virtual goods, upgrades, and additional features within mobile games. This trend has created a lucrative revenue stream for game developers and publishers, incentivizing them to create engaging and addictive games that encourage in-app purchases. The freemium model, where games are initially free to download but offer in-app purchases, has gained traction in BRICS countries.

Local special circumstances:
BRICS countries have unique local circumstances that contribute to the growth of the Mobile Games market. For example, Brazil has a large population of young and tech-savvy individuals who are avid gamers. This demographic factor, combined with the country's growing middle class and increasing smartphone penetration, creates a favorable environment for the mobile gaming industry. In Russia, the popularity of mobile games is driven by the country's vast territory and long commuting times. Mobile gaming provides entertainment during long journeys and serves as a form of escapism for commuters. Additionally, the Russian market has a strong preference for multiplayer games, fostering a vibrant gaming community.

Underlying macroeconomic factors:
The growth of the Mobile Games market in BRICS countries is also influenced by underlying macroeconomic factors. Economic growth and rising disposable incomes in these countries have increased consumer spending on leisure activities, including mobile games. As more people can afford smartphones and mobile data plans, the potential customer base for mobile games expands. Furthermore, improvements in internet infrastructure and the availability of affordable smartphones have facilitated the widespread adoption of mobile gaming in BRICS countries. Increased internet connectivity and access to smartphones have made it easier for individuals to download and play mobile games, contributing to the market's growth. In conclusion, the Mobile Games market in BRICS countries is thriving due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The convenience of mobile gaming, the popularity of multiplayer and social gaming, the rise of in-app purchases, and the unique characteristics of each country all contribute to the growth and development of the industry in BRICS.

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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