Definition:
The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.
Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Jan 2025
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: Jan 2025
Source: Statista Market Insights
The Mobile Games Market in Canada is experiencing moderate growth, influenced by factors such as the expanding smartphone user base, increasing consumer engagement with gaming, and the popularity of in-app purchases, which enhance user experience and retention.
Customer preferences: In Canada, consumers are gravitating towards mobile games that emphasize social interaction and community engagement, reflecting a desire for connection in an increasingly digital world. This trend is particularly evident among younger demographics, who prefer multiplayer experiences and co-operative gameplay. Additionally, there is a rising interest in games that incorporate diverse cultural narratives and characters, catering to the country's multicultural landscape. Gamers are also favoring titles that promote mental well-being and relaxation, aligning with shifting lifestyle priorities towards self-care and mindfulness.
Trends in the market: In Canada, the Mobile Games Market is experiencing a surge in popularity for socially interactive titles, with consumers increasingly drawn to games that foster community and connection. This trend is particularly pronounced among younger players, who favor multiplayer and cooperative gameplay options. Furthermore, there is a notable shift towards games that celebrate cultural diversity and inclusivity, reflecting Canada’s multicultural identity. Additionally, titles that prioritize mental well-being and relaxation are gaining traction, aligning with a broader societal focus on self-care. These trends hold significant implications for developers and marketers, who must adapt their strategies to engage with evolving consumer preferences and foster a more inclusive gaming environment.
Local special circumstances: In Canada, the Mobile Games Market is shaped by its vast geographical diversity and multicultural population, resulting in a wide array of gaming preferences. The country’s bilingual nature encourages developers to create content in both English and French, catering to a larger audience. Additionally, local regulations promoting inclusivity drive the development of games that reflect diverse cultural narratives. The emphasis on mental health and wellness further influences game design, with many titles incorporating elements that promote relaxation and community-building, resonating strongly with Canadian players.
Underlying macroeconomic factors: The Mobile Games Market in Canada is significantly influenced by macroeconomic factors such as consumer spending trends, technological advancements, and regulatory frameworks. A robust national economy, characterized by steady GDP growth and low unemployment rates, boosts disposable income, enabling consumers to invest in mobile gaming. Additionally, the surge in smartphone penetration and internet access facilitates game distribution and engagement. Favorable fiscal policies, including tax incentives for tech companies, further stimulate innovation in game development. Moreover, global trends toward remote social interaction and immersive experiences, alongside heightened interest in mental wellness, are shaping game design and content, driving market expansion.
Most recent update: Jan 2025
Source: Statista Market Insights
Most recent update: Jan 2025
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Jan 2025
Source: Statista Market Insights
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