Mobile Games - Central & Western Europe

  • Central & Western Europe
  • Revenue in the Mobile Games market market in Central & Western Europe is forecasted to reach US$5.30bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.17%, leading to an estimated market volume of US$7.15bn by 2029.
  • The number of users in the Mobile Games market market is projected to reach 102.3m users by 2029.
  • User penetration is set to be 26.0% in 2024 and is projected to increase to 30.5% by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$34,660.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in the Mobile Games market market is forecasted to be US$60.80 in 2024.
  • Mobile games in Central & Western Europe are increasingly leveraging local cultural references to enhance user engagement and drive in-game purchases.

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

 
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Analyst Opinion

The Mobile Games market in Central & Western Europe is experiencing significant growth and development.

Customer preferences:
Customers in Central & Western Europe have shown a strong preference for mobile games, with a growing number of people using smartphones and tablets as their primary gaming devices. The convenience and portability of mobile devices, coupled with the wide variety of game genres and titles available, have made mobile gaming a popular choice among consumers in the region. Additionally, the rise of social gaming and multiplayer features has further enhanced the appeal of mobile games, allowing users to connect and compete with friends and other players from around the world.

Trends in the market:
One of the key trends in the Mobile Games market in Central & Western Europe is the increasing popularity of in-app purchases. This monetization model allows game developers to offer their games for free, while generating revenue through the sale of virtual goods, upgrades, or additional content within the game. This trend has been driven by the willingness of consumers to spend money on enhancing their gaming experience, as well as the success of games that have implemented this model effectively. Another trend in the market is the growing dominance of casual and hyper-casual games. These games are characterized by their simple gameplay mechanics, quick sessions, and easy-to-learn controls, making them accessible to a wide range of players. The popularity of these games can be attributed to their ability to cater to the busy lifestyles of consumers in Central & Western Europe, who are often looking for short and entertaining gaming experiences that can be enjoyed on the go.

Local special circumstances:
Central & Western Europe is home to a diverse range of cultures, languages, and gaming preferences. This diversity has led to the development of a vibrant and varied mobile games market, with a wide range of genres and themes catering to different tastes and preferences. Additionally, the region has a strong tradition of video game development, with several prominent game studios and developers based in countries such as Germany, France, and the United Kingdom. This local expertise and talent pool have contributed to the growth and success of the mobile games market in the region.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Central & Western Europe can also be attributed to underlying macroeconomic factors. The region has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed more people to afford smartphones and tablets, which in turn has fueled the demand for mobile games. Additionally, the widespread availability of high-speed internet and the development of advanced mobile networks have made it easier for consumers to download and play mobile games, further driving market growth.

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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