Mobile Games - Costa Rica

  • Costa Rica
  • Revenue in the Mobile Games market market in Costa Rica is forecasted to reach US$35.03m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.38%, leading to a projected market volume of US$50.02m by 2029.
  • By 2029, the number of users in the Mobile Games market market in Costa Rica is expected to reach 1.1m users.
  • User penetration is predicted to be 17.9% in 2024 and is projected to increase to 20.6% by 2029.
  • When compared globally, in China is expected to generate the most 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 in Costa Rica is forecasted to be US$37.30 in 2024.
  • Costa Rica's mobile games market is rapidly expanding, driven by increasing smartphone penetration and a growing demand for interactive entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Costa Rica is experiencing significant growth and development.

Customer preferences:
Costa Rican consumers have shown a strong preference for mobile gaming, as it provides a convenient and accessible form of entertainment. The popularity of smartphones and tablets has contributed to the growth of the mobile gaming market, as these devices offer a portable gaming experience. Additionally, the increasing availability of high-speed internet and the rise of social media platforms have allowed for greater connectivity and multiplayer gaming experiences, further driving the demand for mobile games.

Trends in the market:
One of the key trends in the Costa Rican mobile games market is the increasing popularity of casual and hyper-casual games. These types of games are easy to pick up and play, making them appealing to a wide audience. The simplicity and quick gameplay of these games align with the preferences of busy consumers who are looking for short bursts of entertainment during their daily routines. As a result, developers are focusing on creating more casual and hyper-casual games to cater to this demand. Another trend in the market is the growing presence of localized content. Developers are recognizing the importance of catering to the specific cultural preferences and interests of Costa Rican players. By incorporating local themes, characters, and references, developers can create a more immersive and relatable gaming experience. This localization strategy not only enhances the engagement of players but also helps in building a loyal user base.

Local special circumstances:
Costa Rica's strong tourism industry has also contributed to the growth of the mobile games market. With a large number of tourists visiting the country each year, there is a demand for mobile games that showcase the unique attractions and experiences of Costa Rica. Game developers have the opportunity to create games that highlight the country's natural beauty, wildlife, and adventure activities, attracting both tourists and locals alike.

Underlying macroeconomic factors:
Costa Rica's stable economy and increasing disposable income have played a role in the growth of the mobile games market. As more people have access to smartphones and internet connectivity, they are able to spend on entertainment options such as mobile games. The country's growing middle class and the expansion of digital payment systems have also made it easier for consumers to make in-app purchases, further driving revenue in the mobile games market. In conclusion, the Mobile Games market in Costa Rica is thriving due to the preferences of consumers for convenient and accessible entertainment options. The increasing popularity of casual and hyper-casual games, the focus on localized content, and the influence of Costa Rica's tourism industry are all contributing to the growth of the market. Additionally, the country's stable economy and rising disposable income are creating a favorable environment for the mobile games industry to flourish.

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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