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 Denmark is experiencing moderate growth, influenced by factors such as the rising popularity of smartphones, increasing engagement in interactive entertainment, and the development of innovative gaming experiences tailored to local preferences.
Customer preferences: In Denmark, consumers are gravitating towards mobile games that emphasize social interaction and community engagement, reflecting a cultural preference for collaboration and connection. The increasing popularity of multiplayer games and social gaming platforms indicates a shift towards experiences that foster relationships. Additionally, younger demographics are favoring games with strong narratives and local themes, while older players are drawn to casual gaming that offers relaxation and escapism. This evolving landscape underscores a growing desire for diverse gaming experiences that align with lifestyle and social dynamics.
Trends in the market: In Denmark, the mobile games market is experiencing a surge in demand for games that prioritize social interaction and community engagement, reflecting a cultural shift towards collaborative experiences. The rise of multiplayer and social gaming platforms signifies a preference for games that foster connections among players. Concurrently, younger audiences are increasingly drawn to titles with compelling narratives and local cultural themes, while older demographics gravitate towards casual gaming for relaxation. This evolving landscape highlights the industry's need to innovate and diversify offerings, ensuring they resonate with varying lifestyle preferences and social dynamics among consumers.
Local special circumstances: In Denmark, the mobile games market is thriving, influenced by a strong emphasis on social connectivity and cooperative play, rooted in the country's cultural values of community and collaboration. The high level of digital literacy and smartphone penetration among Danes fosters an environment where innovative game designs can flourish. Additionally, regulatory support for digital content encourages local developers to create games that reflect Danish culture and narratives. This unique blend of social dynamics and regulatory frameworks shapes a vibrant gaming ecosystem that distinguishes Denmark from other markets.
Underlying macroeconomic factors: The Mobile Games Market in Denmark is significantly influenced by macroeconomic factors such as robust national economic health, high disposable incomes, and favorable fiscal policies that promote digital innovation. The Danish government’s investment in technology and education enhances the digital landscape, fostering a skilled workforce adept in game development. Additionally, global trends towards mobile connectivity and increased consumer spending on digital entertainment further stimulate the market. Denmark's strong focus on sustainability also encourages the creation of eco-friendly gaming solutions, aligning with consumer preferences and enhancing market appeal.
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