Mobile Games - G7

  • G7
  • Revenue in the Mobile Games market is projected to reach US$41.88bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.98%, resulting in a projected market volume of US$55.98bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to 0.00 in 2024.

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

 
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Analyst Opinion

The Mobile Games market in G7 countries has experienced significant growth in recent years, driven by changing customer preferences and advancements in technology.

Customer preferences:
Customers in G7 countries have shown a strong preference for mobile games due to their convenience and accessibility. The increasing popularity of smartphones and tablets has made it easier for people to play games on the go, leading to a surge in demand for mobile games. Additionally, the availability of a wide variety of game genres and the ability to play with friends and family online has further contributed to the appeal of mobile gaming.

Trends in the market:
One notable trend in the G7 Mobile Games market is the rise of in-app purchases. Many game developers have adopted a freemium model, offering games for free but charging for additional features or virtual items within the game. This has proven to be a successful monetization strategy, as customers are willing to spend money on enhancing their gaming experience. Another trend is the increasing popularity of multiplayer games, where players can compete or collaborate with others online. This has led to the emergence of eSports, with professional players and teams competing in tournaments for substantial prize money.

Local special circumstances:
Each G7 country has its own unique circumstances that influence the Mobile Games market. For example, in the United States, the large and tech-savvy population, coupled with a strong gaming culture, has contributed to the growth of the market. In Japan, mobile gaming is deeply ingrained in the culture, with a significant portion of the population regularly playing mobile games. In Germany, strict regulations regarding online gambling have limited the growth of certain types of mobile games.

Underlying macroeconomic factors:
The growth of the Mobile Games market in G7 countries is also influenced by underlying macroeconomic factors. The strong economies of G7 countries have led to increased disposable income, allowing people to spend more on entertainment, including mobile games. Additionally, the high smartphone penetration rates in these countries have created a large potential customer base for mobile games. Technological advancements, such as the rollout of 5G networks, are also expected to further boost the Mobile Games market by enabling faster and more immersive gaming experiences. Overall, the Mobile Games market in G7 countries is thriving due to changing customer preferences, advancements in technology, and favorable macroeconomic conditions. As the market continues to evolve, it is expected to offer new opportunities for game developers and drive further growth in the coming years.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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