Mobile Games - Guyana

  • Guyana
  • In Guyana, the revenue in the Mobile Games market market is projected to reach US$2.79m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.98%, leading to a projected market volume of US$4.49m by 2029.
  • Within the Mobile Games market market in Guyana, the number of users is anticipated to amount to 116.7k users by 2029.
  • User penetration in Guyana will be 11.1% in 2024 and is expected to increase to 13.8% by 2029.
  • In a global context, the majority of revenue will be generated United States, with figures reaching US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Guyana is projected to amount to US$30.49 in 2024.
  • Guyana's burgeoning mobile games market reflects a growing youth demographic increasingly engaged in digital entertainment as internet accessibility improves.

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

 
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Analyst Opinion

The Mobile Games market in Guyana has been experiencing significant growth in recent years. Customer preferences for mobile gaming have shifted towards more immersive and interactive experiences, leading to increased demand for mobile games in the country. Additionally, local special circumstances and underlying macroeconomic factors have contributed to the development of the Mobile Games market in Guyana.

Customer preferences:
Customers in Guyana have shown a strong preference for mobile gaming, with a growing number of individuals using smartphones and tablets as their primary gaming devices. The convenience and portability of mobile devices have made them popular choices for gaming on the go. Furthermore, customers in Guyana have shown a preference for mobile games that offer engaging gameplay, high-quality graphics, and multiplayer features. This has resulted in a surge in demand for mobile games that provide immersive and interactive experiences.

Trends in the market:
One of the key trends in the Mobile Games market in Guyana is the rise of casual gaming. Casual games, such as puzzle games and arcade-style games, have gained popularity among customers due to their simple gameplay mechanics and easy accessibility. These games are often free to download and play, with revenue generated through in-app purchases and advertisements. The popularity of casual gaming in Guyana can be attributed to its appeal to a wide range of age groups and the ability to play in short bursts of time. Another trend in the Mobile Games market in Guyana is the increasing popularity of multiplayer games. Customers are seeking social interactions and competitive experiences through mobile gaming, leading to a rise in multiplayer games. These games allow players to connect with friends or compete against other players online, enhancing the overall gaming experience. The demand for multiplayer games in Guyana is driven by the desire for social engagement and the opportunity to showcase gaming skills.

Local special circumstances:
Guyana's relatively small population and limited access to traditional gaming platforms, such as consoles and PCs, have contributed to the growth of the Mobile Games market. Mobile devices have become the primary gaming platform for many individuals in Guyana, providing an accessible and affordable option for gaming. Additionally, the availability of affordable mobile data plans and the expansion of internet connectivity have further facilitated the adoption of mobile gaming in the country.

Underlying macroeconomic factors:
The economic growth and increasing disposable income in Guyana have played a significant role in the development of the Mobile Games market. As the economy expands, more individuals have the financial means to purchase smartphones and tablets, driving the demand for mobile games. Furthermore, the growing middle class in Guyana has led to an increase in consumer spending on entertainment and leisure activities, including mobile gaming. In conclusion, the Mobile Games market in Guyana is experiencing growth due to customer preferences for immersive and interactive gaming experiences, the rise of casual and multiplayer games, local special circumstances such as limited access to traditional gaming platforms, and underlying macroeconomic factors such as economic growth and increasing disposable income. As the market continues to evolve, it is expected that the demand for mobile games in Guyana will continue to increase, presenting opportunities for both local and international game developers.

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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