Mobile Games - Luxembourg

  • Luxembourg
  • In Luxembourg, revenue in the Mobile Games market market is projected to reach US$10.06m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.36%, leading to a projected market volume of US$13.69m by 2029.
  • The number of users in the Mobile Games market market in Luxembourg is anticipated to amount to 136.9k users by 2029.
  • User penetration in Luxembourg will be 17.5% in 2024 and is expected to reach 19.8% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to see US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Luxembourg is projected to amount to US$86.77 in 2024.
  • In Luxembourg, the mobile games market is increasingly influenced by a growing demand for localized content, reflecting the country's diverse linguistic and cultural landscape.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Mobile Games market in Luxembourg has been experiencing significant growth in recent years.

Customer preferences:
Luxembourg, being one of the wealthiest countries in the world, has a population that is highly connected and tech-savvy. The demand for mobile games has been driven by the increasing popularity of smartphones and the convenience they offer. Customers in Luxembourg prefer mobile games that are engaging, visually appealing, and offer multiplayer options. They also value games that are easy to download and play, without requiring a significant time commitment.

Trends in the market:
One of the key trends in the mobile games market in Luxembourg is the rise of casual gaming. Casual games, which are simple and easy to play, have gained popularity among a wide range of age groups. These games are often free to download and play, but offer in-app purchases for additional features or virtual goods. This freemium model has become increasingly popular in Luxembourg, as it allows players to enjoy the game without any upfront cost while still providing opportunities for developers to monetize their products. Another trend in the market is the increasing demand for augmented reality (AR) and virtual reality (VR) games. These technologies have the ability to provide immersive gaming experiences, allowing players to interact with virtual worlds in a more realistic way. The popularity of AR and VR games in Luxembourg can be attributed to the country's high disposable income and willingness to invest in cutting-edge technologies.

Local special circumstances:
Luxembourg's small size and high population density make it an ideal market for mobile games. The country's residents have easy access to high-speed internet and mobile networks, allowing them to play games on their smartphones anytime and anywhere. Furthermore, the multicultural nature of Luxembourg's population creates a diverse gaming community, with players from different backgrounds and interests.

Underlying macroeconomic factors:
Luxembourg's strong economy and high per capita income contribute to the growth of the mobile games market. The country's residents have the financial means to purchase smartphones and spend money on in-app purchases, driving revenue for game developers. Additionally, Luxembourg's favorable business environment and government support for the tech industry attract game developers and encourage innovation in the mobile games sector. In conclusion, the mobile games market in Luxembourg is thriving due to customer preferences for engaging and visually appealing games, the rise of casual gaming, the demand for AR and VR games, the country's small size and high population density, and the underlying macroeconomic factors such as a strong economy and high per capita income. As technology continues to advance and customer preferences evolve, the mobile games market in Luxembourg is expected to continue its growth trajectory.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)