Mobile Games - Malta

  • Malta
  • The revenue in the Mobile Games market market in Malta is forecasted to reach US$5.46m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.06%, leading to a projected market volume of US$7.68m by 2029.
  • By 2029, the number of users in the Mobile Games market market in Malta is expected to reach 77.5k users.
  • The user penetration rate is projected to be 12.2% in 2024 and is anticipated to increase to 14.3% by 2029.
  • When compared globally, the highest revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in Malta is projected to be US$83.19 in 2024.
  • Malta's mobile games market is thriving, with a surge in local developers creating innovative and culturally relevant gaming experiences for global audiences.

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

 
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Analyst Opinion

The Mobile Games market in Malta is experiencing significant growth and development. Customer preferences are shifting towards mobile gaming, leading to an increase in the demand for mobile games. This trend is driven by several factors, including advancements in technology, changing consumer behavior, and the availability of high-quality mobile games.

Customer preferences:
In Malta, as in many other countries, customer preferences are shifting towards mobile gaming. This is due to the convenience and accessibility of mobile devices, as well as the increasing quality and variety of mobile games available. Mobile games offer a portable and immersive gaming experience, allowing users to play games anytime and anywhere. Additionally, the social aspect of mobile gaming, such as multiplayer options and online leaderboards, further enhances the appeal of these games.

Trends in the market:
One of the key trends in the Mobile Games market in Malta is the rise of casual gaming. Casual games, which are easy to learn and can be played in short bursts, have become increasingly popular among mobile gamers. This trend is driven by the growing number of casual gamers who are looking for quick and entertaining gaming experiences. As a result, game developers are focusing on creating casual games that are visually appealing, easy to play, and offer addictive gameplay. Another trend in the market is the increasing popularity of in-app purchases and freemium models. In-app purchases allow players to buy virtual items or unlock additional content within a game, while freemium models offer games for free with the option to purchase additional features or remove ads. These monetization strategies have proven to be successful in the Mobile Games market, as they provide developers with a steady stream of revenue and allow players to customize their gaming experience.

Local special circumstances:
Malta has a strong gaming industry, with a number of local game developers and studios. This has contributed to the growth of the Mobile Games market in the country, as these developers create games that cater to the preferences and interests of the local population. Additionally, Malta's favorable business environment and supportive government policies have attracted foreign game developers to establish their presence in the country, further boosting the growth of the market.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Malta is also influenced by underlying macroeconomic factors. The country has a high smartphone penetration rate, with a large percentage of the population owning and using smartphones. This provides a strong foundation for the growth of the mobile gaming industry. Additionally, Malta has a strong tourism industry, attracting visitors from around the world. These tourists often engage in mobile gaming during their stay, further driving the demand for mobile games in the country. In conclusion, the Mobile Games market in Malta is experiencing significant growth and development. Customer preferences are shifting towards mobile gaming, driven by advancements in technology, changing consumer behavior, and the availability of high-quality mobile games. The rise of casual gaming, the popularity of in-app purchases and freemium models, and the presence of a strong gaming industry and favorable business environment are all contributing to the growth of the market. Additionally, underlying macroeconomic factors such as high smartphone penetration and a thriving tourism industry are further fueling the demand for mobile games in Malta.

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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