Mobile Games - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Mobile Games market market is projected to reach US$200.50m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.90%, leading to a projected market volume of US$267.10m by 2029.
  • Furthermore, in the Mobile Games market market withNew_Zealand, the number of users is anticipated to reach 1.7m users by 2029.
  • User penetration in New Zealand will be 26.7% in 2024 and is expected to increase to 30.7% by 2029.
  • In a global context, the highest revenue will be generated United States, with an expected amount of US$34,300.00m in 2024.
  • Additionally, the average revenue per user (ARPU) in the Mobile Games market market in New Zealand is projected to be US$142.50 in 2024.
  • New Zealand's mobile gaming market is experiencing significant growth, driven by increasing smartphone penetration and a burgeoning interest in interactive entertainment among younger demographics.

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

 
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Analyst Opinion

The Mobile Games market in New Zealand has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing digitalization of entertainment.

Customer preferences:
New Zealanders have shown a strong preference for mobile gaming, with a large portion of the population owning smartphones and actively engaging in gaming activities. The convenience and portability of mobile games have made them a preferred choice for entertainment, especially among younger demographics. Additionally, the availability of a wide range of game genres and the ability to play with friends online have further contributed to the popularity of mobile gaming in the country.

Trends in the market:
One of the key trends in the mobile games market in New Zealand is the rise of casual and hyper-casual games. These games are easy to learn, require minimal time commitment, and often have simple gameplay mechanics. They appeal to a wide audience, including both hardcore gamers and casual players, and have become a dominant genre in the mobile gaming industry. The popularity of casual and hyper-casual games can be attributed to their accessibility and the ability to play them in short bursts, making them ideal for on-the-go entertainment. Another trend in the market is the increasing adoption of in-app purchases and freemium models. Developers have recognized the potential for monetization through in-app purchases, where players can buy virtual items or unlock additional content within the game. This model allows developers to offer the game for free, attracting a larger player base, and then generate revenue through in-app purchases. The freemium model, which offers a basic version of the game for free and charges for premium features or content, has also gained popularity in New Zealand. These monetization strategies have proven to be successful in generating revenue for developers while keeping the barrier to entry low for players.

Local special circumstances:
New Zealand's relatively small population size and geographic isolation present unique challenges and opportunities for the mobile games market. With a smaller market compared to larger countries, developers need to tailor their games to the preferences and interests of the local population. This has led to the emergence of games that incorporate local themes, cultural references, and characters that resonate with New Zealanders. By catering to the local market, developers can create a more engaging and relatable gaming experience, attracting a loyal player base.

Underlying macroeconomic factors:
New Zealand's strong economy and high smartphone penetration rate have contributed to the growth of the mobile games market. The country has a high level of disposable income, allowing consumers to spend on entertainment, including mobile games. Additionally, the widespread availability of affordable smartphones and the expansion of mobile network coverage have made mobile gaming accessible to a larger portion of the population. The combination of these factors has created a favorable environment for the growth of the mobile games market in New Zealand. In conclusion, the mobile games market in New Zealand is experiencing significant growth, driven by customer preferences for mobile gaming, the rise of casual and hyper-casual games, the adoption of in-app purchases and freemium models, local special circumstances, and underlying macroeconomic factors. As smartphone usage continues to increase and technology advances, the mobile games market in New Zealand is expected to further expand and evolve 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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