Mobile Games - Nordics

  • Nordics
  • Revenue in the Mobile Games market is projected to reach US$0.60bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.92%, resulting in a projected market volume of US$0.80bn 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 Nordics has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment on-the-go. Customer preferences in the Nordics are shifting towards mobile gaming as it provides a convenient and immersive gaming experience.

With the advancements in technology, smartphones have become more powerful, allowing for high-quality graphics and smooth gameplay. This has attracted a wide range of customers, from casual gamers to hardcore gamers, who are looking for engaging and interactive gaming experiences. One of the key trends in the Mobile Games market in Nordics is the rise of multiplayer and social gaming.

Players are increasingly seeking opportunities to connect and compete with friends and other players online. This has led to the development of multiplayer games that allow for real-time interaction and collaboration. Additionally, social features such as leaderboards, achievements, and in-game chat have become integral parts of many mobile games, enhancing the social aspect of gaming.

Another trend in the market is the growing popularity of free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-app purchases for additional content or virtual goods. This has proven to be a successful strategy for game developers, as it allows them to reach a larger audience and generate revenue through microtransactions.

In-app purchases have become a significant source of revenue for mobile game developers in the Nordics. Local special circumstances in the Nordics have also contributed to the growth of the Mobile Games market. The region has a high smartphone penetration rate and a tech-savvy population, making it an ideal market for mobile gaming.

Furthermore, the Nordics have a strong gaming culture and a history of producing successful game developers, which has fostered a supportive ecosystem for the industry. Underlying macroeconomic factors, such as the strong economy and high disposable income in the Nordics, have also played a role in the growth of the Mobile Games market. With more disposable income, consumers in the region are willing to spend on entertainment, including mobile games.

Additionally, the Nordics have a high level of digital infrastructure and internet connectivity, making it easier for consumers to access and download mobile games. In conclusion, the Mobile Games market in Nordics is experiencing significant growth due to customer preferences for mobile gaming, the rise of multiplayer and social gaming, the popularity of free-to-play games with in-app purchases, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, game developers and publishers in the Nordics have the opportunity to capitalize on these trends and cater to the growing demand for mobile games.

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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