Mobile Games - Northern Europe

  • Northern Europe
  • In Northern Europe, revenue in the Mobile Games market market is projected to reach US$0.88bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.68%, resulting in a projected market volume of US$1.16bn by 2029.
  • In this market, the number of users in Northern Europe is expected to amount to 9.7m users by 2029.
  • User penetration will be 24.1% in 2024 and is anticipated to increase to 28.3% by 2029.
  • In a global context, most revenue will be generated United States, which is projected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Northern Europe is projected to amount to US$108.00 in 2024.
  • In Northern Europe, the mobile games market is increasingly prioritizing user engagement through innovative storytelling and immersive experiences tailored for local audiences.

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

 
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Analyst Opinion

The Mobile Games market in Northern Europe has seen significant growth and development in recent years.

Customer preferences:
Customers in Northern Europe have shown a strong preference for mobile games, with a high adoption rate of smartphones and tablets. The convenience and portability of mobile devices have made them the preferred platform for gaming on the go. Additionally, the region has a tech-savvy population that is open to trying new games and exploring different genres.

Trends in the market:
One major trend in the Mobile Games market in Northern Europe is the rise of casual and hyper-casual games. These games are easy to pick up and play, making them popular among a wide range of players. They often feature simple mechanics and short gameplay sessions, which align with the fast-paced lifestyle of Northern Europeans. This trend is driven by the demand for quick entertainment during commutes or short breaks. Another trend is the increasing popularity of multiplayer and social games. Northern Europeans enjoy connecting with friends and family through gaming, and multiplayer games provide a platform for social interaction. This trend is further fueled by the advancements in mobile technology, which allow for seamless multiplayer experiences.

Local special circumstances:
Northern Europe has a strong gaming culture, with a long history of video game development and a vibrant indie game scene. This has created a supportive environment for local game developers, who are able to create unique and innovative games that cater to the preferences of the local market. The region also benefits from a high level of internet connectivity and infrastructure, which enables smooth gameplay experiences.

Underlying macroeconomic factors:
The strong economies in Northern Europe have contributed to the growth of the Mobile Games market. The region has a high disposable income and a well-developed digital infrastructure, which allows for easy access to mobile games. Additionally, the relatively high cost of living in the region has led to an increase in at-home entertainment, with mobile games being a popular choice for affordable and accessible entertainment. In conclusion, the Mobile Games market in Northern Europe is thriving due to customer preferences for mobile gaming, the rise of casual and social games, the supportive local gaming culture, and the strong macroeconomic factors in the region. This market is expected to continue growing as technology advances and more innovative games are introduced to meet the demands of the Northern European audience.

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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