Mobile Games - Peru

  • Peru
  • In Peru, the revenue in the Mobile Games market market is forecasted to reach US$62.34m in 2024.
  • This is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.85%, leading to a projected market volume of US$86.81m by 2029.
  • The number of users in the Mobile Games market market is anticipated to reach 14.7m users by 2029.
  • User penetration is set to be 34.1% in 2024 and is projected to increase to 40.5% by 2029.
  • When compared globally, in China is poised to generate the highest revenue, reaching US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market is forecasted to be US$5.27 in 2024.
  • Peru's mobile games market is experiencing rapid growth, driven by increased smartphone penetration and a growing young population's demand for entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Peru has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Peruvian consumers have shown a growing interest in mobile gaming, with an increasing number of people turning to their smartphones and tablets for entertainment. This shift in consumer behavior can be attributed to several factors. Firstly, the convenience and portability of mobile devices allow users to play games anytime and anywhere, making it a popular choice for those with busy lifestyles. Additionally, the wide variety of mobile games available on app stores caters to different interests and preferences, appealing to a diverse range of consumers.

Trends in the market:
One of the key trends in the mobile games market in Peru is the rise of casual gaming. Casual games, which are easy to learn and play, have gained popularity among a wide audience, including both hardcore gamers and casual players. This trend can be attributed to the accessibility and simplicity of these games, which appeal to users of all ages and gaming experience levels. Furthermore, the social aspect of mobile gaming, such as multiplayer options and online leaderboards, has contributed to the growing popularity of casual gaming in Peru. Another trend in the market is the increasing monetization of mobile games through in-app purchases and advertisements. Developers have found innovative ways to generate revenue from their games, offering virtual items, upgrades, and additional content for purchase within the game. This freemium model, where the game is initially free to download but offers optional in-app purchases, has proven to be successful in Peru. Additionally, advertisements within mobile games have become a common source of revenue, as developers partner with brands to display ads to players.

Local special circumstances:
Peru's growing middle class and increasing smartphone penetration rate have played a significant role in the development of the mobile games market. As more Peruvians gain access to smartphones and affordable data plans, the potential customer base for mobile games expands. This has created a favorable environment for developers and publishers to enter the market and cater to the growing demand for mobile gaming experiences.

Underlying macroeconomic factors:
The overall economic growth and stability in Peru have contributed to the expansion of the mobile games market. A thriving economy provides consumers with disposable income to spend on entertainment, including mobile games. Additionally, the increasing internet connectivity and infrastructure development in Peru have made it easier for users to download and play mobile games. As these macroeconomic factors continue to improve, the mobile games market in Peru is expected to witness further growth in the coming years. In conclusion, the Mobile Games market in Peru is experiencing growth due to changing customer preferences, such as a shift towards casual gaming and the monetization of mobile games. Local special circumstances, including the expanding middle class and increasing smartphone penetration rate, have created a favorable environment for the market's development. Furthermore, underlying macroeconomic factors, such as economic growth and improved internet connectivity, have contributed to the market's expansion.

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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