Mobile Games - South America

  • South America
  • In South America, the revenue in the Mobile Games market market is forecasted to reach US$0.93bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.43%, leading to a projected market volume of US$1.27bn by 2029.
  • Within the Mobile Games market market, the number of users is projected to reach 149.8m users by 2029.
  • User penetration is expected to be 30.1% in 2024 and is projected to increase to 35.2% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market is estimated to be US$7.50 in 2024.
  • In South America, the mobile games market is rapidly expanding, driven by a growing young population with increasing access to smartphones and mobile data.

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

 
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Analyst Opinion

The Mobile Games market in South America has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences in South America have played a crucial role in the growth of the Mobile Games market. With the increasing popularity of smartphones and the availability of affordable data plans, more people have access to mobile gaming. South American consumers have shown a strong interest in mobile games due to their convenience and entertainment value.

The region's young population, who are tech-savvy and highly engaged with digital content, has been a key driver of this trend. Trends in the market have also contributed to the growth of the Mobile Games industry in South America. The rise of mobile gaming platforms and app stores has made it easier for developers to reach a wider audience.

This has led to an influx of new games and increased competition in the market. Developers are constantly innovating and releasing new titles to cater to the diverse preferences of South American gamers. Additionally, the integration of social features and multiplayer capabilities in mobile games has further enhanced the gaming experience and increased user engagement.

Local special circumstances in South America have also had an impact on the Mobile Games market. The region's large and growing middle class has more disposable income to spend on leisure activities, including mobile gaming. Moreover, the prevalence of mobile devices and internet connectivity has made mobile gaming accessible to a larger portion of the population.

In some countries, such as Brazil and Argentina, government policies and incentives have also encouraged the growth of the gaming industry, attracting both local and international game developers. Underlying macroeconomic factors have played a role in the development of the Mobile Games market in South America. Economic stability and growth in the region have led to increased consumer spending on entertainment and leisure activities.

As disposable incomes rise, consumers are more willing to invest in mobile games and in-app purchases. Furthermore, improvements in internet infrastructure and the expansion of mobile networks have facilitated the growth of the Mobile Games market by providing a seamless gaming experience. In conclusion, the Mobile Games market in South America has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The region's young and tech-savvy population, the availability of affordable smartphones and data plans, and the rise of mobile gaming platforms have all contributed to this development. Additionally, the region's growing middle class, government policies, and economic stability have further fueled the growth of the Mobile Games market in South America.

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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