Mobile Games - Southern Europe

  • Southern Europe
  • Revenue in the Mobile Games market market in Southern Europe is forecasted to reach US$1.31bn in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.44%, leading to an estimated market volume of US$1.79bn by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 67.9m users.
  • User penetration is projected to be 24.2% in 2024 and is forecasted to increase to 28.7% 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 projected to be US$22.83 in 2024.
  • In Southern Europe, Italy's mobile games market is experiencing rapid growth, with a surge in local developers creating innovative and culturally relevant gaming content.

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

 
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Analyst Opinion

The Mobile Games market in Southern Europe is experiencing significant growth and development.

Customer preferences:
Customers in Southern Europe have shown a strong preference for mobile gaming, with a growing number of people using smartphones and tablets for entertainment purposes. The convenience and accessibility of mobile gaming has made it a popular choice among consumers in the region. Additionally, the younger population in Southern Europe has a higher affinity for mobile games, which has contributed to the market's growth.

Trends in the market:
One of the key trends in the Mobile Games market in Southern Europe is the increasing popularity of casual and hyper-casual games. These types of games are easy to play, require minimal time commitment, and often have simple gameplay mechanics. They appeal to a wide audience, including both casual gamers and those who are new to gaming. This trend has led to a surge in the number of casual and hyper-casual games being developed and released in the market. Another trend in the market is the rise of mobile esports. Competitive gaming has gained traction in Southern Europe, with a growing number of players and viewers participating in mobile esports tournaments. This trend has created opportunities for game developers and publishers to capitalize on the esports market by creating games specifically designed for competitive play.

Local special circumstances:
Southern Europe has a rich cultural heritage and a strong sense of community. This has influenced the Mobile Games market in the region, with many games incorporating local themes, traditions, and languages to cater to the preferences of the local audience. Game developers are adapting their content to resonate with the cultural values and interests of Southern European players, which has contributed to the success of these games in the market.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Southern Europe can also be attributed to favorable macroeconomic factors. The region has experienced stable economic growth in recent years, which has increased disposable incomes and consumer spending. As a result, more people have the financial means to invest in mobile devices and spend money on mobile games. Additionally, the increasing availability of high-speed internet and the widespread adoption of smartphones have further fueled the growth of the market. In conclusion, the Mobile Games market in Southern Europe is thriving due to customer preferences for mobile gaming, the popularity of casual and hyper-casual games, the rise of mobile esports, local special circumstances, and favorable macroeconomic factors. The market is expected to continue growing as more people in the region embrace mobile gaming as a form of entertainment.

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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