Mobile Games - Spain

  • Spain
  • In Spain, revenue in the Mobile Games market market is projected to reach US$248.30m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.09%, leading to a projected market volume of US$333.70m by 2029.
  • In the Mobile Games market market withSpain, the number of users is anticipated to reach 13.8m users by 2029.
  • User penetration in Spain will be 24.3% in 2024 and is expected to increase to 29.2% by 2029.
  • In a global context, the largest revenue is expected to be generated China, with US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Spain is projected to be US$21.52 in 2024.
  • In Spain, the mobile games sector is experiencing a surge in popularity, driven by increasing smartphone penetration and a growing interest in immersive gaming experiences.

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

 
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Analyst Opinion

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

Customer preferences:
Spanish consumers have shown a strong preference for mobile games, with an increasing number of people using smartphones and tablets for gaming purposes. This shift in preference can be attributed to the convenience and portability of mobile devices, allowing users to play games anytime and anywhere. Additionally, the availability of a wide range of mobile games, including both free and paid options, has also contributed to the popularity of this form of entertainment.

Trends in the market:
One notable trend in the Mobile Games market in Spain is the rise of multiplayer and social gaming. The ability to connect and compete with friends and other players online has become a key feature of many popular mobile games. This trend is driven by the desire for social interaction and the competitiveness among players. As a result, game developers are focusing on creating engaging multiplayer experiences to cater to this demand. Another trend is the increasing popularity of in-app purchases. Many mobile games in Spain offer additional features, virtual goods, or premium content that can be purchased within the game. This freemium model has proven to be successful, as it allows developers to generate revenue while offering the game for free. In-app purchases provide players with a sense of customization and progression within the game, enhancing their overall gaming experience.

Local special circumstances:
Spain has a strong gaming culture, with a large community of dedicated gamers. This has created a supportive environment for the Mobile Games market to thrive. Additionally, the country has a high smartphone penetration rate, with a large portion of the population owning a smartphone. This widespread access to mobile devices has contributed to the growth of the Mobile Games market in Spain.

Underlying macroeconomic factors:
The growing Mobile Games market in Spain can also be attributed to underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable income and consumer spending. As a result, more people are willing to invest in mobile games and in-app purchases, driving the revenue of the market. In conclusion, the Mobile Games market in Spain is expanding due to changing customer preferences, such as the preference for mobile gaming and the rise of multiplayer and social gaming. The availability of a wide range of mobile games and the popularity of in-app purchases have also contributed to the growth of the market. Furthermore, local special circumstances, such as Spain's gaming culture and high smartphone penetration rate, have created a favorable environment for the Mobile Games market to thrive. The underlying macroeconomic factors, including steady economic growth and increased disposable income, have further fueled the growth of the market.

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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