Online Games - Bangladesh

  • Bangladesh
  • In Bangladesh, revenue in the Online Games market market is projected to reach US$62.14m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.52%, which will result in a projected market volume of US$93.53m by 2029.
  • The number of users in the Online Games market market in Bangladesh is anticipated to amount to 22.8m users by 2029.
  • User penetration in Bangladesh will be 9.8% in 2024 and is expected to rise to 12.4% by 2029.
  • In a global context, the majority of revenue is projected to be generated China, totaling US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Bangladesh's Online Games market market is projected to be US$3.64 in 2024.
  • In Bangladesh, the online gaming market is experiencing rapid growth, driven by increased internet accessibility and a rising youth population engaged in digital entertainment.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Bangladesh is experiencing significant growth and development.

Customer preferences:
Customers in Bangladesh are increasingly turning to online games for entertainment and leisure. The convenience and accessibility of online games, along with the wide variety of game genres available, have made them popular among the population. Additionally, the affordability of smartphones and internet access has contributed to the increasing demand for online games in Bangladesh.

Trends in the market:
One of the key trends in the Online Games market in Bangladesh is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of affordable data plans, mobile gaming has become the preferred choice for many gamers in the country. This trend is likely to continue as smartphone adoption continues to grow and internet connectivity improves. Another trend in the market is the emergence of local game developers and studios. Bangladesh has seen a rise in the number of game development companies, creating games that are tailored to the local market. These localized games often incorporate cultural elements and themes that resonate with Bangladeshi gamers, making them more appealing and relatable.

Local special circumstances:
Bangladesh has a large and young population, with a significant percentage of the population falling within the youth demographic. This demographic is more likely to engage in online gaming, contributing to the growth of the market. Additionally, the increasing number of internet users in the country has created a fertile ground for the Online Games market to thrive.

Underlying macroeconomic factors:
The growth of the Online Games market in Bangladesh can also be attributed to the country's economic development. As the economy continues to grow, disposable income levels are increasing, allowing more individuals to spend on leisure activities such as online gaming. Furthermore, the government's focus on digitalization and the promotion of the IT sector has created a favorable environment for the Online Games market to flourish. In conclusion, the Online Games market in Bangladesh is experiencing significant growth and development due to customer preferences for convenient and accessible entertainment options, the rise of mobile gaming, the emergence of local game developers, the large and young population, and the country's economic development. These factors are likely to continue driving the growth of the market in the coming years.

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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