Online Games - Belgium

  • Belgium
  • Revenue in the Online Games market is projected to reach US$122.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.84%, resulting in a projected market volume of US$141.40m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.6m users by 2029.
  • User penetration will be 12.3% in 2024 and is expected to hit 13.5% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$85.12 in 2024.

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

 
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Analyst Opinion

The Online Games market in Belgium has been experiencing significant growth in recent years.

Customer preferences:
Belgian customers have shown a strong preference for online games, with a particular interest in multiplayer games that allow them to interact with other players. They enjoy the social aspect of gaming and are drawn to games that offer a sense of community and competition. Additionally, Belgian gamers appreciate games that offer immersive experiences and high-quality graphics. They are willing to invest in gaming equipment and accessories to enhance their gaming experience.

Trends in the market:
One of the key trends in the Belgian online games market is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more Belgians are turning to mobile devices to play games. This trend is driven by the convenience and portability of mobile gaming, as well as the wide variety of games available on mobile platforms. Mobile gaming has become a major segment of the market, attracting both casual and hardcore gamers. Another trend in the Belgian online games market is the growing popularity of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a significant following in Belgium, with a growing number of fans attending live events and watching online streams. This trend has led to the emergence of esports teams and organizations in the country, as well as increased investment in esports infrastructure.

Local special circumstances:
One of the unique aspects of the Belgian online games market is the country's linguistic diversity. Belgium has three official languages - Dutch, French, and German. This presents both challenges and opportunities for game developers and publishers. In order to appeal to the Belgian market, games need to be localized in multiple languages. This includes translating the game's text and audio, as well as adapting the game's cultural references and humor. Game developers who are able to successfully localize their games for the Belgian market have a competitive advantage.

Underlying macroeconomic factors:
The growth of the online games market in Belgium can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet has made online gaming more accessible to a larger number of people. This has allowed for the development of more sophisticated and immersive online games. Secondly, the strong economy in Belgium has resulted in higher disposable incomes, which has led to increased spending on entertainment, including online games. Finally, the widespread use of smartphones and tablets has made gaming more convenient and portable, driving the growth of the mobile gaming segment.

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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