Online Games - Central & Western Europe

  • Central & Western Europe
  • Revenue in the Online Games market market in Central & Western Europe is forecasted to reach US$3.04bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.78%, leading to a projected market volume of US$3.84bn by 2029.
  • By 2029, the number of users in the Online Games market market in Central & Western Europe is expected to reach 46.2m users.
  • User penetration is set to be 12.9% in 2024 and is projected to increase to 13.8% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market market in Central & Western Europe is estimated to be US$70.36 in 2024.
  • The Online Games market in Central & Western Europe is experiencing a surge in demand for interactive multiplayer experiences, particularly in Germany.

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

 
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Analyst Opinion

The Online Games market in Central & Western Europe has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet.

Customer preferences:
Customers in Central & Western Europe are increasingly turning to online games as a form of entertainment. This shift in preferences can be attributed to several factors. Firstly, online games offer a convenient and accessible way to play, as they can be accessed from a variety of devices such as smartphones, tablets, and computers. This allows customers to play games whenever and wherever they want, without the need for dedicated gaming consoles. Secondly, online games often offer a social aspect, allowing players to interact with friends and other players from around the world. This social element adds an extra layer of enjoyment and engagement to the gaming experience. Finally, the wide variety of game genres and styles available online caters to a diverse range of customer preferences, ensuring that there is something for everyone.

Trends in the market:
One of the key trends in the Online Games market in Central & Western Europe is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed mobile internet, more and more customers are playing games on their mobile devices. This trend is driven by the convenience and portability of mobile gaming, as well as the growing popularity of casual and hyper-casual games that are well-suited to shorter play sessions. Another trend in the market is the increasing popularity of online multiplayer games. These games allow players to compete or cooperate with others in real-time, creating a dynamic and engaging gaming experience. This trend is supported by the improving internet infrastructure in Central & Western Europe, which enables smooth and seamless online gameplay.

Local special circumstances:
Central & Western Europe is home to a diverse range of countries, each with its own unique characteristics and preferences when it comes to online gaming. For example, countries such as Germany and France have a strong tradition of console gaming, which has influenced the preferences of their respective customer bases. On the other hand, countries like Sweden and Finland have a vibrant indie gaming scene, with a focus on innovative and creative game development. These local special circumstances contribute to the overall growth and development of the Online Games market in Central & Western Europe.

Underlying macroeconomic factors:
The growth of the Online Games market in Central & Western Europe is also influenced by underlying macroeconomic factors. The region has a relatively high disposable income, which enables customers to spend more on entertainment and leisure activities such as online gaming. Additionally, the region has a well-developed internet infrastructure, with high-speed broadband connections available to a large portion of the population. This allows for a smooth and seamless gaming experience, which is essential for the success of online games. Finally, the region has a large and diverse population, providing a significant customer base for online game developers and publishers. In conclusion, the Online Games market in Central & Western Europe is experiencing significant growth due to changing customer preferences, the rise of mobile gaming, and the increasing popularity of online multiplayer games. The region's diverse countries and unique gaming cultures contribute to the overall development of the market. Additionally, underlying macroeconomic factors such as high disposable income and a well-developed internet infrastructure play a crucial role in driving 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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