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Online Games - Chile

Chile
  • In Chile, revenue in the Online Games market market is projected to reach US$27.59m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.37%, leading to a projected market volume of US$34.17m by 2029.
  • The number of users in the Online Games market market in Chile is anticipated to amount to 2.9m users by 2029.
  • User penetration in this market will be 14.0% in 2024 and is expected to increase to 14.7% by 2029.
  • In a global context, the majority of revenue will be generated China, with figures reaching US$6.53bn in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Chile is projected to amount to US$10.02 in 2024.
  • In Chile, the online gaming market is rapidly evolving, driven by a surge in mobile accessibility and a growing appetite for competitive gaming experiences.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

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

    Customer preferences:
    Chilean consumers have shown a growing interest in online games, with a particular emphasis on mobile gaming. The convenience and accessibility of mobile gaming have made it a popular choice among Chilean gamers. Additionally, the rise of social gaming platforms has allowed players to connect with friends and compete against each other, further fueling the popularity of online games in the country.

    Trends in the market:
    One of the notable trends in the Chilean online games market is the increasing demand for free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-game purchases to enhance the gaming experience. This trend has been successful in attracting a large user base and generating revenue through microtransactions. Another trend in the market is the rise of esports in Chile. Esports tournaments and events have gained significant popularity, with a growing number of players and spectators participating in competitive gaming. This trend has led to the emergence of professional esports teams and the establishment of dedicated esports arenas in the country.

    Local special circumstances:
    Chile has a strong internet infrastructure and high smartphone penetration, which has contributed to the growth of the online games market. The availability of reliable and high-speed internet connections has made it easier for gamers to access and play online games. Additionally, the affordability of smartphones has made them accessible to a larger portion of the population, resulting in a larger potential customer base for online games.

    Underlying macroeconomic factors:
    Chile's stable economy and increasing disposable income have also played a role in the growth of the online games market. As more people have discretionary income to spend on entertainment, the demand for online games has increased. Furthermore, the COVID-19 pandemic and subsequent lockdown measures have further accelerated the growth of the online games market, as people turned to gaming as a form of entertainment and social interaction during periods of isolation. In conclusion, the Online Games market in Chile has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The popularity of mobile gaming, the rise of free-to-play games with in-app purchases, and the emergence of esports have all contributed to the growth of the market. With a strong internet infrastructure, high smartphone penetration, and a stable economy, Chile is well-positioned for further growth in the online games market.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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