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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Jan 2025
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: Jan 2025
Source: Statista Market Insights
The Online Games Market within the Media Market in Denmark is experiencing moderate growth, influenced by factors such as increasing smartphone penetration, evolving consumer preferences for interactive entertainment, and the rise of social gaming platforms.
Customer preferences: Consumers in Denmark are increasingly gravitating towards immersive online gaming experiences that prioritize social interaction and community engagement, reflecting a cultural shift towards collaborative play. The rise of mobile gaming is reshaping preferences, with younger demographics favoring games that offer quick, accessible entertainment on-the-go. Additionally, the growing interest in eSports is influencing traditional gaming habits, as viewers transition into active participants, highlighting a blend of entertainment and competitive engagement that resonates with evolving lifestyle factors.
Trends in the market: In Denmark, the Online Games Market is experiencing a surge in popularity for multiplayer and social gaming platforms, as players seek shared experiences that foster community connections. The trend towards mobile gaming is gaining momentum, particularly among younger users who prefer quick and engaging gameplay that fits their fast-paced lifestyles. Additionally, the rise of eSports is reshaping the landscape, with traditional gamers becoming active participants in competitive gaming. This shift not only enhances player engagement but also presents new opportunities for developers, marketers, and sponsors within the industry.
Local special circumstances: In Denmark, the Online Games Market is influenced by a strong digital infrastructure and high internet penetration, which facilitates seamless access to games. The cultural emphasis on community and social interaction drives the popularity of multiplayer games, aligning with the Danish values of collaboration and inclusivity. Moreover, regulatory frameworks support responsible gaming, ensuring consumer protection while fostering innovation. These unique local factors cultivate a vibrant gaming ecosystem, attracting both local developers and international companies looking to engage with Danish gamers.
Underlying macroeconomic factors: The Online Games Market in Denmark is influenced by macroeconomic factors including robust consumer spending, high disposable income, and favorable economic conditions. Denmark’s strong national economy supports investments in entertainment and technology, fostering a thriving gaming industry. Additionally, global trends such as the rise of mobile gaming and eSports are impacting local market dynamics, driving innovation and engagement. Regulatory frameworks that promote fairness and responsible gaming further enhance consumer trust, while Denmark’s commitment to digital infrastructure ensures seamless access to online platforms, positioning the country as a competitive player in the global gaming landscape.
Most recent update: Jan 2025
Source: Statista Market Insights
Most recent update: Jan 2025
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Jan 2025
Source: Statista Market Insights