Online Games - EU-27

  • EU-27
  • The revenue in the Online Games market market in EU-27 is forecasted to reach US$2.62bn in 2024.
  • This is expected to display an annual growth rate (CAGR 2024-2029) of 4.47%, leading to a projected market volume of US$3.26bn by 2029.
  • By 2029, the number of users in the Online Games market market in EU-27 is projected to reach 0.00.
  • User penetration is anticipated to be 0.00 in 2024 and is forecasted to reach 0.00 by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in the Online Games market market in EU-27 is projected to be 0.00 in 2024.
  • The EU-27 market for online games in the media sector is experiencing a surge in demand for interactive storytelling and virtual reality experiences.

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

 
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Analyst Opinion

The Online Games market in EU-27 is experiencing significant growth and development due to changing customer preferences, emerging trends, and local special circumstances.

Customer preferences:
Customers in the EU-27 region have shown a strong preference for online games due to their convenience and accessibility. The ability to play games on various devices such as smartphones, tablets, and computers has made it easier for individuals to engage in gaming activities anytime and anywhere. Additionally, the availability of a wide range of game genres and options allows customers to choose games that align with their interests and preferences. The increasing popularity of multiplayer games has also contributed to the growth of the online games market in EU-27, as it allows individuals to connect and interact with other players from different parts of the world.

Trends in the market:
One of the key trends driving the growth of the online games market in EU-27 is the rise of mobile gaming. With the increasing penetration of smartphones and the development of high-quality mobile games, more customers are opting to play games on their mobile devices. This trend is particularly prominent among younger demographics who prefer the convenience and portability of mobile gaming. As a result, game developers are focusing on creating mobile-friendly games and optimizing user experiences for mobile platforms. Another trend in the market is the growing popularity of esports. Esports refers to competitive video gaming where professional players compete against each other in organized tournaments. The EU-27 region has witnessed a surge in esports events and the establishment of professional esports teams. This trend has not only attracted a dedicated fan base but has also created opportunities for game developers to create esports-focused games and monetize the growing esports industry.

Local special circumstances:
The EU-27 region is home to a diverse population with different cultural backgrounds and languages. This diversity has led to the development of localized games that cater to specific markets within the region. Game developers are adapting their games to suit the preferences and needs of different countries, including language localization, cultural references, and gameplay mechanics. This localization strategy has helped to increase the market reach and appeal of online games in EU-27.

Underlying macroeconomic factors:
The strong growth of the online games market in EU-27 can be attributed to several underlying macroeconomic factors. The region has a high internet penetration rate, with a large portion of the population having access to high-speed internet connections. This widespread internet connectivity has facilitated the growth of online gaming by providing a stable and reliable infrastructure for multiplayer gaming and online interactions. Furthermore, the EU-27 region has a strong digital economy, with a high level of digital literacy and a favorable regulatory environment for the online gaming industry. This has attracted both local and international game developers to invest in the region, leading to the development of innovative and high-quality games. In conclusion, the Online Games market in EU-27 is experiencing significant growth and development due to changing customer preferences, emerging trends, and local special circumstances. The rise of mobile gaming, the popularity of esports, and the localization of games for specific markets within the region are driving factors behind this growth. Additionally, the region's high internet penetration rate and strong digital economy have created a favorable environment for the online gaming industry to thrive.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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