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Online Games - EU-27

EU-27
  • In the EU-27, revenue in the Online Games market market is projected to reach US$2.62bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.51%, resulting in a projected market volume of US$3.26bn by 2029.
  • In the Online Games market market within the EU-27, the number of users is expected to amount to 60.7m users by 2029.
  • User penetration will be 12.7% in 2024 and is expected to hit 13.7% by 2029.
  • In global comparison, most revenue will be generated China (US$6.53bn in 2024).
  • The average revenue per user (ARPU) in the Online Games market market in the EU-27 is projected to amount to US$46.12 in 2024.
  • The EU-27 online gaming market is witnessing a surge in mobile gaming popularity, reflecting a shift in consumer engagement and digital entertainment preferences.

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
Games: market data & analysis - Cover

Market Insights report

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    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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