Online Games - Europe

  • Europe
  • In Europe, revenue in the Online Games market market is projected to reach US$5.27bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.98%, leading to a projected market volume of US$6.72bn by 2029.
  • In the Online Games market market withEurope, the number of users is anticipated to amount to 104.6m users by 2029.
  • User penetration in Europe will be 11.5% in 2024 and is forecasted to rise to 12.4% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Europe is projected to reach US$54.08 in 2024.
  • In Europe, the online gaming sector is increasingly focusing on immersive experiences, reflecting a growing consumer demand for innovative and interactive content.

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

 
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Analyst Opinion

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

Customer preferences:
One of the key factors driving the growth of the Online Games market in Europe is the increasing preference for digital entertainment among consumers. With the rise of smartphones and tablets, more people are turning to online games as a form of entertainment. Online games offer convenience and accessibility, allowing players to enjoy their favorite games anytime and anywhere. Additionally, the social aspect of online gaming, such as multiplayer options and online communities, adds to the appeal for many gamers.

Trends in the market:
One of the major trends in the Online Games market in Europe is the shift towards mobile gaming. Mobile devices have become the primary gaming platform for many consumers, thanks to their portability and ease of use. This trend has led to the development of a wide range of mobile games, from casual puzzle games to immersive multiplayer experiences. As a result, mobile gaming has become a significant segment of the Online Games market in Europe, attracting both casual and hardcore gamers. 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. Esports has gained a massive following in Europe, with millions of viewers tuning in to watch tournaments and support their favorite teams. This trend has not only increased the demand for online games but has also created new opportunities for game developers, sponsors, and advertisers.

Local special circumstances:
Europe is a diverse market with various languages, cultures, and gaming preferences. Game developers need to consider these local special circumstances when designing and marketing their games. For example, different countries in Europe may have different gaming preferences, with some countries favoring strategy games while others prefer action or role-playing games. Additionally, language localization is crucial to cater to the linguistic diversity in Europe, ensuring that players can enjoy games in their native language.

Underlying macroeconomic factors:
The growth of the Online Games market in Europe is also influenced by underlying macroeconomic factors. The increasing availability of high-speed internet connections has made online gaming more accessible to a larger audience. Additionally, the rise of digital distribution platforms, such as Steam and Epic Games Store, has made it easier for game developers to reach their target audience and monetize their games. The overall economic stability in Europe has also contributed to the growth of the market, as consumers have more disposable income to spend on entertainment. In conclusion, the Online Games market in Europe is experiencing significant growth due to changing customer preferences, the rise of mobile gaming, the popularity of esports, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and consumer demand for digital entertainment increases, the market is expected to continue its upward trajectory in the coming years.

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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