Online Games - Guyana

  • Guyana
  • In Guyana, revenue in the Online Games market market is projected to reach US$0.52m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.54%, leading to a projected market volume of US$0.82m by 2029.
  • The number of users in Guyana's Online Games market market is anticipated to amount to 81.6k users by 2029.
  • User penetration in Guyana will be 8.3% in 2024 and is expected to increase to 9.7% by 2029.
  • In global comparison, the majority of revenue will be generated China, which is forecasted to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Guyana is projected to amount to US$7.59 in 2024.
  • In Guyana, the burgeoning interest in online games is reshaping entertainment consumption, reflecting a shift toward digital engagement among younger demographics.

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

 
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Analyst Opinion

The Online Games market in Guyana is experiencing significant growth and development.

Customer preferences:
Customers in Guyana have shown a strong preference for online games due to their convenience and accessibility. With the increasing availability of smartphones and affordable internet plans, more people are able to access online games from the comfort of their own homes or on the go. Additionally, the younger population in Guyana, who are more tech-savvy, are driving the demand for online games.

Trends in the market:
One of the key trends in the online games market in Guyana is the rise of mobile gaming. Mobile devices have become the primary gaming platform for many consumers, as they offer a wide range of games and are easily accessible. This trend is expected to continue as mobile technology continues to advance and more games are developed specifically for mobile devices. Another trend in the market is the growing popularity of multiplayer online games. These games allow players to interact and compete with others from around the world, creating a sense of community and social interaction. The ability to connect with friends and strangers alike has greatly contributed to the appeal of online gaming in Guyana.

Local special circumstances:
One of the factors contributing to the growth of the online games market in Guyana is the lack of physical gaming infrastructure. Traditional gaming consoles and PC gaming setups are expensive and not widely available in the country. As a result, many consumers turn to online games as a more affordable and accessible alternative.

Underlying macroeconomic factors:
The growing online games market in Guyana can also be attributed to the country's improving internet infrastructure. Over the years, there have been significant investments in expanding and improving the internet connectivity in Guyana. This has led to faster and more reliable internet connections, making it easier for consumers to access online games. Furthermore, the increasing disposable income of the population has also contributed to the growth of the online games market. As people have more money to spend, they are more likely to invest in entertainment options such as online games. In conclusion, the online games market in Guyana is experiencing growth and development due to customer preferences for convenience and accessibility, the rise of mobile gaming, the popularity of multiplayer online games, the lack of physical gaming infrastructure, and the improving internet infrastructure and increasing disposable income of the population.

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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