Online Games - Malta

  • Malta
  • The revenue in Malta's Online Games market market is forecasted to reach US$2.36m in 2024.
  • It is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.61%, leading to a projected market volume of US$3.10m by 2029.
  • By 2029, the number of users in the Online Games market market in Malta is expected to reach 53.5k users.
  • User penetration is set to be 9.2% in 2024 and is projected to reach 9.9% by 2029.
  • When compared globally, in China is expected to generate the most revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in Malta's Online Games market market is projected to be US$47.53 in 2024.
  • Malta's online gaming market is thriving, with a growing focus on interactive and immersive experiences to attract a diverse global audience.

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

 
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Analyst Opinion

The Online Games market in Malta has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming worldwide.

Customer preferences:
Maltese consumers have shown a growing interest in online gaming, with a particular focus on mobile gaming. This shift in preferences can be attributed to several factors, including the convenience and accessibility of playing games on smartphones and tablets. Additionally, the younger demographic in Malta, who are more tech-savvy and digitally connected, have been driving the demand for online games. These consumers are looking for immersive and interactive gaming experiences that can be accessed anytime and anywhere.

Trends in the market:
One of the key trends in the online games market in Malta is the rise of multiplayer online games. These games allow players to connect and compete with others from around the world, creating a sense of community and social interaction. This trend is in line with the global gaming industry, where multiplayer games have become increasingly popular. The demand for multiplayer online games is driven by the desire for social engagement and the opportunity to collaborate or compete with friends and other players. Another trend in the market is the increasing adoption of virtual reality (VR) and augmented reality (AR) technologies in online gaming. VR and AR technologies provide a more immersive and realistic gaming experience, allowing players to feel like they are part of the game world. This trend is driven by advancements in technology and the availability of affordable VR and AR devices. The adoption of VR and AR technologies in online gaming is expected to continue to grow in the coming years, as more game developers and companies invest in these technologies.

Local special circumstances:
Malta, as a small island nation, has a unique gaming culture that is influenced by its Mediterranean location and rich history. The island's vibrant and diverse cultural heritage has inspired the development of games that incorporate elements of Maltese folklore, history, and traditions. This local touch adds a unique flavor to the online games market in Malta and appeals to both local and international players.

Underlying macroeconomic factors:
The growth of the online games market in Malta is also supported by favorable macroeconomic factors. The country has a strong digital infrastructure and a high level of internet penetration, which provides a solid foundation for the online gaming industry. Additionally, Malta's government has been proactive in supporting the development of the digital economy, including the gaming sector. The country offers attractive tax incentives and a favorable regulatory environment for gaming companies, which has attracted foreign investment and contributed to the growth of the online games market. In conclusion, the Online Games market in Malta is experiencing growth due to changing customer preferences, including a focus on mobile gaming and the adoption of multiplayer and VR/AR technologies. The local special circumstances, such as the incorporation of Maltese culture in games, add a unique appeal to the market. Furthermore, favorable macroeconomic factors, including a strong digital infrastructure and government support, contribute to the growth of the online games market in Malta.

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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