Online Games - Northern Europe

  • Northern Europe
  • Revenue in Northern Europe's Online Games market market is forecasted to reach US$350.50m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.51%, leading to a projected market volume of US$458.40m by 2029.
  • By 2029, the number of users in the Online Games market market in Northern Europe is expected to reach 6.2m users.
  • User penetration is forecasted to be 17.1% in 2024 and is projected to increase to 18.2% 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 Northern Europe's Online Games market market is projected to be US$60.65 in 2024.
  • In Northern Europe, Sweden's online game market thrives with a focus on innovative gameplay and immersive storytelling experiences.

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

 
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Analyst Opinion

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

Customer preferences:
Customers in Northern Europe have shown a strong preference for online games, with a particular interest in multiplayer games that allow for social interaction and competition. The region has a high level of internet penetration and a tech-savvy population, which has contributed to the popularity of online gaming. Additionally, the convenience and accessibility of online games have made them an attractive option for consumers in Northern Europe.

Trends in the market:
One of the key trends in the Online Games market in Northern Europe is the increasing popularity of mobile gaming. With the widespread use of smartphones and tablets, consumers in the region are increasingly turning to mobile devices for gaming. This has led to a surge in the development and availability of mobile games, catering to the growing demand. Another trend in the market is the rise of esports. Esports, or competitive video gaming, has gained a significant following in Northern Europe. The region has a strong esports culture, with dedicated teams, tournaments, and leagues. This has created opportunities for game developers and publishers to capitalize on the growing esports market by creating games specifically designed for competitive gaming.

Local special circumstances:
Northern Europe has a strong gaming culture and a history of producing successful game developers and publishers. Countries like Sweden, Finland, and Denmark are known for their innovative and high-quality games. This has created a favorable environment for the growth of the Online Games market in the region. Furthermore, Northern Europe has a high level of disposable income and a strong social welfare system. This means that consumers in the region have the financial means to spend on leisure activities, including online gaming. The region's stable economy and high standard of living contribute to the growth of the Online Games market.

Underlying macroeconomic factors:
The Online Games market in Northern Europe is also influenced by macroeconomic factors such as the growth of the digital economy and the increasing adoption of technology. The region has a well-developed digital infrastructure, which supports the growth of online gaming. Additionally, the region's tech-savvy population and high level of internet penetration contribute to the demand for online games. Furthermore, the COVID-19 pandemic has had a significant impact on the Online Games market in Northern Europe. With people spending more time at home and looking for entertainment options, the demand for online games has increased. This has led to a boost in the market as more consumers turn to gaming as a form of entertainment during lockdowns and social distancing measures. In conclusion, the Online Games market in Northern Europe is experiencing growth and development due to customer preferences for online gaming, the increasing popularity of mobile gaming and esports, the region's strong gaming culture, high disposable income, and favorable macroeconomic factors. The market is expected to continue to grow as technology advances and the demand for online entertainment increases.

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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