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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
The Online Games market in Peru has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.
Customer preferences: Peruvian consumers have shown a strong preference for online games, with a growing number of individuals engaging in gaming activities. This can be attributed to the increasing availability and accessibility of high-speed internet connections, as well as the proliferation of smartphones and other mobile devices. Additionally, the younger demographic in Peru has a strong affinity for gaming, with many individuals spending a significant amount of their leisure time playing online games.
Trends in the market: One notable trend in the Online Games market in Peru is the rise of mobile gaming. As smartphones become more affordable and internet connectivity improves, more Peruvian consumers are turning to mobile devices as their primary gaming platform. This shift has led to a surge in the development and availability of mobile games, as well as an increase in mobile gaming revenues. Another trend in the market is the growing popularity of multiplayer online games. Peruvian gamers are increasingly seeking social interactions and immersive experiences, which multiplayer online games provide. This trend has led to the emergence of gaming communities and esports events in Peru, further driving the growth of the Online Games market.
Local special circumstances: Peru has a young and tech-savvy population, which contributes to the growth of the Online Games market. The country also has a strong gaming culture, with many Peruvian gamers actively participating in online gaming communities and events. Additionally, the government has recognized the economic potential of the gaming industry and has taken steps to support its development, such as providing incentives for game developers and organizing gaming festivals.
Underlying macroeconomic factors: The growth of the Online Games market in Peru is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has resulted in an increase in disposable income and consumer spending. This has allowed more Peruvian consumers to afford gaming devices and invest in online games. Furthermore, the expansion of internet infrastructure and the increasing penetration of smartphones have made online gaming more accessible to a larger segment of the population. In conclusion, the Online Games market in Peru is experiencing significant growth due to customer preferences for online gaming, market trends such as the rise of mobile gaming and multiplayer online games, local special circumstances including a young and tech-savvy population and government support, and underlying macroeconomic factors such as economic growth and improved internet connectivity. As these factors continue to evolve and strengthen, the Online Games market in Peru is expected to further expand in the coming years.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights