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 Portugal is experiencing significant growth and development. Customer preferences for online gaming have evolved, leading to an increase in demand for various types of games. Additionally, local special circumstances and underlying macroeconomic factors have contributed to the expansion of the market. Customer preferences in Portugal have shifted towards online gaming as a form of entertainment. With the advancement of technology and the increasing availability of high-speed internet, more people are turning to online games for leisure and social interaction. The convenience and accessibility of online gaming platforms have attracted a wide range of customers, including both casual and hardcore gamers. Furthermore, the popularity of multiplayer games has grown, as players enjoy the competitive and cooperative aspects of online gaming. This preference for online gaming has fueled the demand for a diverse range of games, including action, adventure, role-playing, and strategy games. Trends in the market indicate a growing interest in mobile gaming in Portugal. The widespread use of smartphones and tablets has made mobile gaming a popular choice among consumers. Mobile games offer a convenient and portable gaming experience, allowing players to enjoy their favorite games anytime and anywhere. The availability of free-to-play games with in-app purchases has also contributed to the growth of mobile gaming, as players can access a wide variety of games without upfront costs. Additionally, the rise of social media platforms has facilitated the integration of social features into mobile games, enabling players to connect and compete with their friends. Local special circumstances in Portugal have supported the development of the Online Games market. The country has a strong gaming culture, with a passionate community of gamers and game developers. This has created a supportive environment for the growth of the online gaming industry, with local talent contributing to the creation of innovative and engaging games. Furthermore, Portugal's geographical location and historical ties to other Portuguese-speaking countries have allowed for the expansion of the market beyond national borders. Portuguese game developers have been able to reach a global audience, contributing to the international success of the Online Games market in Portugal. Underlying macroeconomic factors have also played a role in the growth of the Online Games market in Portugal. The country's stable economy and increasing disposable income have allowed consumers to allocate more funds towards entertainment and leisure activities, including online gaming. Additionally, the growth of the digital economy and the increasing prevalence of e-commerce have provided a platform for the distribution and monetization of online games. The ease of online transactions and the availability of digital payment methods have made it convenient for consumers to purchase games and in-game items, further driving the growth of the market. In conclusion, the Online Games market in Portugal is experiencing significant growth and development due to evolving customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards online gaming, particularly mobile gaming, has driven the demand for a diverse range of games. Portugal's gaming culture, geographical location, and historical ties have contributed to the expansion of the market beyond national borders. Additionally, the country's stable economy and increasing disposable income have allowed consumers to allocate more funds towards online gaming. Overall, the Online Games market in Portugal is poised for continued growth and expansion 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