Online Games - Southern Europe

  • Southern Europe
  • In Southern Europe, revenue in the Online Games market market is projected to reach US$1.08bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.63%, leading to a projected market volume of US$1.42bn by 2029.
  • The number of users in the Online Games market market in Southern Europe is anticipated to amount to 27.4m users by 2029.
  • User penetration in this region will be 10.7% in 2024 and is expected to increase to 11.6% by 2029.
  • In a global context, the highest revenue will be generated China, where it is projected to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Southern Europe is projected to amount to US$42.60 in 2024.
  • In Southern Europe, particularly in Italy, the online gaming market is witnessing a surge in popularity driven by increased mobile accessibility and engaging content.

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

 
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Analyst Opinion

The Online Games market in Southern Europe has experienced significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Online Games market have shifted towards more immersive and interactive gaming experiences. Players are increasingly looking for games that offer realistic graphics, engaging storylines, and multiplayer features. This has led to a rise in demand for high-quality online games that can be played on various devices, such as smartphones, tablets, and gaming consoles. Additionally, there is a growing interest in games that offer virtual reality (VR) and augmented reality (AR) experiences, providing users with a more immersive and interactive gaming environment. Trends in the market show that Southern European countries have become increasingly important players in the global Online Games market. Countries such as Spain, Italy, and Portugal have seen a surge in the number of local game developers and studios, producing innovative and successful games that cater to both domestic and international audiences. This has led to a boost in the regional gaming industry, attracting investments and creating job opportunities. Local special circumstances also contribute to the growth of the Online Games market in Southern Europe. The region has a rich cultural heritage and a strong tradition of storytelling, which has influenced the development of narrative-driven games that resonate with players. Additionally, Southern European countries have a large and active gaming community, with dedicated gaming events, tournaments, and conventions that bring together gamers and industry professionals. These events foster a sense of community and provide a platform for local game developers to showcase their creations. Underlying macroeconomic factors further support the growth of the Online Games market in Southern Europe. The region has experienced steady economic growth in recent years, which has increased disposable incomes and purchasing power among consumers. This has led to an increase in spending on leisure activities, including online gaming. Furthermore, improvements in internet infrastructure and connectivity have made online gaming more accessible to a wider audience, driving the growth of the market. In conclusion, the Online Games market in Southern Europe is experiencing growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The region's focus on immersive and interactive gaming experiences, the rise of local game developers, and the presence of a vibrant gaming community contribute to the market's expansion. With continued economic growth and advancements in technology, the Online Games market in Southern Europe is expected to continue its upward trajectory.

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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