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 Spain is experiencing significant growth and development.
Customer preferences: Spanish consumers have shown a strong preference for online games in recent years. With the increasing availability of high-speed internet and the proliferation of smartphones, more and more people are turning to online gaming as a form of entertainment. The convenience of being able to play games on the go, as well as the social aspect of multiplayer online games, has contributed to the popularity of online gaming in Spain.
Trends in the market: One of the major trends in the online games market in Spain is the rise of mobile gaming. Mobile games have become increasingly sophisticated and offer a wide range of genres and gameplay experiences. This has attracted a large number of casual gamers who may not have been interested in traditional console or PC gaming. The ease of access and affordability of mobile games have also contributed to their popularity. Another trend in the market is the growth of esports. Spain has seen a rise in competitive gaming, with professional esports teams and tournaments gaining popularity. This has created a new market for online games, as players strive to improve their skills and compete at a professional level. Esports events in Spain attract large audiences, both online and offline, and have become a major source of revenue for the industry.
Local special circumstances: Spain has a vibrant gaming culture, with a strong community of gamers and game developers. The country has produced successful game titles and has a number of well-established game development studios. This has created a favorable environment for the growth of the online games market, as there is a wealth of local talent and expertise.
Underlying macroeconomic factors: The growth of the online games market in Spain is also influenced by macroeconomic factors. Spain has a relatively high unemployment rate, particularly among young people. Online gaming offers a way for individuals to escape from the economic challenges they face and provides a form of entertainment that is affordable and accessible. Additionally, the tourism industry in Spain is a major contributor to the economy, and online gaming can attract tourists who are looking for entertainment options during their visit. In conclusion, the Online Games market in Spain is experiencing significant growth and development due to customer preferences for convenience and social interaction, the rise of mobile gaming, the growth of esports, the vibrant gaming culture, and underlying macroeconomic factors. The market is expected to continue to expand as more people embrace online gaming as a form of entertainment.
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