Physically Sold Video Games - Europe

  • Europe
  • Revenue in the Physically Sold Video Games market market in Europe is projected to reach US$3.32bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of -0.24%, leading to a projected market volume of US$3.28bn by 2029.
  • In the European Physically Sold Video Games market market, the number of users is anticipated to amount to 129.1m users by 2029.
  • User penetration in the Physically Sold Video Games market market in Europe is expected to be at 16.1% in 2024.
  • The average revenue per user (ARPU) in Europe is expected to amount to US$24.41.
  • In global comparison, the majority of revenue will be generated the United States, which is projected to reach US$3,327.00m in 2024.
  • The European market for physically sold video games is increasingly shifting towards nostalgic titles, reflecting a growing consumer desire for retro gaming experiences.

Key regions: India, China, Europe, Japan, Asia

 
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Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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