Games - Southern Europe

  • Southern Europe
  • The revenue in the Games market in Southern Europe is forecasted to reach US$14.49bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.21%, leading to a projected market volume of US$20.52bn by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • The number of users in the Games market is expected to reach 82.1m users by 2029.
  • User penetration is projected to be 30.2% in 2024 and is forecasted to reach 34.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Spain's gaming media market is experiencing a surge in virtual reality content, captivating users with immersive experiences and innovative storytelling.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Southern Europe is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this positive trend.

Customer preferences in Southern Europe are shifting towards digital gaming. With the widespread availability of high-speed internet and the increasing popularity of smartphones, more people are opting for online gaming experiences. This preference for digital gaming is driven by the convenience and accessibility it offers.

Players can easily download games onto their devices and play them anytime, anywhere. Additionally, the social aspect of online gaming, such as multiplayer options and in-game chat features, is appealing to Southern European gamers who enjoy connecting with others. Trends in the market reflect the growing demand for mobile gaming in Southern Europe.

Mobile games are becoming increasingly sophisticated, offering immersive and visually stunning experiences. This trend is fueled by advancements in technology, such as improved graphics and processing power in smartphones. Southern European gamers are also drawn to the wide variety of mobile games available, ranging from casual puzzle games to complex role-playing games.

Furthermore, the freemium model, where games are initially free to download but offer in-app purchases, is gaining popularity in the region. Local special circumstances in Southern Europe also contribute to the development of the Games market. The region has a rich cultural heritage and a strong sense of community, which translates into a vibrant gaming community.

Southern European gamers often engage in local gaming events and competitions, fostering a sense of camaraderie and friendly competition. These events not only provide opportunities for gamers to showcase their skills but also attract sponsors and investors, driving the growth of the market. Underlying macroeconomic factors further support the development of the Games market in Southern Europe.

The region has experienced steady economic growth in recent years, leading to an increase in disposable income. As a result, more people have the financial means to invest in gaming equipment and accessories. Additionally, Southern European governments have recognized the economic potential of the gaming industry and have implemented supportive policies to encourage its growth.

This includes providing funding and incentives for game developers and fostering a favorable business environment. In conclusion, the Games market in Southern Europe is thriving due to customer preferences for digital gaming, the growing popularity of mobile gaming, local gaming events and competitions, and supportive macroeconomic factors. As the region continues to embrace technological advancements and the gaming industry evolves, the market is expected to further expand and diversify.

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
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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