Video Games - Belgium

  • Belgium
  • In 2024, the Video Games market in Belgium is projected to reach a revenue of US$695.40m.
  • This market is expected to show an annual growth rate of 10.32% (CAGR 2024-2027), resulting in a projected market volume of US$933.80m by 2027.
  • By 2027, the number of users in the Video Games market is expected to amount to 2.3m users.
  • The user penetration rate is projected to increase from 17.3% in 2024 to 19.3% by 2027.
  • The largest market segment within the Video Games market is Mobile Games, with a market volume of US$173.70m in 2024.
  • In comparison to other countries, China will generate the most revenue, reaching US$94,490.00m in 2024.
  • The average revenue per user (ARPU) in the Video Games market is projected to be US$343.40 in 2024.
  • Belgium has a thriving video game industry, with a strong focus on developing narrative-driven and visually stunning games.

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

Market
Region
Region comparison
Currency

Revenue

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Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Mar 2024

Source: Statista Market Insights

in billion USD (US$)

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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: Mar 2024

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Most recent update: Mar 2024

Source: Statista Market Insights

Digital

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This report presents a comprehensive analysis and additional information on the Video Games market, in a PDF format.
Video Games: market data & analysis - Background Video Games: market data & analysis - Cover

Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

Users

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Most recent update: Mar 2024

Source: Statista Market Insights

Demographics

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Most recent update: Mar 2024

Sources: Statista Market Insights , Statista Consumer Insights Global

Global Comparison

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Most recent update: Mar 2024

Source: Statista Market Insights

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

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