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Video Games - Guatemala

Guatemala
  • The Video Games market in Guatemala is set to experience significant growth in the coming years.
  • According to projections, the market's revenue is expected to reach US$185.40m by 2024.
  • This growth is anticipated to continue at an annual growth rate of 7.29% from 2024 to 2027, resulting in a market volume of US$228.90m by the end of the forecast period.
  • In terms of user base, the Video Games market is expected to have approximately 2.7m users users in Guatemala by 2027.
  • This indicates a steady increase from the estimated 2024 figure of 12.1% user penetration, reaching 13.4% by 2027.
  • Among the different segments within the Video Games market, Mobile Games hold the largest share.
  • It is anticipated that the market volume for Mobile Games will reach US$101.60m in Guatemala by 2024.
  • When comparing the Video Games market globally, it is worth noting that China is projected to generate the highest revenue, amounting to US$94.49bn in 2024.
  • Lastly, the average revenue per user (ARPU) is expected to be US$79.60 in Guatemala's Video Games market by 2024.
  • This metric provides insights into the spending patterns and value derived by each user in the market segment.
  • "Guatemala's video game market is experiencing a surge in popularity, driven by a growing number of local developers and an increasing demand for mobile gaming."

Definition:

The video games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Online Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

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 download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Fee-based video games distributed over the Internet
  • Downloads of full versions for gaming consoles or PCs
  • Mobile games for smartphones and tablets (paid app downloads or in-app-purchases)
  • Free-to-play online/browser games (subscription-based or including in-game purchases)
  • Gaming networks

Out-Of-Scope

  • Physical video game sales
  • Demo/trial-versions
Video Games: market data & analysis - Cover

Market Insights report

Video Games: market data & analysis

Study Details

    Revenue

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

    Most recent update: Mar 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: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company 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.

    Digital

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    Video Games: market data & analysis - BackgroundVideo Games: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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