Download Games - Europe

  • Europe
  • In Europe, revenue in the Download Games market is projected to reach US$6.39bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 5.08%, resulting in a projected market volume of US$7.79bn by 2029.
  • In the Download Games market withEurope, the number of users is expected to amount to 167.7m users by 2029.
  • User penetration will be 19.4% in 2025 and is expected to hit 19.9% by 2029.
  • In global comparison, most revenue will be generated the United States (US$5,352.00m in 2025).
  • The average revenue per user (ARPU) in the Download Games market in Europe is projected to amount to US$38.97 in 2025.
  • The Download Games market in Europe is increasingly dominated by independent developers, reflecting a growing consumer preference for unique and innovative gaming experiences.

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

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: Jan 2025

Source: Statista Market Insights

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Most recent update: Jan 2025

Source: Statista Market Insights

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Analyst Opinion

The Download Games Market in Europe is experiencing moderate growth, influenced by factors such as the rising popularity of mobile gaming, increased internet accessibility, and evolving consumer preferences for on-demand gaming experiences.

Customer preferences:
Consumers in Europe are increasingly gravitating towards immersive gaming experiences, with a notable rise in demand for augmented reality (AR) and virtual reality (VR) games. This shift is influenced by younger demographics who prefer interactive and social gaming environments that offer deeper engagement. Additionally, the growing trend of cross-platform play reflects a desire for inclusivity and flexibility in gaming. As lifestyles evolve, players are also seeking shorter, more episodic content that fits into their busy schedules, further reshaping the landscape of the Download Games Market.

Trends in the market:
In Europe, the Download Games Market is experiencing a surge in demand for immersive gaming experiences, particularly through augmented reality (AR) and virtual reality (VR) titles. This trend is driven by younger gamers who favor interactive and socially engaging environments. Furthermore, the rise of cross-platform play highlights a push for inclusivity, allowing players to connect regardless of their device. As lifestyles become busier, there is also a growing preference for shorter, episodic content, prompting developers to adapt their offerings. This evolution holds significant implications for industry stakeholders, who must innovate to meet changing consumer preferences and enhance player engagement.

Local special circumstances:
In the United Kingdom, the Download Games Market thrives on a strong gaming culture and a robust broadband infrastructure, fostering a diverse community of gamers. France's market benefits from a rich tradition in art and storytelling, leading to a demand for narrative-driven games that reflect cultural nuances. Germany's regulatory environment emphasizes data protection, influencing game design and player engagement strategies. Meanwhile, Italy's growing interest in mobile gaming, driven by younger demographics, is reshaping content offerings to include more localized and culturally relevant themes.

Underlying macroeconomic factors:
The Download Games Market in Europe is significantly influenced by macroeconomic factors such as technological advancements, consumer spending trends, and regulatory frameworks. In countries like the United Kingdom and Germany, robust broadband infrastructure and high digital literacy rates promote increased engagement in online gaming. Conversely, France's emphasis on cultural preservation shapes game content, aligning with national policies that support creative industries. Additionally, Italy's economic recovery and rising disposable incomes are fueling interest in mobile gaming, while broader EU fiscal policies aimed at digital transformation facilitate investment in game development. Overall, these factors collectively enhance market performance across diverse European landscapes.

Users

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Most recent update: Jan 2025

Source: Statista Market Insights

Global Comparison

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Most recent update: Jan 2025

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., 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.

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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