Games - Denmark

  • Denmark
  • Revenue in the Games market is projected to reach €886.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.36%, resulting in a projected market volume of €1,324.00m by 2029.
  • In global comparison, most revenue will be generated in China (€117,900.00m in 2024).
  • In the Games market, the number of users is expected to amount to 1.8m users by 2029.
  • User penetration will be 27.1% in 2024 and is expected to hit 29.8% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €1,155.00.

Key regions: Europe, China, India, Japan, United States

 
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Comparaison de régions
 
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Analyst Opinion

The Games market in Denmark has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences have shifted towards mobile gaming, with a growing number of Danes playing games on their smartphones and tablets. This trend is in line with the global market, where mobile gaming has become the largest segment. Additionally, the increasing popularity of online multiplayer games has also contributed to the growth of the Games market in Denmark.

Customer preferences:
Danish consumers have shown a strong preference for mobile gaming, with a significant portion of the population owning smartphones and tablets. This has led to an increase in the number of mobile game downloads and in-app purchases. The convenience and portability of mobile gaming have made it a popular choice among Danes, allowing them to play games anytime and anywhere.

Trends in the market:
The Games market in Denmark has witnessed the rise of online multiplayer games, which have gained popularity among both casual and hardcore gamers. The social aspect of online multiplayer games, where players can interact and compete with each other, has contributed to their success. This trend is not unique to Denmark, as online multiplayer games have become a global phenomenon.

Local special circumstances:
Denmark has a strong gaming culture, with a high percentage of the population engaging in gaming activities. This can be attributed to several factors, including the country's high internet penetration rate, advanced technology infrastructure, and a supportive gaming community. The presence of game development studios and gaming events also contributes to the growth of the Games market in Denmark.

Underlying macroeconomic factors:
The growth of the Games market in Denmark is also influenced by macroeconomic factors. The country has a strong economy and a high standard of living, which allows consumers to spend on entertainment and leisure activities. Additionally, the Danish government has implemented policies to support the gaming industry, such as providing grants and tax incentives to game developers. These factors create a favorable environment for the growth of the Games market in Denmark. In conclusion, the Games market in Denmark is experiencing growth due to customer preferences for mobile gaming and online multiplayer games. The country's strong gaming culture and supportive gaming community also contribute to this growth. Furthermore, macroeconomic factors such as a strong economy and government support for the gaming industry play a significant role in the development of the Games market in Denmark.

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.

Vue d’ensemble

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