Download Games - Denmark

  • Denmark
  • Revenue in the Download Games market is projected to reach €49.47m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.14%, resulting in a projected market volume of €57.74m by 2029.
  • In the Download Games market, the number of users is expected to amount to 1.1m users by 2029.
  • User penetration will be 18.5% in 2024 and is expected to hit 18.4% by 2029.
  • In global comparison, most revenue will be generated in the United States (€4,620.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to €44.93 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Denmark has been experiencing significant growth in recent years. Customer preferences have shifted towards digital gaming, leading to an increase in the demand for downloadable games. This trend can be attributed to several factors, including the convenience and accessibility of digital downloads, as well as the growing popularity of online multiplayer gaming.

Customer preferences:
In Denmark, customer preferences have shifted towards digital gaming, with an increasing number of gamers opting for downloadable games. This can be attributed to the convenience and accessibility of digital downloads. Unlike physical copies, downloadable games can be easily purchased and downloaded directly onto gaming consoles or computers, eliminating the need to visit a retail store. This convenience factor has resonated with Danish gamers, who are increasingly seeking instant access to their favorite games. Furthermore, the growing popularity of online multiplayer gaming has also contributed to the preference for downloadable games. Online multiplayer games require constant updates and patches, which are more easily managed through digital downloads. This allows gamers to stay up-to-date with the latest content and features, enhancing their overall gaming experience.

Trends in the market:
One of the key trends in the Download Games market in Denmark is the rise of mobile gaming. Mobile devices, such as smartphones and tablets, have become increasingly powerful and capable of running high-quality games. This has led to a surge in mobile game downloads, with Danish gamers embracing the convenience of gaming on the go. The availability of a wide range of mobile games, including both free-to-play and premium titles, has further fueled the growth of the mobile gaming market in Denmark. Another trend in the market is the increasing popularity of indie games. Independent game developers have gained recognition for their unique and innovative game concepts, attracting a dedicated fan base. Danish gamers have shown a strong interest in supporting indie developers, leading to a surge in the demand for downloadable indie games. The accessibility of digital platforms, such as Steam and the Nintendo eShop, has provided indie developers with a global audience, allowing them to thrive in the competitive gaming market.

Local special circumstances:
Denmark has a strong gaming culture, with a high percentage of the population actively engaged in gaming. The country's well-developed internet infrastructure and high smartphone penetration rate have contributed to the growth of the Download Games market. Danish gamers are tech-savvy and open to adopting new gaming trends, making the market highly receptive to digital downloads.

Underlying macroeconomic factors:
The strong growth of the Download Games market in Denmark can also be attributed to favorable macroeconomic factors. Denmark has a high disposable income per capita, allowing gamers to invest in digital game purchases. Additionally, the country has a high level of internet penetration and a stable economy, providing a solid foundation for the growth of the digital gaming market. In conclusion, the Download Games market in Denmark has experienced significant growth due to shifting customer preferences towards digital gaming. The convenience and accessibility of downloadable games, coupled with the rise of online multiplayer gaming, have contributed to this trend. The market has also seen a surge in mobile gaming and the popularity of indie games. Denmark's strong gaming culture, well-developed internet infrastructure, and favorable macroeconomic factors have further supported the growth of the Download Games market in the country.

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.

Vue d’ensemble

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