Download Games - Ireland

  • Ireland
  • In Ireland, revenue in the Download Games market market is projected to reach €60.95m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.80%, which will result in a projected market volume of €80.81m by 2029.
  • The number of users in the Download Games market market in Ireland is expected to amount to 1.4m users by 2029.
  • User penetration in Ireland will be 26.3% in 2024 and is anticipated to slightly decrease to 26.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with figures reaching €4,687.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Ireland is projected to amount to €45.58 in 2024.
  • In Ireland, the Download Games segment is witnessing a surge in popularity as consumers increasingly favor digital entertainment over traditional media.

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

 
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Analyst Opinion

The Download Games market in Ireland has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Customers in Ireland have shown a strong preference for downloading games rather than purchasing physical copies. This shift in preference can be attributed to several factors. Firstly, downloading games offers convenience, as customers can instantly access their purchases without having to wait for shipping or visit a physical store. Secondly, downloading games allows for easy updates and patches, ensuring that customers always have the latest version of their games. Finally, downloading games often offers a wider selection and availability of titles compared to physical copies.

Trends in the market:
One notable trend in the Download Games market in Ireland is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and tablets, more and more customers are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of high-quality games on app stores. Another trend in the market is the rise of online multiplayer gaming. With the increasing availability of high-speed internet connections, more customers in Ireland are engaging in online multiplayer gaming experiences. This trend is fueled by the desire for social interaction and competition, as well as the ability to connect with players from around the world.

Local special circumstances:
One unique aspect of the Download Games market in Ireland is the country's strong gaming culture. Ireland has a vibrant gaming community, with numerous gaming events, tournaments, and conventions taking place throughout the year. This strong gaming culture has contributed to the growth of the Download Games market, as customers are enthusiastic about exploring new titles and participating in gaming communities.

Underlying macroeconomic factors:
The growth of the Download Games market in Ireland can also be attributed to underlying macroeconomic factors. The country's strong economy and high disposable income levels have allowed customers to spend more on leisure activities, including gaming. Additionally, the increasing availability of high-speed internet connections and the proliferation of smartphones and tablets have made downloading games more accessible to a larger segment of the population. In conclusion, the Download Games market in Ireland is experiencing significant growth due to changing customer preferences, such as the preference for downloading games over physical copies, and the increasing popularity of mobile and online multiplayer gaming. The country's strong gaming culture and favorable macroeconomic factors have also contributed to this growth. With these trends and circumstances in place, the Download Games market in Ireland is expected to continue its upward trajectory in the coming years.

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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