Download Games - Norway

  • Norway
  • In Norway, revenue in the Download Games market market is projected to reach €58.48m in 2024.
  • The revenue is expected to display an annual growth rate (CAGR 2024-2029) of 4.89%, leading to a projected market volume of €74.24m by 2029.
  • By 2029, the number of users in the Download Games market market in Norway is anticipated to amount to 1.3m users.
  • User penetration in Norway will be 22.7% in 2024 and is expected to decline slightly to 22.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is estimated to reach €4,638.00m in 2024.
  • The average revenue per user (ARPU) in Norway's Download Games market market is projected to amount to €46.73 in 2024.
  • In Norway, the growing popularity of mobile gaming is reshaping the Download Games market, fostering increased investment in localized content and innovative gameplay experiences.

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

 
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Analyst Opinion

The Download Games market in Norway is experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Norway are shifting towards digital entertainment, including the download games market. This is driven by the convenience and accessibility of downloading games directly to devices, such as smartphones, tablets, and gaming consoles. Customers appreciate the ability to instantly access a wide variety of games without the need for physical copies or trips to retail stores. Additionally, the ability to easily update and download new content for games is highly valued by Norwegian gamers. Trends in the market are also contributing to the growth of the Download Games market in Norway. The increasing popularity of online multiplayer games and the rise of esports have led to a greater demand for downloadable games. Norwegian gamers are seeking immersive and interactive experiences, and downloadable games provide the flexibility and connectivity required for these types of games. Furthermore, the integration of virtual reality technology into downloadable games is gaining traction in Norway, as it enhances the gaming experience and creates new opportunities for game developers. Local special circumstances in Norway are also playing a role in the development of the Download Games market. Norway has a high internet penetration rate and a tech-savvy population, which creates a conducive environment for digital entertainment. The country's strong gaming culture and supportive government policies towards the gaming industry have further fueled the growth of the Download Games market. Additionally, the Norwegian gaming community is highly active and engaged, with numerous gaming events and conventions taking place throughout the year. Underlying macroeconomic factors are also contributing to the growth of the Download Games market in Norway. The country has a strong economy and high disposable income levels, allowing consumers to invest in gaming and entertainment products. Furthermore, the COVID-19 pandemic has accelerated the shift towards digital entertainment, as people spend more time at home and seek alternative forms of entertainment. The Download Games market has benefited from this trend, as consumers look for new ways to stay entertained and connected. In conclusion, the Download Games market in Norway is experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The convenience and accessibility of downloadable games, along with the increasing popularity of online multiplayer games and virtual reality technology, are driving the growth of the market. Furthermore, Norway's tech-savvy population, supportive government policies, and active gaming community contribute to the market's development. The strong economy and the impact of the COVID-19 pandemic also play a role in the growth of the Download Games market in Norway.

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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