Mobile Games - Europe
- Europe
- Revenue in the Mobile Games market is projected to reach €7.63bn in 2024.
- Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.47%, resulting in a projected market volume of €10.44bn by 2029.
- In the Mobile Games market, the number of users is expected to amount to 235.4m users by 2029.
- User penetration will be 23.7% in 2024 and is expected to hit 27.9% by 2029.
- In global comparison, most revenue will be generated in China (€32,140.00m in 2024).
- The average revenue per user (ARPU) in the Mobile Games market is projected to amount to €38.17 in 2024.
Key regions: Japan, Germany, South Korea, China, Asia
Analyst Opinion
The Mobile Games market in Europe is experiencing significant growth and development. Customer preferences for mobile gaming have shifted towards more immersive and visually appealing games. This trend has led to the rise of high-quality graphics and advanced gameplay features in mobile games. Additionally, the increasing availability and affordability of smartphones have contributed to the expansion of the mobile gaming market in Europe.
Customer preferences: Customers in Europe are increasingly seeking more immersive and visually appealing mobile games. They are looking for games that provide a unique and engaging experience, with high-quality graphics and advanced gameplay features. This shift in preferences has led to the development of more sophisticated mobile games that rival console and PC games in terms of graphics and gameplay.
Trends in the market: One major trend in the European mobile gaming market is the rise of multiplayer and social gaming. Mobile games that allow players to connect and interact with friends and other players from around the world have gained popularity. This trend is driven by the desire for social interaction and competition among players. Another trend is the increasing popularity of mobile esports in Europe. Competitive gaming on mobile devices has gained traction, with tournaments and championships being held for popular mobile games. This trend is fueled by the growing interest in esports and the accessibility of mobile gaming.
Local special circumstances: Europe is home to a diverse gaming culture, with different countries having their own unique preferences and gaming traditions. For example, countries like Finland and Sweden have a strong presence in the mobile gaming industry, with several successful game development companies originating from these countries. This local expertise and talent contribute to the growth and innovation in the European mobile gaming market.
Underlying macroeconomic factors: The growth of the European mobile gaming market is also influenced by macroeconomic factors such as the increasing availability and affordability of smartphones. As smartphones become more accessible to a larger population, more people are able to engage in mobile gaming. Additionally, the proliferation of high-speed internet and the expansion of mobile networks have made it easier for players to download and play mobile games. Furthermore, the European Union's Digital Single Market strategy has played a role in the development of the mobile gaming market. This strategy aims to create a digital single market in Europe, removing barriers to cross-border online activities and promoting innovation in the digital sector. The implementation of this strategy has facilitated the growth of the mobile gaming market by enabling game developers to reach a wider audience across European countries. In conclusion, the Mobile Games market in Europe is experiencing growth and development driven by customer preferences for more immersive and visually appealing games, the rise of multiplayer and social gaming, and the increasing popularity of mobile esports. Local special circumstances, such as the presence of game development expertise in certain European countries, also contribute to the market's growth. Underlying macroeconomic factors, such as the increasing availability and affordability of smartphones and the European Union's Digital Single Market strategy, further support the expansion of the mobile gaming market in Europe.
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