Mobile Games - Ireland

  • Ireland
  • In Ireland, revenue in the Mobile Games market market is projected to reach €96.18m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.66%, which will result in a projected market volume of €120.80m by 2029.
  • The number of users in the Mobile Games market market in Ireland is anticipated to amount to 1.9m users by 2029.
  • User penetration in Ireland will be 31.8% in 2024 and is expected to rise to 37.3% by 2029.
  • In a global context, most revenue in the Mobile Games market market will be generated United States, where it is projected to reach €31,810.00m in 2024.
  • The average revenue per user (ARPU) in Ireland's Mobile Games market market is projected to amount to €59.35 in 2024.
  • In Ireland, the mobile games sector is increasingly embracing augmented reality features, reflecting a growing consumer preference for immersive gaming experiences.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Ireland has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Irish consumers have shown a growing interest in mobile gaming, with a significant increase in the number of people playing games on their smartphones and tablets. This can be attributed to several factors, including the convenience and portability of mobile devices, the availability of a wide range of games, and the increasing quality and sophistication of mobile game graphics and gameplay. Additionally, the rise of social gaming and multiplayer options has also contributed to the popularity of mobile games in Ireland.

Trends in the market:
One of the key trends in the Irish mobile games market is the shift towards free-to-play games supported by in-app purchases and advertisements. This business model allows users to download and play games for free, but offers optional in-game purchases or displays ads to generate revenue for the developers. This trend has been successful in Ireland due to the willingness of consumers to spend money on in-app purchases, as well as the effectiveness of targeted advertising in reaching the desired audience. Another trend in the market is the increasing popularity of mobile esports and competitive gaming. Ireland has seen a rise in the number of mobile gaming tournaments and events, attracting both casual and professional gamers. This trend has been fueled by the growing interest in competitive gaming globally, as well as the accessibility of mobile games that allow players to compete against each other from anywhere.

Local special circumstances:
Ireland has a strong gaming culture, with a vibrant community of gamers and game developers. The country is home to a number of successful game development studios and has a supportive ecosystem for the gaming industry. This has created a favorable environment for the growth of the mobile games market in Ireland, with local developers creating innovative and engaging games that cater to the preferences of Irish consumers.

Underlying macroeconomic factors:
The growth of the mobile games market in Ireland can also be attributed to the overall economic development of the country. Ireland has experienced strong economic growth in recent years, leading to increased disposable income and higher consumer spending. As a result, more people have the financial means to invest in mobile devices and spend money on mobile games, contributing to the growth of the market. In conclusion, the Mobile Games market in Ireland has been growing rapidly due to changing customer preferences, such as the shift towards free-to-play games and the popularity of mobile esports. Additionally, local special circumstances, such as a strong gaming culture and a supportive ecosystem for game development, have also played a significant role in the market's development. The underlying macroeconomic factors, including economic growth and increased consumer spending, have further fueled the growth of the mobile games market in Ireland.

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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