Mobile Games - Norway

  • Norway
  • In Norway, revenue in the Mobile Games market market is projected to reach €200.60m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.34%, resulting in a projected market volume of €214.40m by 2029.
  • In Norway's Mobile Games market market, the number of users is expected to amount to 2.1m users by 2029.
  • User penetration will be 31.0% in 2024 and is expected to hit 36.1% by 2029.
  • In global comparison, most revenue will be generated United States (€31,480.00m in 2024).
  • The average revenue per user (ARPU) in Norway's Mobile Games market market is projected to amount to €117.20 in 2024.
  • Norway's mobile games market is witnessing a surge in demand for immersive storytelling and innovative gameplay, reflecting the country's strong digital culture.

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

 
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Comparaison de régions
 
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Analyst Opinion

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

Customer preferences:
Norwegian consumers have shown a strong inclination towards mobile gaming, with a growing number of people using smartphones and tablets for entertainment purposes. The convenience and portability of mobile devices have made it easier for individuals to access and play games on the go. Furthermore, the increasing availability of high-speed internet and the rise of social media platforms have contributed to the popularity of mobile gaming in Norway.

Trends in the market:
One of the key trends in the Norwegian Mobile Games market is the shift towards free-to-play games with in-app purchases. This business model allows players to download and play games for free, while generating revenue through the sale of virtual goods or additional features within the game. This trend has been fueled by the growing acceptance of microtransactions and the desire for players to customize their gaming experience. Additionally, the introduction of multiplayer and social features in mobile games has further enhanced their appeal, as players can now compete or cooperate with friends and other players online. Another trend in the Norwegian Mobile Games market is the emergence of augmented reality (AR) and virtual reality (VR) games. These technologies have opened up new possibilities for immersive gaming experiences, allowing players to interact with virtual objects and environments in real-world settings. The popularity of AR and VR games is expected to continue growing as the technology becomes more advanced and accessible to a wider audience.

Local special circumstances:
Norway's high smartphone penetration rate and advanced mobile network infrastructure have created a favorable environment for the growth of the Mobile Games market. The country has one of the highest smartphone penetration rates in the world, with a large portion of the population owning and regularly using smartphones. This widespread adoption of mobile devices has created a large potential customer base for mobile game developers and publishers. Furthermore, Norway's strong gaming culture and supportive government policies have also contributed to the development of the Mobile Games market. The country has a vibrant gaming community, with numerous gaming events and conventions held throughout the year. The government has also provided financial support and incentives to the gaming industry, encouraging the growth of local game development studios and attracting international companies to establish a presence in Norway.

Underlying macroeconomic factors:
The strong growth in the Norwegian Mobile Games market can be attributed to several underlying macroeconomic factors. Norway has a high standard of living and a relatively affluent population, which enables consumers to spend on leisure activities such as gaming. Additionally, the country's stable economy and low unemployment rate provide a favorable environment for consumer spending. In conclusion, the Mobile Games market in Norway is experiencing rapid growth due to changing customer preferences, such as the shift towards free-to-play games and the adoption of AR and VR technologies. The local special circumstances, including high smartphone penetration and a supportive gaming culture, have further fueled this growth. The underlying macroeconomic factors, such as a high standard of living and a stable economy, have also contributed to the development of the market.

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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