Mobile Games - Worldwide

  • Worldwide
  • Revenue in the Mobile Games market market worldwide is projected to reach €108.80bn in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.56%, leading to a projected market volume of €142.60bn by 2029.
  • In the Mobile Games market market, the number of users worldwide is anticipated to reach 2.4bn users by 2029.
  • User penetration will be 25.8% in 2024 and is forecasted to increase to 29.8% by 2029.
  • In a global context, the majority of revenue will be generated United States, amounting to €31,480.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market worldwide is projected to be €54.40 in 2024.
  • The global mobile gaming market continues to thrive as developers increasingly prioritize immersive experiences and social connectivity to engage diverse audiences worldwide.

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

 
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Analyst Opinion

The Mobile Games market in Worldwide is experiencing significant growth and development.

Customer preferences:
Customers in Worldwide are increasingly turning to mobile games as a form of entertainment. The convenience and accessibility of mobile gaming on smartphones and tablets have made it a popular choice among consumers of all ages. Additionally, the wide variety of game genres and the ability to play with friends and compete against others online have contributed to the growing popularity of mobile games.

Trends in the market:
One of the key trends in the Mobile Games market in Worldwide is the rise of hyper-casual games. These are simple, easy-to-learn games that can be played in short bursts of time. They have gained popularity due to their addictive nature and the fact that they can be played by anyone, regardless of their gaming experience. Another trend is the increasing use of in-app purchases and microtransactions, where players can buy virtual items or currency within the game. This has become a significant source of revenue for game developers.

Local special circumstances:
In Worldwide, the Mobile Games market is influenced by the large population and the high smartphone penetration rate. With a vast consumer base, game developers have a wide audience to target. Additionally, the increasing availability of affordable smartphones has made mobile gaming accessible to a larger portion of the population. The cultural diversity in Worldwide also contributes to the demand for a wide range of game genres, catering to different preferences and interests.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Worldwide can be attributed to several macroeconomic factors. The increasing disposable income in many countries has allowed consumers to spend more on entertainment, including mobile games. Additionally, advancements in technology have made smartphones more powerful, enabling them to run more complex and visually appealing games. The availability of high-speed internet and the expansion of 5G networks have also contributed to the growth of mobile gaming, as it allows for seamless online multiplayer experiences. In conclusion, the Mobile Games market in Worldwide is thriving due to customer preferences for convenient and accessible entertainment options. The rise of hyper-casual games and in-app purchases are key trends in the market. The large population, high smartphone penetration rate, and cultural diversity in Worldwide create a favorable environment for the growth of the Mobile Games market. Furthermore, underlying macroeconomic factors such as increasing disposable income and technological advancements have also played a significant role in driving the market's development.

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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