Online Games - Europe
- Europe
- In Europe, revenue in the Online Games market is projected to reach €5.07bn in 2025.
- Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 4.82%, leading to a projected market volume of €6.12bn by 2029.
- In the Online Games market withEurope, the number of users is anticipated to amount to 104.6m users by 2029.
- User penetration in Europe will be 11.7% in 2025 and is forecasted to rise to 12.4% by 2029.
- In a global context, the majority of revenue will be generated China, with a figure of €6,283.00m in 2025.
- The average revenue per user (ARPU) in the Online Games market in Europe is projected to reach €51.16 in 2025.
- In Europe, the online gaming sector is increasingly focusing on immersive experiences, reflecting a growing consumer demand for innovative and interactive content.
Key regions: France, South Korea, Europe, India, Asia
Analyst Opinion
The Online Games Market within the Media Market in Europe is experiencing moderate growth, influenced by factors such as evolving consumer preferences, the rise of mobile gaming, and increased competition among developers, which enhances innovation and engagement.
Customer preferences: Consumers in the Online Games Market are gravitating towards immersive and socially connected gaming experiences, reflecting a desire for community and shared enjoyment. The rise of multiplayer and cooperative gameplay highlights the importance of social interaction, particularly among younger demographics. Additionally, the increasing demand for diverse narratives and representation in games is reshaping content creation, prompting developers to embrace cultural nuances and demographic shifts. This evolution signals a transformative period where gaming becomes a more inclusive and engaging medium for various lifestyles.
Trends in the market: In Europe, the Online Games Market is experiencing a significant shift towards cross-platform gaming, enabling players to engage with friends regardless of device. This trend is fostering a more connected gaming community, particularly among younger audiences who value collaboration and shared experiences. Additionally, there is an increasing focus on user-generated content, empowering players to shape their gaming environments. This evolution not only enhances player engagement but also presents opportunities for developers to monetize content creation, driving innovation and competition within the industry.
Local special circumstances: In the United Kingdom, the Online Games Market thrives on a robust esports culture, with major tournaments drawing large audiences and fostering community engagement. In Russia, the market benefits from a rich heritage of game development, with local studios creating culturally resonant content that appeals to native players. Italy's gaming landscape is influenced by a strong emphasis on mobile gaming, driven by high smartphone usage among younger demographics. In France, regulatory support for digital innovation encourages game diversity and creativity, promoting a vibrant environment for indie developers and established studios alike.
Underlying macroeconomic factors: The Online Games Market in Europe is significantly shaped by macroeconomic factors such as technological advancements, consumer spending patterns, and regulatory frameworks. The rise of high-speed internet access and mobile connectivity fosters greater participation in online gaming, particularly among younger demographics. Economic stability in countries like Germany and Sweden supports disposable incomes, enhancing spending on games and in-game purchases. Conversely, regions facing economic downturns may see reduced consumer spending. Furthermore, supportive fiscal policies and incentives for game development stimulate innovation, allowing both indie creators and major studios to thrive, thereby enriching the overall gaming landscape.
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