Download Games - Cambodia

  • Cambodia
  • The projected revenue in the Download Games market in Cambodia is expected to reach €5.66m in 2024.
  • This represents a significant growth potential for the market in the country.
  • The revenue is further expected to show an annual growth rate of 6.77% between 2024 and 2027, resulting in a projected market volume of €6.89m by 2027.
  • This indicates a positive trajectory for the Download Games market in Cambodia.
  • The number of users in the Download Games market is also expected to increase in Cambodia.
  • It is projected to amount to 2.3m users by 2027, reflecting the growing popularity of downloadable games among Cambodian users.
  • Furthermore, user penetration, which refers to the percentage of the population using Download Games market, is expected to rise from 12.6% in 2024 to 12.8% by 2027.
  • This indicates an increasing adoption of Download Games market among the Cambodian population.
  • In comparison to other countries worldwide, United States is projected to generate the most revenue in the Download Games market.
  • In 2024, United States is expected to generate a revenue of €4,687.00m.
  • This highlights the dominance of the United States in terms of revenue generation in the global Download Games market.
  • Additionally, the average revenue per user (ARPU) in the Download Games market in Cambodia is projected to amount to €2.55 in 2024.
  • This metric provides insights into the average spending of users on Download Games market in Cambodia and can be used to gauge the market's potential for monetization.
  • Cambodia's growing internet penetration and increasing smartphone adoption are driving a surge in demand for download games in the country.

Key regions: Japan, South Korea, France, Europe, India

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Analyst Opinion

With rising prosperity and connection speeds in emerging and developing countries, the Download Games market will continue to grow steadily over the next few years. New offers like subscription-based game libraries (e. g., Uplay+) will power this development even further. However, upcoming technical innovations such as game streaming might have the same impact on the Download Games market as Music Streaming had on Music Downloads.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Key Players
  • Methodology
  • Key Market Indicators
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