Download Games - Belgium

  • Belgium
  • In Belgium, revenue in the Download Games market market is projected to reach €153.40m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.79%, resulting in a projected market volume of €223.20m by 2029.
  • In the Download Games market market withBelgium, the number of users is anticipated to amount to 3.0m users by 2029.
  • User penetration in Belgium will be 23.6% in 2024 and is expected to increase to 25.3% by 2029.
  • In a global context, most revenue will be generated the United States, with an expected figure of €4,687.00m in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Download Games market market in Belgium is projected to amount to €55.48 in 2024.
  • In Belgium, the increasing popularity of mobile gaming is reshaping the Download Games market, leading to a surge in localized content and in-app purchases.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Belgium has been experiencing steady growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming. Customer preferences in Belgium have shifted towards digital downloads, as consumers increasingly prefer the convenience of accessing games directly from their devices. This trend is in line with the global market, where digital downloads have become the preferred method of game distribution. The ease of purchasing and downloading games online has also contributed to the growth of the Download Games market in Belgium. One of the key trends in the market is the rise of mobile gaming. With the widespread availability of smartphones and tablets, more and more consumers are turning to mobile devices for gaming. This has led to a surge in the demand for mobile games, which can be easily downloaded and played on the go. The mobile gaming market in Belgium is expected to continue growing in the coming years, as developers focus on creating innovative and engaging mobile games. Another trend in the Download Games market is the increasing popularity of multiplayer online games. With the advancement of technology and the widespread availability of high-speed internet, multiplayer online games have become a favorite among gamers in Belgium. These games allow players to connect with others from around the world, creating a social and interactive gaming experience. The demand for multiplayer online games is expected to continue growing, as developers introduce new features and improve the overall gaming experience. Local special circumstances in Belgium have also contributed to the growth of the Download Games market. Belgium has a strong gaming culture, with a large number of gamers and gaming events taking place throughout the year. The country is also home to several game development studios, which have been instrumental in driving innovation and creativity in the industry. These local factors have created a favorable environment for the growth of the Download Games market in Belgium. Underlying macroeconomic factors, such as the growth of the digital economy and increasing disposable income, have also played a role in the development of the Download Games market in Belgium. As the digital economy continues to expand, more consumers are able to afford gaming devices and access to high-speed internet, driving the demand for downloadable games. Additionally, the increasing disposable income in Belgium has allowed consumers to spend more on entertainment, including gaming. In conclusion, the Download Games market in Belgium is experiencing growth due to changing customer preferences, the rise of mobile gaming, and the increasing popularity of multiplayer online games. Local special circumstances and underlying macroeconomic factors have also contributed to the development of the market. As the gaming industry continues to evolve, it is expected that the Download Games market in Belgium will continue to thrive.

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.

Visión general

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