Download Games - Chile

  • Chile
  • Revenue in the Download Games market is projected to reach €96.69m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.15%, resulting in a projected market volume of €124.30m by 2029.
  • In the Download Games market, the number of users is expected to amount to 4.2m users by 2029.
  • User penetration will be 21.4% in 2024 and is expected to hit 21.4% by 2029.
  • In global comparison, most revenue will be generated in the United States (€4,620.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to €22.96 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

Comparación de regiones

Analyst Opinion

The Download Games market in Chile is experiencing significant growth due to several key factors.

Customer preferences:
Chilean consumers have shown a strong preference for downloadable games, as they offer convenience and instant access to a wide range of gaming options. This trend is in line with the global shift towards digital distribution and the increasing popularity of online gaming.

Trends in the market:
One of the major trends in the Download Games market in Chile is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet, more and more Chileans are turning to mobile devices for their gaming needs. This has led to a surge in demand for mobile games, especially those that are free to play but offer in-app purchases. Another trend in the market is the growing popularity of multiplayer online games. Chilean gamers are increasingly seeking social and interactive gaming experiences, and multiplayer online games provide just that. This trend is driven by the desire for social connection and competition, as well as the availability of reliable internet connections in Chile.

Local special circumstances:
Chile has a relatively small population compared to other countries in the region, but it has a high level of internet penetration and a growing middle class. This combination of factors makes Chile an attractive market for game developers and publishers. Additionally, Chile has a strong gaming culture, with a large number of gaming events and conventions taking place throughout the year. This creates a supportive environment for the growth of the Download Games market.

Underlying macroeconomic factors:
The growth of the Download Games market in Chile is also influenced by underlying macroeconomic factors. Chile has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more Chileans to afford gaming devices and invest in downloadable games. Furthermore, the government has implemented policies to promote the development of the digital economy, which has created a favorable business environment for the gaming industry. In conclusion, the Download Games market in Chile is growing rapidly due to customer preferences for convenience and instant access, the rise of mobile gaming and multiplayer online games, local special circumstances such as internet penetration and a supportive gaming culture, and underlying macroeconomic factors such as economic growth and government policies.


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.


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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