Mobile Games - Benelux

  • Benelux
  • In Benelux, revenue in the Mobile Games market market is projected to reach €0.65bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.49%, leading to a projected market volume of €0.89bn by 2029.
  • In the Mobile Games market market withBenelux, the number of users is anticipated to reach 8.2m users by 2029.
  • User penetration in Benelux will be 23.0% in 2024 and is expected to increase to 26.9% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is projected to reach €31,480.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Benelux is projected to amount to €94.53 in 2024.
  • In the Benelux region, mobile games are increasingly prioritizing immersive storytelling and local cultural themes to enhance user engagement and retention.

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

 
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Analyst Opinion

The Mobile Games market in Benelux has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
In Benelux, customers have shown a strong preference for mobile gaming, with a significant portion of the population engaging in gaming activities on their smartphones and tablets. This can be attributed to the convenience and accessibility of mobile gaming, allowing users to play games anytime and anywhere. Furthermore, the increasing popularity of multiplayer games and social gaming has also contributed to the growth of the market, as users seek to connect and compete with friends and other players online.

Trends in the market:
One of the key trends in the Benelux Mobile Games market is the rise of in-app purchases and microtransactions. Developers have increasingly adopted a freemium model, offering games for free but monetizing through in-app purchases of virtual goods or additional content. This has proven to be a successful strategy, as users are willing to spend money on enhancing their gaming experience. Additionally, the market has seen a shift towards mobile eSports, with the emergence of competitive gaming leagues and tournaments. This trend has not only attracted professional gamers but also increased the engagement of casual players, who now have the opportunity to participate in organized competitions.

Local special circumstances:
The Benelux region is known for its high smartphone penetration rate and advanced mobile infrastructure. This has created a favorable environment for the growth of the Mobile Games market, as users have access to high-speed internet connections and powerful devices capable of running graphically demanding games. Furthermore, the region's strong gaming culture and supportive ecosystem have also contributed to the market's development. Benelux has a vibrant community of game developers, publishers, and events, which foster creativity and innovation in the industry.

Underlying macroeconomic factors:
The macroeconomic factors underlying the growth of the Mobile Games market in Benelux include the region's stable economy and high disposable income levels. With a strong purchasing power, consumers are more willing to spend on entertainment and leisure activities, including mobile gaming. Additionally, the increasing prevalence of smartphones and tablets in the region can be attributed to falling device prices and improved affordability. As more individuals own mobile devices, the potential customer base for mobile games expands, driving market growth. In conclusion, the Mobile Games market in Benelux is experiencing significant growth due to customer preferences for mobile gaming, the rise of in-app purchases and microtransactions, the emergence of mobile eSports, local special circumstances including high smartphone penetration and a supportive gaming ecosystem, and underlying macroeconomic factors such as stable economy and high disposable income levels. These factors collectively contribute to the expansion of the market and present opportunities for game developers and publishers in the region.

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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