Mobile Games - Portugal

  • Portugal
  • In Portugal, revenue in the Mobile Games market market is projected to reach €105.30m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.91%, leading to a projected market volume of €147.10m by 2029.
  • Furthermore, the number of users in the Mobile Games market market in Portugal is anticipated to reach 1.8m users by 2029.
  • User penetration in Portugal will be 14.9% in 2024 and is forecasted to increase to 17.5% by 2029.
  • In a global context, the highest revenue will be generated United States, with figures amounting to €31,480.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Portugal is projected to be €69.19 in 2024.
  • In Portugal, the mobile games market is experiencing a surge in popularity, driven by increasing smartphone penetration and a vibrant gaming community.

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

 
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Analyst Opinion

The Mobile Games market in Portugal has been experiencing significant growth in recent years, driven by customer preferences for convenient and immersive gaming experiences on their mobile devices.

Customer preferences:
Portuguese consumers have shown a strong preference for mobile gaming, with a growing number of people using their smartphones and tablets as their primary gaming devices. This shift in consumer behavior can be attributed to several factors. Firstly, the increasing availability of high-quality mobile games has made it easier for consumers to access and enjoy a wide variety of gaming experiences on their mobile devices. Secondly, the convenience of mobile gaming allows users to play games anytime and anywhere, making it a popular choice for people on the go. Lastly, the social aspect of mobile gaming, such as multiplayer options and social media integration, has also contributed to its popularity among Portuguese consumers.

Trends in the market:
One of the key trends in the Mobile Games market in Portugal is the rise of free-to-play games with in-app purchases. This business model allows users to download and play games for free, but offers optional in-app purchases to enhance the gaming experience or unlock additional content. This trend has gained traction in Portugal due to its ability to attract a large user base and generate revenue through microtransactions. Additionally, the increasing popularity of augmented reality (AR) and virtual reality (VR) technologies has also influenced the Mobile Games market in Portugal. These immersive technologies have opened up new possibilities for gaming experiences, allowing users to interact with virtual worlds in a more realistic and engaging way.

Local special circumstances:
The Mobile Games market in Portugal is influenced by several local special circumstances. Firstly, the country's relatively high smartphone penetration rate has contributed to the growth of mobile gaming. With a large portion of the population owning smartphones, there is a ready market for mobile games in Portugal. Secondly, the country's strong gaming culture and community have also played a role in the development of the Mobile Games market. Portugal has a vibrant gaming community, with regular gaming events and competitions that attract both casual and professional gamers. This community-driven culture has created a supportive environment for the growth of the Mobile Games market.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Portugal can be attributed to several underlying macroeconomic factors. Firstly, the country's stable economic conditions and rising disposable incomes have allowed consumers to spend more on entertainment, including mobile games. Secondly, the increasing availability of high-speed internet connections and the widespread adoption of smartphones have made it easier for consumers to access and download mobile games. Lastly, the global trend of digitalization and the increasing popularity of mobile devices have also contributed to the growth of the Mobile Games market in Portugal. As more people rely on their smartphones for various activities, including gaming, the demand for mobile games is expected to continue to rise.

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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