Online Games - Chile

  • Chile
  • Revenue in the Online Games market is projected to reach €25.22m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.44%, resulting in a projected market volume of €31.34m by 2029.
  • In the Online Games market, the number of users is expected to amount to 2.9m users by 2029.
  • User penetration will be 14.0% in 2024 and is expected to hit 14.7% by 2029.
  • In global comparison, most revenue will be generated in China (€5,972.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to €9.16 in 2024.

Key regions: United States, Europe, France, India, Asia

Comparación de regiones

Analyst Opinion

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

Customer preferences:
Chilean consumers have shown a growing interest in online games, with a particular emphasis on mobile gaming. The convenience and accessibility of mobile gaming have made it a popular choice among Chilean gamers. Additionally, the rise of social gaming platforms has allowed players to connect with friends and compete against each other, further fueling the popularity of online games in the country.

Trends in the market:
One of the notable trends in the Chilean online games market is the increasing demand for free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-game purchases to enhance the gaming experience. This trend has been successful in attracting a large user base and generating revenue through microtransactions. Another trend in the market is the rise of esports in Chile. Esports tournaments and events have gained significant popularity, with a growing number of players and spectators participating in competitive gaming. This trend has led to the emergence of professional esports teams and the establishment of dedicated esports arenas in the country.

Local special circumstances:
Chile has a strong internet infrastructure and high smartphone penetration, which has contributed to the growth of the online games market. The availability of reliable and high-speed internet connections has made it easier for gamers to access and play online games. Additionally, the affordability of smartphones has made them accessible to a larger portion of the population, resulting in a larger potential customer base for online games.

Underlying macroeconomic factors:
Chile's stable economy and increasing disposable income have also played a role in the growth of the online games market. As more people have discretionary income to spend on entertainment, the demand for online games has increased. Furthermore, the COVID-19 pandemic and subsequent lockdown measures have further accelerated the growth of the online games market, as people turned to gaming as a form of entertainment and social interaction during periods of isolation. In conclusion, the Online Games market in Chile has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The popularity of mobile gaming, the rise of free-to-play games with in-app purchases, and the emergence of esports have all contributed to the growth of the market. With a strong internet infrastructure, high smartphone penetration, and a stable economy, Chile is well-positioned for further growth in the online games market.


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
Espere, por favor