Download Games - Worldwide

  • Worldwide
  • Revenue in the Download Games market market worldwide is projected to reach €20.75bn in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 5.32%, which will result in a projected market volume of €25.53bn by 2029.
  • In the Download Games market market, the number of users worldwide is anticipated to amount to 1.4bn users by 2029.
  • User penetration will be 16.4% in 2025 and is expected to increase to 17.0% by 2029.
  • In global comparison, the majority of revenue will be generated the United States, with an expected total of €4,877.00m in 2025.
  • The average revenue per user (ARPU) in the Download Games market market worldwide is projected to amount to €16.19 in 2025.
  • The global trend in the Download Games segment reflects a growing preference for immersive gaming experiences, significantly driven by advancements in technology and user engagement.

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

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Revenue

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Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Nov 2024

Fuente: Statista Market Insights

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Most recent update: Nov 2024

Fuente: Statista Market Insights

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Analyst Opinion

The Download Games Market within the global Media Market is experiencing moderate growth, influenced by factors such as evolving consumer preferences, the rise of mobile gaming, and the expansion of internet access, enhancing the accessibility of digital game downloads.

Customer preferences:
Consumers are increasingly gravitating towards immersive gaming experiences that prioritize social interaction and community engagement, reflecting a shift in lifestyle preferences. The rise of multiplayer and cooperative gameplay emphasizes the importance of connectivity, particularly among younger demographics. Additionally, cultural influences are steering interest towards diverse narratives and inclusive representation in games, encouraging developers to create content that resonates across various backgrounds. This evolution highlights a growing demand for personalized and socially-driven gaming experiences in the Download Games Market.

Trends in the market:
In the Download Games Market, there is a notable surge in the popularity of live-service games that facilitate ongoing content updates and community events, reflecting players' desire for dynamic engagement. Mobile gaming is also expanding rapidly, with more users accessing games on smartphones, driven by convenience and accessibility. Additionally, the integration of social media features within games fosters community building and user-generated content, enhancing player connectivity. These trends underscore the necessity for developers to innovate continuously and prioritize user experience to stay competitive in a rapidly evolving landscape.

Local special circumstances:
In the United States, the Download Games Market thrives on a diverse consumer base that embraces both mainstream and indie titles, with a strong emphasis on cross-platform play. Conversely, Japan's market is influenced by a rich gaming culture, with a preference for narrative-driven games and mobile adaptations of popular franchises. In Mainland China, stringent regulatory policies impact game approvals, fostering a competitive landscape where developers must navigate censorship while catering to local tastes. Meanwhile, the United Kingdom benefits from a robust gaming community that values innovation and multiplayer experiences, driving demand for engaging online content.

Underlying macroeconomic factors:
The Download Games Market is significantly influenced by macroeconomic factors such as global economic trends, national economic health, and consumer spending behaviors. In regions experiencing economic growth, increased disposable income encourages consumers to invest in gaming, driving demand for both mainstream and indie titles. Conversely, economic downturns can lead to reduced spending on non-essential entertainment, impacting sales. Additionally, varying fiscal policies, such as tax incentives for game developers, can stimulate innovation and attract investment. Furthermore, technological advancements and global connectivity enhance market accessibility, enabling developers to reach wider audiences despite local regulatory challenges.

Users

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Most recent update: Nov 2024

Fuente: Statista Market Insights

Global Comparison

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Most recent update: Nov 2024

Fuente: Statista Market Insights

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.

Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

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